Joewintergreen

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Posts posted by Joewintergreen


  1. I had the same reaction until I read polygon's piece on the trailer, updated with the following comment in response to Epic asking their logo be removed from all marketing material.

     

     

    Then I headed over to their website which they have decided to call their "web command" because they're so fucking high minded.  Hatred seems to be the video game version of people who say "words are just words", ignoring the fact that meaning is what makes a word a word.  The fact that anyone thought that something as powerful as UE4 was mandatory for a top down shooter calls into question not just the premise of the game but the sanity of it's creators.  UE4 is only mandatory insofar as it allows the devs to further outrage people.  Everything about this game seems to be focused on stirring up a shit storm the same way think tanks release articles that are little more than thinly veiled insults.  They may as well be standing on top of a building screaming "PAY ATTENTION TO ME!" for all the difference it makes.  They make some claim about how society has somehow wronged the protagonist but are seemingly uninterested in addressing what exactly that means--almost like gamergate finally turned in on itself and morphed into an actual game.  I wish I could be more articulate about this at the moment, but I just really can not stand how absurd all this is, and I'm still hoping I'll wake up tomorrow to find out this was just an overly elaborate Onion article.

    I think what he was saying was that he thought it was mandatory to include the UE logo in the promotional materials if they were using it, rather than that UE4 was mandatory. Epic had that requirement with previous versions of UE.

     

    But yeah this game is super fucked up and gross. Somebody mentioned Postal, and this actually reminds me a lot of a modern Postal 1. Postal 2 had a dumb sense of humour about itself, but from what I remember of Postal 1, it was just creepy and graphic and violence-glorifying. I must have been pretty young and "woo violent video games" when I played it, but I remember getting uncomfortable and grossed out and deleting it. Hatred feels like the same game with modern graphics which make it all the more awful.


  2. That's looking pretty slick, yo'.

     

    Today I added stairs:

     

    https://vine.co/v/OKjWhzPibgT

     

    so you can ask the computer to put stairs in a room and that room becomes a staircase. You can stack 'em and do tall ones. Currently they can only be in one rotation though. Other than that just fixing a bunch of problems with the vertical building and trying to keep my code from getting too convoluted 


  3. This is definitely a better video than I have had before of this this space thing:

     

     

    A lot of this I did today. The whole conversation-with-computer-to-renovate-the-ship thing was today. A bad thing about watching the video is you can't tell what dialogue options I'm choosing but you can probably figure it out. Things I'm particularly fond of: having a lot of possible strings for the computer saying basically the same stuff in different words, being able to knock out walls unless it would (theoretically) get you sucked out into space, having it automatically place a locked door instead of a doorway if the wall you're working on just has space behind it, automatically unlocking the door if a room appears behind it. 


  4. Have you considered making a system for lighting whole rooms and corridors instead of individual sections? That would probably feel better unless you're going for space horror.

    That's actually what I started off with. Each room has its own overhead light, and that works fine, I'm just turning them off when I walk around because I think it's neat. I will probably turn that off though - I'm not going for space horror and it does lend that atmosphere at the moment.


  5. Not so much! What's happening is the light's only on in the room you're in at the time, like David walking around the ship near the start of Prometheus. In some of those vids though, it probably goes from no lights on at all to a light coming on, because when the game starts none of the lights are on until you walk from one room into another.


  6. Thanks ya'll. :)

    I just took the Minimal_Default map, took away the sun, added the space and threw in my Ship blueprint, so the chairs and stuff remain. I was also using those meshes to test auto-furnishing the rooms though.

     

    Here's a video of me putting together a ship:

     

    Next I'll probably do doors opening by proximity, rooms of variable size (probably just the current rooms joined together), and multiple levels of rooms (this already works, just there's no way to move between floors. Alien style ceiling/floor hatches I reckon).


  7.  

    I can't decide between two snarky replies to these images, so I'll post em both.

     

    1. When has a "games boycott" ever led to people not buying the game in question?

     

    2. Like these clowns actually BUY the games they play.[/spoile

    i was with gabe when left 4 dead 2 came out and he got a text telling him that people in the boycott group were buying it at a higher rate than people who were not

     

    chuckles all round


  8. It depends how many verts you have after tessellation (so basically your mesh's vert count * how much you're tessellating). If you have adaptive tessellation on (which is default) your tessellation multiplier works like a distance LOD function, so you can only tessellate the parts of the mesh within a certain distance from the camera, which helps a lot. 

    You could do this same stuff on UE3, but the perf hit was much greater.


  9. There's actual waves, I'll have a video up soon. I used a couple normal maps panning over each other hooked up to the tessellation on the material. Turn tessellation on your material to PNtriangles, apply it to a mesh with a reasonable number of verts (mine is a fairly high-poly plane), and plug something like this in:

    14956293746_4094d84a44_o.png