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DDAY 1944 HRes 1.7 Beta released!
Posted: Wed Dec 08, 2010 11:59 am
by carlinho
so plug is released!!!!
please test it as much as you can, preferably by parties of 4 people.
and please reply here with bugs, suggestions, etc!!!
http://hl.udogs.net/files/Uploads/%20Us ... ins/betas/
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Thu Dec 09, 2010 12:35 am
by carlinho
changed the file in the tain (as it didn't clear yet) to 1.7b
to solve some passability problems testers today encounter with dead units
and solved some string problems as well
patch from 1.7 to 1.7b can be found here
http://hl.udogs.net/files/Uploads/%20Us ... s/patches/
cheers!
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Thu Dec 09, 2010 10:35 pm
by Point
map stuff....
segulls shouldnt show on overhead map...
interior of bunkers might need a little impassability on the outer wall though its a full cell wide so not sure why thats happening..
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 5:38 am
by Graydon
Is the cells making up the cell wide impassable barrier also marked as 'replaces mesh' in vegas?
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 9:35 am
by carlinho
yes
I think it's because the model is not set up as 1 x 1 cell wide pinmapped in the 3d mesh
and it's bigger than 1 x 1
the models I did 1 x 1 don't have that problem
I could be wrong though...
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 10:06 am
by Amadeus
I'll install Myth 2 to try this. Thanks, looks pretty cool !
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 10:48 am
by Amadeus
Ok here are my thoughts graphically:
Some of your detail textures don't line up with the way the roads run. Its fairly trivial to make this happen and will make some things look a whole lot better. Likewise, the detail textures are at times over cmap that makes no sense with it. The city comes to mind. Is the road made out of huge round cobbles or tiny square ones?
The city again, and much of the maps in general: you have some issues in places with models not matching up with other models. Some of the architecture doesn't make sense; particularly there is a half blown up building that looks like its in fine shape, just cut off, sometimes in the middle of windows. In general i'd more dirt and grime to a lot of things. The city itself is pretty cool and I like it though. Very well done.
Beach map was nice looking. Water was very nice to me. On both maps actually.
Mesh edges cause mirror at times near media. To fix this, I guess you would need to add a black buffer area around the map and make it larger or clip the camera before it gets there.
Some areas models would flicker with triangles in the mesh.
Ambient life shouldn't be on overhead.
Also, some of the trees were way too bright and neon for the maps they were on.
It looks great though.
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 3:29 pm
by carlinho
Oh wow! Amadeus, thanks for downloading the plug and for installing myth II to test it!
Thanks a lot for the feedback, it all makes sense, specially on the carentan map, I did the color map in just a few hours, and dtextured it in similar time.
It was mainly done for playing with high res textures, where I think it looks really nice (although I haven't convinced yet Jon God to make it better...hehe)
so yes, you are right, I could make it better
I think you are right in the debris and dirt I could add to it, specially next to destroyed buildings....
I think I only added debris to this building below....and that was sort of it...and it needs more destruction and craters, and debris....
good call
I will try implementing that in the next patch
by the way plug patched 1.7b is up on the tain!
http://tain.totalcodex.net/items/show/d ... 44-hr-1-7b
cheers!
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 5:05 pm
by Amadeus
carlinho wrote:Oh wow! Amadeus, thanks for downloading the plug and for installing myth II to test it!
Thanks a lot for the feedback, it all makes sense, specially on the carentan map, I did the color map in just a few hours, and dtextured it in similar time.
It was mainly done for playing with high res textures, where I think it looks really nice (although I haven't convinced yet Jon God to make it better...hehe)
so yes, you are right, I could make it better
I think you are right in the debris and dirt I could add to it, specially next to destroyed buildings....
I think I only added debris to this building below....and that was sort of it...and it needs more destruction and craters, and debris....
good call
I will try implementing that in the next patch
by the way plug patched 1.7b is up on the tain!
http://tain.totalcodex.net/items/show/d ... 44-hr-1-7b
cheers!
Great work though, don't get me wrong.
Another thing I noticed is that the tank unit looks like its floating in the air.
However, overall, looks good so far!
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 5:31 pm
by Graydon
Carl, (and Ama, correct me if I'm wrong) I really like that debris dtex, however I think what Ama was suggesting is more on the model textures themselves... That screeny you posted there is a prime example. On the upper floor where the soldiers are standing behind the blown up wall..... it doesnt look very worn and torn. You see the outside facade, and then bricks for the 'inside' of the wall, and then presumably the inside facade. All three should be blurred and blended together with dirt and cracks and destructive look. Tedious work to tweak every texture on every model, but aesthetically I think it'd be worth your time to make the models, the dtex, and the units all on the same incredibly high par.
Edit: Under closer meticulous inspection I have another nitpicky detail that I see present in that screen, that's probably present on other models throughout the mesh. Cafe Du Normandy is made up of two models. I can tell because of the seam, which has two problems. First issue is that one model, though placed side by side with the other, is a fraction of a worldunit higher, and makes the letters not line up side by side. Secondly, it appears the two halves arent even utilizing the same colourtable or indexing, as the left portion is a noticeably darker tint than the right. Details details details!!!!!
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 6:14 pm
by Amadeus
Graydon wrote:Carl, (and Ama, correct me if I'm wrong) I really like that debris dtex, however I think what Ama was suggesting is more on the model textures themselves... That screeny you posted there is a prime example.
Yes, that shot really shows what I mean and you explained it a lot better than me.
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 10:08 pm
by carlinho
great! got it!
will try solving some of those issues as well
regarding tanks : they are really hard to place, they are big sprites and myth has a problem with big sized horizontal units...
http://hl.udogs.net/files/Uploads/%20Us ... /wwii3.mov
problem is if I place it lower, it goes below the mesh...and shadow can't be bigger because size limit for shadow is 32 x 32
so unless sprite was lower res...which would make in comparison a bigger shadow...the actual shadow because it's so small, makes the unit like floating...
let me know if you have any ideas how to solve this issue...would love to...
did you check all the models in the map gray? I think there are some that despite my limited knowledge in 3D, look amazing...the one you saw is unfortunately the more fun to play...but the less beautiful
http://hl.udogs.net/files/Uploads/%20Us ... /wwii1.mov
From the testing films Point sent me I gathered a lot of info!
there's a bunch of things to improve in gameplay to make it more fun
once I get back in january I'll jump on it and improve it,
keep sending feedback! it's great!!!!
cheers!!!
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Fri Dec 10, 2010 10:57 pm
by Point
haha as I said Carlinho... Embrace the hue changes... for both scenery and models... which would help with the extra bright scenery and models..
maybe global tint... my screen is naturally dark though playing it on a newer computer it is a bit brite...
also i think oak has a feature to adjust the textures to a less bright state.
as for roads
a while back when i made some damaged paver textures for the Ramelle map.. they might work to mix things up a bit... if you deem necessary and properly applied.
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Sat Dec 11, 2010 5:31 am
by Amadeus
One last thought; The units seem to get stuck on the solo. Both while exiting the boat as well as all around the beach, allied or yours.
Re: DDAY 1944 HRes 1.7 Beta released!
Posted: Sat Dec 11, 2010 9:22 am
by carlinho
did you donwload version 1.7b?
I fixed the pathfinding with corpses in that one
what's that map with all my models and tank?