"Normal mapping allows us to put extra detail into models without having to use any extra polys. There are in fact some kinds of detail (surface etchings, rough surfaces) which are virtually impossible to do using polys only. It also allows us to do per pixel specular lighting on objects, which really helps give an impression of realism and depth to surfaces (especially metallic or shiny surfaces). It really brings the character models to life, and gets rid of that flat 'computer graphicsy' look that most games these days suffer from."
Will Tribes: Vengeance incorporate selectable offensive and defensive spawn spheres? Reason: The question is particularly important for tournament mode where, for example, a HOF and LD would choose the defensive spheres to spawn closer to the flag while the HO and LO could choose the offensive spheres to spawn closer to a vehicle pad or forward tower.
...tu jest odpowiedz na powyzsze:
We're reconsidering how spawning works, but that's all we can say for now.
...pewnie simon by zasugerowal respawn w bazie przeciwnika, hihihi
Compaired to T1 and T2 classic, how fast (aka acceleration and sking) is t:v?
...o, to bylo ciekawe pytanie ;-) Oto co wysmazyl Kinetic Poet:
This isn't an easily measurable comparison. Unit scales among the three games differ completely, maps are designed differently, art assets are scaled differently, and then of course the physics systems and the parameters therein are completely different. T:V was re-designed from the ground up in all these respects. The goal is to achieve a highly enjoyable sense of depth perception where you fight against actual people instead of small specks, while maintaining the capacity to reach speeds that feel exhilarating.
There are different weapons, equipment, vehicles, environments, physics, art assets, ways of playing the game, etc. There are also weapons, equipment, vehicles, environments, physics, art assets and ways of playing the game that are very similar or identical to T1 and/or T2.
Completely different armor models per Tribe.
We are looking at changing the Command Map to suit our game, which has different requirements to T1 or T2. So yes, we'll be developing it in a different direction to previous Tribes games.
...byle bez bledow, prosze
Can't give specifics, but I will confirm that there _are_deployables.
...slyszysz, czworeczka?
We're based on Unreal so we have access to the same features implemented by UT2K3, which includes auto-downloading of various assets as well as server re-direction. We haven't yet revealed the extent to which we'll support these features.
...o, tu jest cos wartego komentarza. Autodownloading w UT nie byl rozwiazaniem wszystkich problemow, gdyz w praktyce i tak trzeba bylo dociagac wszystkie wieksze mapy recznie (a w T2 mozna skorzystac z autodownloadu z tribes2maps). Natomiast jest cos, do czego ten autodownload sie naprawde przyda: sa to skiny i loga klanowe.
You'll have access to the same editor, scripting system and in-house tools that we use to make the single player game.
We've already seen the 2 weapon mounts on the Heavy model. Will a player using the heavy be able to use both weapons at the same time (akimbo) or will he be limited to fireing 1 weapon at a time as in the previous games? Sorry, that concept is apparently deceiving. Those weren't two weapon mounts. There are no plans to allow armors to fire two weapons at once.
...uuuuf.
Will it have an inbuilt Ladder system. No. Our philosophy is that the community can run leagues and ladders while we do our best to enhance and facilitate the process.
...pieprza tak, jakby opracowanie takiego systemu przy - podobno majacych byc narzedziach sieciowych - zajmowalo lata. Tydzien dla dobrego programisty. Moze miesiac z testowaniem. Nie. Niech sobie lamki zalatwiaja serwery, pisza skrypty i maja ten caly burdel na glowie...
Will there be any implementation of things to be user-friendly towards shout-casters/TribesTV type things? Yes.
...niby fajnie, ale bede sie cieszyl, gdy sie dowiem, co to znaczy "things". Na razie jakos UTV mnie nie pociaga i jest o rzad wielkosci (albo i dwa) gorsze od tego, co mamy w T2...
Will the bases in Vengeance have moving parts such as elevators or doors? Unreal supports actors called "movers", which are essentially a static-mesh scripted to move between a number of set positions.
...tia, troche takich rzeczy brakowalo... byle bez przesady a la Phobos w nowym UT
Although we agree that Tribes movies are interesting and exciting, and that it'd be nice if the process for creating them was simplified, we can't promise any advanced support at this time.
...to sie zmieni. Popracuje nad tym, a mam pewne argumenty, ktore moze panom w IG przemowia do rozsadku.
We can use any combination of the following Skin layers set up in a Shader: Diffuse, Opacity , NormalMap, PerPixelSpecular, SpecularityMask, PerPixelReflection, PerPixelReflectionMask, SelfIllumination, SelfIlluminationMask
Will there still be an "inherited velocity" for the weapons like if you're jetting forward when you shoot your disc it will inherit some of your velocity and shoot a little off like how it is in tribes2?
...nerwowe wyczekiwanie na odpowiedz... ktora brzmi...
Some weapons wouldn't work without inherited velocity, so yes.
...i UFFFF bo powrot do infantylnej fizyki z Q3A czy UT bylby naprawde bolesny.
The quick chat system is customizable.
We're not releasing specifics about game types yet, but we've expressed our respect for the Arena and Duel game types in other threads. We've also stated our intention to offer ways of playing the game for anywhere from 2 to 32 players.
There has been mention of trees and grass swaying in the wind – is there any chance that wind will be a gameplay affecting element? eg. Players could build up speed faster or be restricted by a tailwind or headwind? Or maybe having water currents (which was done in Shock 2 - yes, I know.. different game engine) ?
...ciekawe pytanie. Oto odpowiedz:
There are environmental effects in the game, but we're not providing details yet. Drastic random events don't tend to be much fun (i.e. random lightning strikes that kill you).
...bym prosil jedynie o zmieniajace sie w czasie gry warunki pogodowe Milo byloby na przyklad na mapie pokroju Riverdance czy Damnation zaczac sie slizgac nagle szybciej - gdyz pada deszcz, a na mapie pokroju Beggar's Run slizgac wolniej - gdyz... pada deszcz. Poprosze wiecej "prawdziwego" swiata, uproszczona gre zostawmy "progamerom" :-P
We'll be in touch with you and other casting stations. We're eager to make broadcasting a more integral part of the game, but we're not going to discuss details publicly just yet. It's easy to deliver promises but more difficult to deliver features.
...cos tam o tej TV jednak mysla... kolejne uf.
Atmosphere: The general atmosphere and feel of Tribes 2 is quite a bit darker than in Tribes. Will T:V move back towards the lighter, brighter feel? Tribes: Vengeance will have a combination of both light and dark settings.
...to moze byc ciekawe, gdyz IG raczej wie, co to atmosfera...
One of the only things I disliked about Tribes and Tribes 2 was that a heavy armoured player skiing at Mach5 could be stopped dead in its tracks by a stationary light armoured player. Has this changed for T:V?
...oooo, doskonale pytanie, tez mnie to irytuje... Odpowiedz budzi nadzieje, ze bedzie lepiej:
It depends on the circumstances. But yes, under some circumstances, this has changed for T:V.
The focus for multiplayer is outdoors, although it's quite possible that well-designed indoor-only maps could be very fun, and we plan to experiment.
...to tez moze byc ciekawe. Walki wewnatrz pomieszczen powinny moim zdaniem grac wieksza role. Rozumiem, ze na Recalescence nie gra sie zbyt ciekawie na flagi, ale zdobywanie cudzej bazy 3-4 juggerami albo walka o odbicie wlasnej... sa fajne, czyz nie?
We have plans for advanced server administration features, but we're not publicly discussing them yet. Server administration is one topic in particular where we can benefit greatly from community feedback. We appreciate your ideas on this matter.
Our goal is for it to take skill/practice to achieve and maintain high speeds, more like T1 and (to a lesser extent) T2 Classic. However, our goal is also for it to be easier to achieve and maintain low-medium speeds so that non-hardcore players don't feel as frustrated as they do in T1. It's a tricky balance to strike, but we're working hard on it. Movement is the heart of the game.
...a to mnie zirytowalo, bo tak durnie prostego skiingu jak w classicu nie widzialem. Ja poprosze skiing na poziomie trudnosci z T2 z mapy Slapdash, panie Poeta...
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