Product Chat / Waiting!

Author
Message
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 25th Feb 2014 15:32
The forum feels to me like it is coming to a screeching halt not many people on and when they do i feel they are just on to see if there are any updates

or is it there is not much to post about are people just getting fed up waiting?



Maybe the team could shed some light on a rough schedule also it has been suggested that there should be a chat i was also wondering if this was possible

if anything it would give us something to do



Anyway its just how i feel and im sure others who have been around longer feel somewhat the same or it could be just me.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 4GHz CPU, Asus R9 3GB GPU, 32GB DDR3 MEM
Emrys
11
Years of Service
User Offline
Joined: 4th Nov 2013
Location: UK
Posted: 25th Feb 2014 15:50 Edited at: 25th Feb 2014 15:51
I agree the last few days have been dead on the forums.



Come on people, post what you're working, ideas you have, anything really just to get the forum moving







PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
PM
The Next
TGC Web Engineer
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 25th Feb 2014 16:04
This is just the nature of a pre-release software that at the moment is suffering from performance issues. Many of the people that would be posting ideas and comments cannot contribute fully as the engine is not working for them.



I can see the visits are actually up on the last few weeks but the posts are down which follows this trend that people are checking back but don't have any information on their end to share. Once we see a new build out and some changes the traffic will build up again.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 25th Feb 2014 16:11
I actually think a general feedback/chat thread could be quite useful. I can monitor it daily, and let people know what's going on where possible.



It wouldn't be for bug reporting or feature requests, etc as there are already forums for that.





Let me know if that's what people would like to see.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 25th Feb 2014 16:18
I was thinking more along the lines of chat so we can talk to each other ask simple questions without needing to fill up the forum with needless posts





PC SPECS: Windows 8 Pro 64-bit, Intel I7 4GHz CPU, Asus R9 3GB GPU, 32GB DDR3 MEM
Emrys
11
Years of Service
User Offline
Joined: 4th Nov 2013
Location: UK
Posted: 25th Feb 2014 16:24
I like the idea of a chat system but do you think it would kill the forum even more at this early stage?



PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 25th Feb 2014 16:34
There is already a private message system if you wanted to talk privately, and I see no need for a chat system. Many, many IM fill that roll nicely.

i7-4770s 3.10ghz - Geforce GTX 650ti
The Next
TGC Web Engineer
16
Years of Service
User Offline
Joined: 3rd Dec 2007
Location: United Kingdom
Posted: 25th Feb 2014 16:36
There won't be a chat system any time soon, my focus as the guy working on almost everything web related for TGC will be on the store and the forums for now.



A chat system may be possible in the future but for now the forums will suffice and we don't mind off-topic chatter at all, as long as it is in the right boards.



You will notice not much is locked or moved at this stage as we are happy for ideas and conversations of any type to be had as long as they don't violate AUP.

Windows 7 Pro, Intel i7 3.8 GHz, 16GB DDR3, NVIDIA GTX 780 4GB Superclocked
PM
xCept
AGK Master
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 25th Feb 2014 17:47
Someone could always throw up an IRC channel if there was interest in a real-time chat. However, from past experience (with DBP/AGK/General TGC chat channels) they really don't get much traffic and end up closing soon after.

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
J0linar
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 3rd Feb 2010
Location: Vienna, AT
Posted: 25th Feb 2014 18:20 Edited at: 25th Feb 2014 18:23
Well like others said, the engine is not yet ready for some of us.

i for one am still waiting for multitexture support and some other stuff, without that its not really possible to start showcasing more work or even to discuss features. We are still @ the performance tweaking in reloaded and we will probably remain there for a month longer (if we are honest, performance will be always the thing we will discuss).



Regarding chat/ irc and whatsoever,

the FpscR community is currently not noticeable, reason for that is simply lack of features and a chat system or irc channel would just end up dead.



Dont get me wrong am not complaining, i just see it this way.

http://j0linar.blogspot.co.at/



PC SPECS: Windows 8 Pro 64-bit, Intel I7-3630QM 4.8GHz CPU, Nvidia GTX 675M - 2048MB GPU, 16GB DDR3 RAM
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 25th Feb 2014 18:56
Quote: "multitexture support"




I asked about this also as it would make life alot easier but was told that it wont be added as it puts to much on the engine





PC SPECS: Windows 8 Pro 64-bit, Intel I7 4GHz CPU, Asus R9 3GB GPU, 32GB DDR3 MEM
J0linar
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 3rd Feb 2010
Location: Vienna, AT
Posted: 25th Feb 2014 19:03
wont be added lol i hope you are not right as this along with a more open texture define in the fpe files is/ would be a must have.



>For example i have a set of fps hands with different accesoires and parts now

if i would go the single texture way i would not only loose quality, i would loose freedom.



As Fpsc classics has multitexture support, there is no reason why we dont have it in reloaded. The talking about - puts to much on the engine, thats just another way to tell that the engine is far from being optimized but looking at the latest developement - there is no reason to not add multitexture support.



@TGC & Lee

Seriously dont think that we will be happy with a limited texture support, you cant think to compete without multitexture support!

http://j0linar.blogspot.co.at/



PC SPECS: Windows 8 Pro 64-bit, Intel I7-3630QM 4.8GHz CPU, Nvidia GTX 675M - 2048MB GPU, 16GB DDR3 RAM
PM
xCept
AGK Master
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 25th Feb 2014 21:35
^ Regarding multitexture, Lee has said: "Static meshes with multiple textures are not supported as the new shader system requires diffuse, normal and specular maps which older multi-texture model files cannot specify (i.e. they only specify a diffuse map)."

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 25th Feb 2014 21:54
I think Lee will need to respond to the texture support issue on his return from Spain, but I believe that as has been stated, there are currently no plans for this.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
J0linar
GameGuru TGC Backer
14
Years of Service
User Offline
Joined: 3rd Feb 2010
Location: Vienna, AT
Posted: 25th Feb 2014 22:07
@Scene

to be honest i would much rather hear what bond1 thinks about this limitation, after all he being the main artist for reloaded gives him at least the position to talk about limitations that are not making his job easier.



I for one, when i ha
PM
xCept
AGK Master
21
Years of Service
User Offline
Joined: 15th Dec 2002
Location:
Posted: 25th Feb 2014 22:19
The last I can find of Lee discussing the texture issue in his dev blog was last June. He seemed to know multitexture support was important but indicated that even his basic prototypes resulted in "a very notification drop in frame rate" which is definitely not something FPSC:R can afford at this point given its existing performance struggles.

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 25th Feb 2014 22:35 Edited at: 26th Feb 2014 09:58
As far as I am aware multi texturing is still possible for dynamic objects just as it always was, if its out for now then I am sure it will go back in, making it a non issue for weapons, characters etc. It must still be in there or your weapons from older packs wouldn't be working and I have seen a few of these around.



For static entity's you don't want to be using too many textures for performance reasons alone, same for any engine, I can see the point with some effects you might want to achieve but breaking up a model to do this works fine for me when it comes to props.



It's a balancing act and if you want multi textures on singular objects then simply make them dynamic,not an issue with dynamic shadows now, only problem is collision you won't be entering any buildings you make dynamic. You don't want to be using multi texture technique all over your level, static or dynamic, performance is King and that goes for media and level designers too. In fact most good game designers know how to bundle all textures into a single Atlas to save on draw calls, meaning they go in the completely opposite direction. They avoid using multi textures at all if they can help it.



Some games use very low resolution textures and rely on the shaders for quality and these can look very good indeed, if done well you dont need much more than colour info in a diffuse, again there is no point in high res for objects that the player never gets close to, closest model to the player is the weapon, everything else is dispensible, this doean't mean resolution isn't important but high res over everything really isn't necessary. For performance it's in fact undesirable.



Using UV space correctly is the key, you don't need that pouch to have the same res as the face in a character model and the player isn't going to notice if you used a tiny strip to texture the rust all over that iron gate.. For weapons multi texturing is kind of inevitable if you use a set of hands across a set of guns.



I don't know why your losing as much as 75% in texture quality, unless using zbrush where subdivision poly count must be high enough to output matching polypaint to texture, again if you uv map all sub parts and collapse to single mesh it shouldn't be a problem with resolution. Whatever modeling program your using to sculpt with, of course your not going to get the level of detail into your diffuse alone when baking from high poly, that's what the normal and spec is for.



If your diffuse is not as high as you would like then make it 2048 and reduce normal and spec to 512 to balance it out, will work this way just as well. The point is that multi texturing for dynamic entiy's such as weapons and characters is already there as far as I know, for static prop entity's its a waste of resources and learning to uv map properly is the way to go if you want to design game assets, there is simply no need for it.

Even now if it isn't there how difficult is it for you as a modeler to bundle two separate textures into a single and offset the uv's to suit. 2048x1024 will work as well as its still a power of two and actually a minimal form of Atlas map so will improve performance in the long run compared to two separate textures. Actually 3 to 6 since they need spec and normal too.

If your not a modeler then it's something your not dealing with anyhow and if I were buying media I would like to know it was as optimised as possible before I go putting a lot of it into a level.



As a game designer I wouldn't want some artists aesthetic preferences taking precedence over my levels need to run a little faster than treacle. As an artist I need to be very aware of this, particularly when other artists get same results using less.



Users want both, well detailed and optimal performance, the demands on artists are high I know, but it's up to us to work within the limitations and produce what users need, not what we want, at least when it comes down to performance. This all still applies even if your only creating for your own game.



For those who need the proof to be in the pudding take a closer look at the models in Reloaded, these were created by bond1 among others, and don't look at all low quality to me. I assure you they didn't struggle at all for lack of multi texturing to create these they are simply good game media designers.



I don't need multi texturing for the same reason I wouldn't create a pack with a bundled Atlas, due to the nature of this product it would mean a user loading a single entity from the pack and at the same time loading a massive texture that isn't required. We need to balance it out somewhere. The needs of the many outweigh the needs of the few in this case.



As for these forums, not enough people to justify a chat board, it wouldn't be used since most seem to prefer hanging here in the product board. Still, it's ironic the only active board over there anymore seems to be geek chat, some of 'em live for that board and it's their personal playground



Just like any gang you enter their territory with an attitude at your peril (they are a nice bunch all the same), used to love going in there and yanking chains, most memorable to me now was our ' Artists wanted for upcoming project' spoof thread. The initial reaction to it was priceless and we were lucky the mods saw the humour in it and joined in

http://forum.thegamecreators.com/?m=forum_view&t=187660&b=2



Yes, it's true even though I am a serious grumpy old beggar I hate the monotony of that, I like to have some fun as well. I will mess with all your heads sooner or later, beware of mods who will mess with you as well. They got powers you don't even comprehend yet.

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 26th Feb 2014 01:22 Edited at: 26th Feb 2014 01:24
The FPSCx9 forums have pretty much died since Reloaded's forums launched. Be cool if there was some kind of HUB for the two places, so the members can more easily jump between the forums. For myself I go to thegamecreators.com first to login... skim the FPSCx9 forums then go to fpscreator.com to head over to hear.



I do support the idea of a chat room, though perhaps for all of the The Game Creators members. From AGK to DarkBasic and FPSC. By rooms. In the future of course if possible would be cool.



Its a bit sad how many threads go completely unanswered to on both FPSCx9 and Reloaded forums.

Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 26th Feb 2014 03:04
LOL, I just wish I could make a decent looking diffuse texture! I can model (almost) anything I put my mind to, I just can't make 'em look all pretty. I check the forum here daily with my coffee just to see what's new. I have also been drawn back into the DBPro forums (haven't touched DBPro in a couple years). One guy is applying the Oculus Rift dll to DBPro and it is coming along swimmingly. I've been busy playing with that while waiting for the next beta here.
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 26th Feb 2014 08:35
Quote: "Its a bit sad how many threads go completely unanswered to on both FPSCx9 and Reloaded forums."




We're moving forward with this, we've listened to communication concerns and are aiming to address this. Let me know if you think we could do more.



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Rhode Island
Posted: 26th Feb 2014 13:33 Edited at: 26th Feb 2014 13:40
Quote: "or is it there is not much to post about are people just getting fed up waiting?"




I think it's more that there is not much we can do with the engine right now. We've voiced our concerns (nice way of saying that) and now we wait to see what can be done to get it usable. It's not about getting fed up waiting, at least not for me. Most of us understand that a project of this size and scope will take time. I can see things getting worse before they get better as Lee backs up and reroutes things. I believe he's already hinted at this. The forum will wake up when more people are actually able to work with the engine.



While we all wait, this may be a good time work on your basic skills like modeling, scripting, shaders, and start an "Artists wanted for upcoming project." thread.



Brian.

If my post seems rude or stupid, don't be offended. It's just a failed attempt at humor.
PM
Emrys
11
Years of Service
User Offline
Joined: 4th Nov 2013
Location: UK
Posted: 26th Feb 2014 14:38 Edited at: 26th Feb 2014 15:35
Just read the "Artists wanted for upcoming project" thread,(yes, I was that desperate).



Wow ! you guys can talk some twaddle in fact 19 pages of it but it did make me laugh several times, thanks



So does anyone want to help with my project? j/k



PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
PM
science boy
16
Years of Service
User Offline
Joined: 3rd Oct 2008
Location: Up the creek
Posted: 26th Feb 2014 21:33
just want to say i think xplosys posts always entertain and xplosy, have you ever thought of writing professionaly? or script writing as you are very well versed in comedic moments and how to keep humour within your comments, it is just poetry going unoticed, talent going to waste.

an unquenchable thirst for knowledge of game creation!!!
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 26th Feb 2014 21:37 Edited at: 26th Feb 2014 22:29
Heh! you likely wouldn't get away with it around here, not yet anyway



Some of the funniest posts to me were when some took it seriously (Geeks are easy prey). You had to be around at the time to get the gist of many of the 'in jokes'.



Can't believe anyone would read all 19 pages of that now, it seemed to take on a life of it's own and kept going on and on and on



Still it lightened the serious mood of an overly serious forum at the time and was harmless being in Geek Chat, the cancer spread to other boards however and we eventually got clamped down on as it all became extremely annoying to some folks

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Rhode Island
Posted: 26th Feb 2014 22:04
Quote: "have you ever thought of writing professionaly? or script writing as you are very well versed in comedic moments"


If you watch the current AI for a while, then I can see how you might think that I wrote the scripts. They are funny.



You were talking about AI script, right?

If my post seems rude or stupid, don't be offended. It's just a failed attempt at humor.
PM
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 26th Feb 2014 22:05 Edited at: 26th Feb 2014 22:07
Looks like it's starting again



If y'all get him going don't blame me.

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 28th Feb 2014 08:41
Quote: "Looks like it's starting again"




Yes, this thread does have a 'familar' feel...



SC

i7-4770s 3.10ghz - Geforce GTX 650ti
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 13th Mar 2014 18:15
My idea for multi-texture support is that it can be permitted through the new Entity Importer, which will take the multi-material information and convert it to a texture atlas for full speed rendering. This is the best compromise as it will optimize the object before the engine gets hold of it. For cases where one entity requires two diffuse texture files (i.e. different meshes) there will be a performance penalty but if you want this allowable in the engine, I can make this happen (after performance) but please don't hit me over the head when your entities don't render as fast as single diffuse versions Alas that's the reality of draw call cost!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920, NVIDIA Geforce 650GTX Ti Boost 2GB GPU, 6GB RAM

Login to post a reply

Server time is: 2024-11-24 01:07:43
Your offset time is: 2024-11-24 01:07:43