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Old 09-07-2006, 02:21 PM   #161
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Quote:
Originally Posted by Algor
Only concern is maybe the shadows are a bit too dark?

I turned up video overlay brightness in Windows and with that I can see a lot more.


Edit: It shouldn't take brightness to notice that the attacking flag is red rather than blue. In the original DB the flag was blue to match the attacking team and the cap-points changed colour when you cap them. It doesn't seem right for blue to carry a red flag in AvD.

Last edited by o_dave.; 09-07-2006 at 02:32 PM.
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Old 09-07-2006, 02:32 PM   #162
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Quote:
Originally Posted by Algor
Looks great, cool VO too
Only concern is maybe the shadows are a bit too dark?
Looks completely fine on my system. Maybe your monitor's brightness is set too low.
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Old 09-07-2006, 02:41 PM   #163
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The red pipes aren't any kind of proximity thingies. They glow red until they arm, at which point the glow disappears. So if they're a-glowin', you can't be a-dettin'.

The HW thing was just a bit of fun
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Old 09-07-2006, 02:48 PM   #164
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WOW! What an awesome video! Everything is looking good guys. Great job!

I wish I could shake all your hands or something. Or maybe a *HIGH FIVE*

DS

VIDEO
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Old 09-07-2006, 02:50 PM   #165
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Hmm not sure about the whole glowing arming thing, its gonna be a lot easier to pick out demomen who are piping deffense positions
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Old 09-07-2006, 03:04 PM   #166
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the map looks very cool. but as mentioned here already, the models/animations seem very odd sometimes and the soldier texturing should be much simpler.

anyway, well done guys.

funny that both tf2 and ff use some sort of western design now
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Old 09-07-2006, 03:28 PM   #167
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Quote:
Originally Posted by Norris
bs, criticism should always be welcome here on the forums.
Wrong.

Constructive critiscim should always be welcome. Saying you don't like something and not saying how it could be improved is a waste of time and space.
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Old 09-07-2006, 03:50 PM   #168
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Accept I said what was wrong with it, and showed how it could be improved by referencing it to the sniper.

FF Soldier:


FF Sniper:


TFC Soldier:



Spelling it out now, the resolution of the details of the sniper's chest are better than that of the soldier. I also think he would look better with more team colour in his texture ala TFC soldier, ala FF sniper, and ala his concept
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Old 09-07-2006, 03:52 PM   #169
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i can't wait for FF
and I have all faith in the dev team
and pwnage movie too! nice editing

I must say i just LOVE the death animations and the bodies flying around

I understand you guys work really hard on this and it must be tiring to still get so many questions?

one question tho
as the parts are really going fast
is there any chance of having a walking cycle of one of the models?
it seems they just go in a straight line not really naturally kind of ice skating like??
and the jumping with both legs backwards semt kinda awkard tho! nostalgic to the classic tfc (not that it needs to be like real life per se)
i probably didn't see well and this is just a detail ofcourse
perhaps someone could enlighten me (and contradict me on this) ?

i must say the demoman and spy really look super cool badass!
the medic should look a little more evil! like the gasmask from original tfc (which doesn't really have something to do with the class medic rather with moto cross or something coz of the flying i guess )
tho the blood on the clothes are cool :P and I can see it's more true to the first tfc medic model

you probably cba with all my whining but i tought i'd say it anyway

keep on with the good work !

Last edited by o_ass-asn; 09-07-2006 at 04:12 PM.
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Old 09-07-2006, 04:01 PM   #170
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Quote:
Originally Posted by sacred
Spelling it out now, the resolution of the details of the sniper's chest are better than that of the soldier. I also think he would look better with more team colour in his texture ala TFC soldier, ala FF sniper, and ala his concept
Well, for a fair comparison we need a textured render of the soldier to see the details properly. I think the amount of team colour is fine, he has plenty of red/blue on him as it is, anymore would possibly be OTT.

As for the distorting of the texture, thats due to the animations/ragdolls deforming the mesh, put a sniper model in that position and it would do the same thing.
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Old 09-07-2006, 04:06 PM   #171
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I realy read more than post on forums but for this i just had to post.

Thhhhhhhaaaannnkkk yyyooouuuu SOOOO MUTCH!

20% argh ^^
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Old 09-07-2006, 04:11 PM   #172
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I'm curious about framerates...maybe one of you devs involved with the playtesting can give us some comp specs and the type of fps range you're getting, from 1on1 encounters to large battles like we see in the video.
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Old 09-07-2006, 04:12 PM   #173
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nice one

(mirrored on http://zmk.fr/ff )
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Old 09-07-2006, 04:15 PM   #174
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Quote:
Originally Posted by sacred
TFC Soldier:
what the hell is that garbage? that's not the tfc soldier... pfft!

THIS (!!!!!!) is the tfc soldier!
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Old 09-07-2006, 04:22 PM   #175
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Well then!

*tossess acolades upon the mounting pile*

Looks fantastic! Love the sentry placement tool.
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Old 09-07-2006, 04:22 PM   #176
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sacred wasn't flaming their work. If they didn't want comments from everyone, good or bad (minus down-right flaming) then the discussion forums wouldnt be here.

To give me opinion on the video as vaguely as possible....I like it a lot.
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Old 09-07-2006, 04:25 PM   #177
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Well it's not going to be incredibly meaningful to give fps right now, because lod versions of models aren't in and are likely to come at the very end(so you're rendering max amount of poly's regardless of how far away any model is currently) Even with that performance has been decent. I get ~40 fps at high action in dod:source/cs:source, and it's been comparable in FF except for 20 explosions and lots of ragdolls at once , but I'm making the assumption lod models will improve performance in that regard significantly, as well as map optimization which is making its last passes. There can always be limits on max amount of ragdolls/gibs as a client variable to improve that as well.

Also animations are probably the last thing that are seeing attention, DK only came back recently and I think he mostly focused on just getting rid of davinci poses. Can't really say if there's a plan to rework those for the first wave or not, you'd have to ask rebo/DK.
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Old 09-07-2006, 04:34 PM   #178
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Performance right now is significantly better than it was even a few months ago. Valve's SDK update improved client animation times a lot, and the last piece of the puzzle is LOD models in this respect.

Right now, only the soldier has LOD models. As such, most of the player models in the game have several thousand vertices being animated & ~4k tris being rendered regardless of distance from the player's view. LOD models improve both of these aspects a lot, so they will improve performance a fair bit on two fronts.
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Old 09-07-2006, 04:43 PM   #179
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just wow...

hey guys. i just had to register here for the forum simply to let you guys know i couldn't be more impressed after seeing the dustbowl video. i had no idea FF was that far along, and obviously there is a lot of talent behind the work. i was an avid TFC player back in the day, and i'm going to be thrilled when i can get my hands on FF.

as for TF2....who wants to play a cartoon shooter anyways...? give me the classic like i always knew it!

Justin
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Old 09-07-2006, 04:58 PM   #180
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Quote:
Originally Posted by jhender
as for TF2....who wants to play a cartoon shooter anyways...?

Justin
dunno...TF fans and lotsa noobs ?

great vid..now continue making FF pls.
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