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#1 (permalink) |
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Member
Join Date: May 2010
Location: I live in a cave.
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So when is the update for the Unreal Engine coming?
I remember something about SV waiting for an update before they could do the graphics enhancement. The current graphics are a laught compared to other games with the unreal engine . |
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#2 (permalink) |
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Join Date: Mar 2009
Location: Canada
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They did update it already. You missed the entire volcanic ash thing? Either you are joking and mocking them or are now going to be horribly disappointed. The game also does not look as good as in closed beta. Some technical limitation I guess once you get more people on?
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#4 (permalink) |
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Member
Join Date: Jul 2008
Location: Switzerland
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Ya i've been wondering about that too.
SV stated that for numerous bugs and problems, including the "?" item bugs and the AI pathing, they needed a patch from EPIC. But so far, we haven't heard a whisper from them so far via SV.
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#9 (permalink) | |
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They needed it for speedtree.
That doesn't mean foliage and shit are magically inserted into the game by fairies. It doesn't have anything to do with better resolutions at all. Click last 2 links in my sig. Quote:
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<@HenrikNystrom> I have to agree hehe, wasnt long time ago I watched our females and thought, damn we have pretty ugly females, especially compared to other mmos.. <@HenrikNystrom> problem is, it takes some time as it goes through a few people before they are updated. <@Maerlyn> that sounded... a little dirty <@HenrikNystrom> its dirty.. |
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#10 (permalink) |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
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Just because they did a big engine build merge, it doesn't mean that they're done all of them. As far as I know, SV is constantly (well, probably every couple months) applying engine updates from Epic. It's an ongoing thing.
But yes, the big one they did not long ago did make Speedtree 5 available for use, but now that the engine supports it they still have to create all the art assets and place them in the maps just to test it. I imagine most of the SV devs are pretty busy with very important things before that's all done, too. |
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#12 (permalink) | |
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CEO
Join Date: Apr 2008
Posts: 895
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Quote:
We are now as Paratus said, testing and updating different areas within UE and the network codes, this means we are getting closer to a better AI with fully working Navmesh, more "eye candy and visual updates thanks to the new UE update as in ST5 testing, and texture optimization. Some of these are major areas which do take some time but we now got the core to actually use it which we lacked with our old build. Slowly progressing in these important areas we are always working on stability and critical bugs. And sometime we are able to enable some features along the way as everyone cannot work on stability only, some works on critical bugs and some are working on features which are about done but not yet enabled like we mentioned before. It's not that we forget about critical bugs when enabling for instance the ghost features in our last patch, but it was simply missing 2 hours coding from someone available at that area which we had and gave you. Stability and critical bugs are always prio one and are always the planned ones in each patch, any feature being added during these patches are more of a "bonus" that is ready to be enabled. Also because we said we would add features as soon as we are able to, and there is a demand of new features of course. But we wouldn't enable them if theres not a valid reason to. For instance block hit which coming in this patch is nothing new that we worked on but actually had it in early betas, we had some small problems and changed some things which made us chose the safe before the sorry and disabled it along a lot other stuff. Now one area affected this and suddenly we had it for free now since we are working on combat pretty much to make it even better we simply got that added in this patch. It worked well before, and hopefully it will work now as well, adding another strategic move for those interested in pvping. In most patches there are a lot or most bug fixes and stability fixes and every now and then a small feature added. Being angry because you read features only in our patches is pretty misleading as they are often only bug fixes, sometime we do not add each change into those patch notes as its in-relevant what we fixed which not affect you visually or directly game play wise but stability wise overall. We sometime hear that you think we keep forgetting some logical bugs instead of adding that new "silly" feature. Sometime there is a valid reason we cannot simply fix that anoying bug in that patch, and we need more time or another area working first before we actually can patch that fix. We understand your frustration not being able to see the entire picture always but I hope this helps explain why it is like it is sometime. It could be a full time job for someone explaining why every patch look like it does as well, so I hope we can refer to this information from now on when its the same question about this. Your support is allways thankful when you fill in the information for those who lack the info, it sure isnt easy to keep track of everything in here.. Our under dev section will soon get an update and be more frequent updated so you can get prepared and see what we are working on. If you still aren't happy with this explanation, then let us simply work in our own "mysterious way" Just to give everyone an update on this pretty common question.
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#13 (permalink) | |
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Quote:
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#15 (permalink) | |
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Newbie
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#16 (permalink) |
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Join Date: Jun 2009
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Henrik are you also working on getting MO back to the graphical standard it used to be in beta?
A lot of us are aware that it isn't top priority at all, but the issue has come up a lot recently and not a word about this from the devs. A simpl "yes" to my quoted message would satisfy A LOT of people. |
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#18 (permalink) | |
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Senior Member
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Quote:
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"I can smell the rain, and with it pain, and it's headed my way" Klask Aerros
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#19 (permalink) |
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CEO
Join Date: Apr 2008
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We need to rewrite our armor system partly to be able to optimize our texture usage in the memory. This is not a fast nor simple task, but we have the design ready for it and need some time to change it. As long as we fixed the top prio bugs everyone screamed for we get new ones that seem as important as the one before. So its hard to prio this one when it comes to critical bugs. As soon as our bug fixing doesnt get interputed by the armor update we are able to start on this area. It's not only going to update the visuals but we will have a huge amount of more armor parts with this system in place, so we are eager to finish it as you are to have it, but other bugs takes up most time atm. As soon as we got the top bugs solved we will be able to put some guys to focus on this area again. We are working hard and progressing fairly fast atm I think so hopefully we will start getting some candy real soon.
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#20 (permalink) | |
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Join Date: Feb 2009
Location: Italy
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#21 (permalink) | |
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CEO
Join Date: Apr 2008
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Quote:
Its needed to add a larger amount of clothes yes. Right now we are working on some guild tabards/banners for our slot we already have working in game but disabled tabards and banners for the time being. What we need now is pretty much to skin the guild tabards/banners, add our guild logo support which also is ready and in use "invisible" on some of the armor part already Should help Guild ID and war strategics.
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#22 (permalink) | |
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#24 (permalink) | ||
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Senior Member
Join Date: Feb 2009
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Quote:
Quote:
Spoiler for BETA moh-ki:
Spoiler for RELEASE moh-ki:
graphics seem to be too cartoonish now...
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22/july/09
first log in cool memories <3 |
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#25 (permalink) | |
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Quote:
Wow, this really shows how much worse the graphics have gotten. |
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#26 (permalink) |
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CEO
Join Date: Apr 2008
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We are working to make combat feel better and get away from a spam fest only strategic. One step was to add spamming=crap damage. We have some things left to add, and rebalance, then see if we need to overall slow down the speed or what we need to do to make it even better. Combat beta was ok, but it was still very one way strategic of fighting, we want more depth than that.
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#30 (permalink) |
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CEO
Join Date: Apr 2008
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Ah I see, well ya I forgot to say that with the armor update we are able to use higher textures on the world as well, so yes those will get bumbed as well.
About your 2 screens down, and to answer the one who says the graphics sux now since the old one. The thing is it uses the exact same setting but with a different onscreen effect to fit its area. This is something we simply have to tweek, also day and night cycle overrides this a bit. We need tweaking there for sure to get the visual back to the first screen in at least a certain time period during the day. So to conclude, from the first and second there are the same texture packages, but different onscreen effect changing the overall look. We need to tweak that, AND then get our armor optimization in place and add higher textures to use, that will help the overall graphics for sure. We will also get some other cool looking effects with our next small UE update.
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#31 (permalink) |
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Thank you for the awesome news! Lots of great stuff coming into the game, very nice to hear.
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Currently playing: MO (Active Sub), StarCraft II, League of Legends "New topic: will i be able to pick lint from my belly button and if so will said lint have varying quality? Could I, for instance, find rare spidersilk in my belly button and craft a headband from it that gives me an INT bonus?" -Magnus27 |
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#32 (permalink) | |
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CEO
Join Date: Apr 2008
Posts: 895
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Quote:
And like you clearly can see, its getting night in the later screen, harder to justed compare a half way night screens visuals with a full day screen. But like I said, I still think we need to tweak the changing effect during time.
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#33 (permalink) | |
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Thanks Henrik, few developers go on the forums of their game to fill in the community. Glad to hear your actually listening
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#35 (permalink) | ||
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Senior Member
Join Date: Feb 2009
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Quote:
Quote:
so Kopatch was right about saturation :P ( http://www.mortalonline.com/forums/4...aturation.html )
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22/july/09
first log in cool memories <3 |
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#36 (permalink) |
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Junior Member
Join Date: Dec 2009
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All interesting and lovely things Henrik, really happy to see some of these things planned for the near future, however, i must ask this, when will we be able to build more interesting buildings, first thing that slips to mind is taverns.
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-Cthulhu |
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#37 (permalink) | |
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Member
Join Date: Jul 2009
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Quote:
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#38 (permalink) | |
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Banned
Join Date: Aug 2009
Posts: 1,138
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Quote:
Thank you for that answer. Perhaps you all at SV should schedual a once a month Teamspeak3 or IRC dev chat. Where everyone is muted by the channel admin and must basicly turn on their light to ask a question. TS3 has the channel commander option that turns your light red. This would do much to giving the community a idea of where your going, and the ability to give real time Q&A. A previous game that I used to play does this, and it was always a great success. |
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#39 (permalink) | |
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Programmer Guy
Join Date: Mar 2009
Location: Ottawa, Canada
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Quote:
Was a huge thing back in the day with UO. |
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