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Posts by leplubodeslapin

  • VR for everyone, what AMD's dream mean for game developers?

    • leplubodeslapin
    • June 5, 2016 at 12:26 PM

    With a 1070/1080, you'll get better performances with any resolutions. You just get such a high framerate on 1080p that it's not useful with current games (a GTX 970 would probably already have 60+ fps).

    (at least that's how i understood it, same thing that Buddy said)

    But in the future, it might be useful if you keep your 1080p resolution. Plus, you can also superscale your resolution (make your GPU compute a 3840x2160 (4k UHD) and display it on your 1920x1080 display, it will look cleaner and sharper)

  • Battlefield 1

    • leplubodeslapin
    • May 7, 2016 at 6:21 PM
    Quote from Dark

    2 hours ago, Dark said: Yeah, I thought the title was a bit weird, but the video just goes to show how much real effort Dice puts into the accuracy of their work and its fantastic!

    If you look for it, i'm sure you can find tons of crazy stuff about any war, but it doesn't mean that it was widespread in reality. Maybe i'm wrong, but when i think about WW1, I mostly think about trenches and very few army vehicles (planes and tanks came late, maybe 1917 or something like that).

    That's why i thought making a WW1 game would be difficult, because it's not fun at all from what i know about it. But it seems they've found lots of variety in environments, weapons and vehicles. It will be hard to balance this but it could be cool.

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • May 1, 2016 at 12:43 AM
    Quote from Pampers

    On 20/4/2016 at 11:02 AM, Pampers said:

    External Content www.youtube.com
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    Never liked the teleportation mechanics or limiting games to a small area with VR, so this is a way to solve that. Too bad you have to sacrifice one of the controllers for it, but I guess you will be able to attach a dedicated device for this in the future :) Anyway, letting the first generation solve its infant problems for now

    Quote from Bastion

    On 21/4/2016 at 6:49 PM, Bastion said: Surprised that neither occulus or Valve were able to work out a trick like this.

    That's because there's a huge problem with this.

    What's makes the Vive amazing and pleasant to use is because it follows 1 rule : All the movements you do ingame, you also do them in real-life. If you jump like that without actually moving around, your body knows it, your inner ear knows that you haven't moved forward at all. But yet, you are moving in the game → huge potential of motion sickness

    It's really important that all your movements ingame are exactly the same as in real life, except if you're on a moving platform, but even there it has to move in a straight motion with constant speed (and if you need to accelerate and decelerate, the acceleration must be very very low).

    That's why the teleport system seems to be the only one that works currently, because there's a quick fade in black between the 2 positions. And if you take a look at hover junkers, you'll see that vehicles accelerate and decelerate very slowly.


    Quote from AtsEst

    On 21/4/2016 at 5:25 PM, AtsEst said: ...

    Ok, how many of you have actually tried the Vive or the Rift with Touch?

    I did, 6 months ago on a 20 min test.

  • Counter-Strike Map-Making in Source 2: A Hypothetical Concept

    • leplubodeslapin
    • April 11, 2016 at 10:16 PM

    Ok first of all : play the vanishing of Ethan Carter. It's just great.

    @Sjonsson posted a very nice video explaining what photogrametry is and showing the process to make 1 mesh using this technique :

    The thing is, you don't have to fully respect the original environment to make your map using photogrametry technique. I'm pretty sure the environment of The Vanishing of Ethan Carter is not exactly the same as the real world reference (in terms of layout). You can use this technique for objects and textures, and then mix classic modeling methods with some objects being made with photogrametry.

    I guess we will see more of this in future games.

  • What's going on with your life?

    • leplubodeslapin
    • April 11, 2016 at 9:41 PM

    Yeah !

    I started working last monday, so it's been a week. I'm finally working, as a mechanical engineer in product design ! :)

    It's the company and branch in which i just did a 6 months internship. Apparently i made a great job, it's a permanent position ("CDI" for french people), without trial period (my internship counts as one) with very nice colleagues and cool projects. A great beginning in my career, i'm glad ! The pay is decent for this kind of position and my salary negotiations worked just fine !

    I'm trying to buy a new bike (last one was stollen, even if it had a lock), with spring coming this will be nice.

    Only problem → 0 motivation nor will for working on cs_opera, which sucks a lot !

  • CS:GO modeling (formats and programs)

    • leplubodeslapin
    • April 1, 2016 at 12:36 PM

    I don't really understand why people think it's so hard to get a result ingame.

    I should make a video showing my method maybe. @blackdog would that help you ?

  • CS:GO modeling (formats and programs)

    • leplubodeslapin
    • April 1, 2016 at 12:52 AM

    Solidworks or Catia are not appropriate for modeling for videogames. They are dedicated to 3D Volumetric modeling, but therefore you have no control on the meshes you're doing (the amount of triangles, vertices, edges, how they're organised, etc ...)

    You should use 3DSmax / Maya / Blender, even if sometimes modeling with Solidworks would be a lot easier for technical stuff (i'm personally using Catia but only at work, not for 3D modeling for games).

    Maybe there's a way to export meshes from solidworks/Catia to 3DSmax/Maya/Blender (probably through STL file format), but it will be awful to work from it and export it to Source afterwards.

  • [CS:GO][WiP] cs_opera

    • leplubodeslapin
    • March 25, 2016 at 5:18 PM

    @RivFader, @Devian and @laminutederire,

    For the recent months, i've been focused on my internship and it has been quite intense. It just ended (the final presentation was on tuesday). Now i should be able to get back to it because i have a week of vacancy. But I'll continue my work after that (not as an internship this time, but as a job), and I will do my best to find more time for me (for map making, sport and to meet new people).

    Still, this project is complicated for me. I still like working on some stuff and i like the work already done on it, but i'm just not qualified enough. I have learnt lots of things from this project already, but it needs lots of time and energy and I'm not sure i can make it. So don't expect anything from this map, I won't update this thread until the map is almost finished, if it does reach such a stage one day.

    Sorry

  • How does Valve get func_ladders to work in their maps?

    • leplubodeslapin
    • March 11, 2016 at 2:30 PM

    It's not the same method for Half-Life 2. In HL2, a ladder is a sort of rail you have to follow, you place an entity at the beginning of the path and another at the end.

    In counter-strike games it's different : you place a 3D tool brush (with the ladder texture) and when a player touchs it, he will stick to it and gravity is cancelled (you can go up and down). Therefore, players can also move laterally and fall if they go too far sideways.

    As far as i know, func_ladder is completely useless. I also think, as Exodus said, that it's just the decompile process that does that.

  • Assassins Creed review by Dunkey

    • leplubodeslapin
    • March 9, 2016 at 9:39 PM
    Quote from blackdog

    no that's not the point; Jade Raymond in a panel on GTTV couple years ago basically explained that to sell at full price you need a certain amount of content (read: play hours) so that's what they do. Then you have the trail of DLC to prevent the bleeding caused by used games market.

    This problem has been caused by gamers that kept asking "how long is the game". I mean, they are teenagers, I kinda understand why that's their concern, they don't have the experience/culture to make a distinction and demand for quality, they want time sinkers.

    So I don't hold it against Ubisoft for doing this bloated and repetitive games: they are catering to their audience. I don't think that the target they have in mind for AC is us, the 25 year older.

    Also it's not just them, any MMO is a time sinking repetitive pile of crap.

    Ok, i didn't know they were making estimations about play hours like that.

    What i meant, is when you start any recent assassin's creed : all you want is starting and understanding the main story, but very quickly you get tons of informations about stuff you can collect, secondary missions you can achieve, ... And i really felt like the game was telling me "hey look, you can do that ! and that ! and that! and wow you can do that !!", but i wasn't interested in them at all. As if the game had to show me all the things i'll be able to do if i continue the game, just in case i was afraid it was an empty shell.

  • Assassins Creed review by Dunkey

    • leplubodeslapin
    • March 9, 2016 at 7:22 AM
    Quote from Zarsky

    This is the major problem with most Ubisoft games. They have amazing art and insane animations, but they rehash the same game mechanics until everyone gets bored.

    However, there's a glimpse of hope. From what I've gathered, they seem to skip the annual cycle this year and allow more time for design. We just have to wait and see...

    Yes maybe ...

    But they're still doing the same kind of poor game with a huge amount of useless content you can collect everywhere and repetitive secondary missions.

    Being a "MMORPG", the division is definitely going to be the same thing. Watch dogs, Far Cry games and The crew also all had the same flaws.


    They try to make people think their games are deep and that it will take you ages to finish them. Indeed it takes ages, but what's long is definitely not the funny part.

    Nice video review, even if i liked some stuff in assassin's creed, i played from AC1 to 4...

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • February 28, 2016 at 3:59 PM

    All the prices announced/confirmed :

    http://blog.htcvive.com/us/2016/02/int…vive-pre-order/

    United States : US $799 (without taxes and shipping)

    Europe : 899 € (without shipping)

    UK : £ 689.00 (without shipping)


    Pre-orders should start tomorow

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • February 27, 2016 at 10:42 AM

    Look at the last TopHattWaffle's video!! As usual, excellent content and you will learn all you need to know about the multiple-levels radars


    EDIT :

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  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • leplubodeslapin
    • February 26, 2016 at 4:53 PM
    Quote from jebus_c

    i've noticed that reducing the ambient has an effect on the shadows
    brightness is negligible though...

    Yes of course it will change but it doesn't mean it's useful !
    HDR Brightness and HDR Ambient were parameters used when the players had a choice of enabling HDR or not in the video options (on games such as Half-life 2, CSS, DOD:S, TF2 ... most of the Source games). Because then, the lighting of the whole map was compiled twice : once without HDR (↔ "LDR") and once with HDR. The compilation times were doubled, the file sizes of maps were a lot bigger ...

    They decided on CSGO to force every user to have the HDR enabled, you can not disable it in video options. Therefore, it's useless to compile your map in LDR (↔ non-HDR), because the players won't be able to see the map this way.


    HDR brightness and HDR ambiant parameters were used in case you have a light, that was looking good in LDR but too bright (for example) in HDR. It gave you the possibility to adjust the lighting on each version of the map. But if you don't configure the HDR values, it will use the default ones for both lighting compilations.

    So yes, if you change the HDR brightness and HDR Ambient values, it will change the lighting on your map but you could also have changed the default brightness and ambiant values, it would also have changed the lighting in the same way.


    Quote from Onur Kardelen

    Hidden Content

    It did after update. How can I solve this? Thanks.

    It's just a leak or something like that, no lighting is compiled here (it's in fullbright).

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • leplubodeslapin
    • February 25, 2016 at 11:26 PM

    both shadow_control and HDR brightness and ambiant values on any light entity are completely useless on CSGO anyway ...

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • leplubodeslapin
    • February 25, 2016 at 12:37 PM

    Why do you need a shadow_control entity ?
    It was used in Half-Life 2 and other games, when the dynamic shadows were only possible with dynamic/physics objects (they were very simple projections, not real projected shadows). But on CSGO, since the only dynamic shadows you can have are due to the cascaded shadows (for outside areas), it became useless. (i think)

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • leplubodeslapin
    • February 25, 2016 at 9:28 AM

    @Vaya The article on the csgo blog seems clear already, no ?

    Maybe i should update the article instead, since some infos aren't up to date anymore

  • [csgo] Lighting on props broken since Wildfire Update? (+ Possible fix)

    • leplubodeslapin
    • February 25, 2016 at 9:16 AM
    Quote from Deathy

    I don't even have a light_directional, only have light_environment, sunlight_shadow_control and shadow_control and have the same problem as MaanMan (blue tinted dynamic shadows with fade to black borders).

    Edit: I tried RZL's suggestion, light_env replacement didn't work. Compiling LDR/HDR seperately showed, that it's definitely on the HDR part. I tried to find out whether it might be affected by the shadow color specified in the shadow_control entity but it produces the same results.

    What is your ambiant value ?

    Cascaded shadows used to be only grey, it was impossible to color them. Shadows were only colored in their static areas (in the lightmaps), that's why we had this weird blending between static and dynamic shadows before.

    Now, they should be the same, so maybe your ambiant is just too colorful/surrealist ?

    Check this out : http://blog.counter-strike.net/workshop/maps.php#cascade_shadow (it's all new ! <3)


    EDIT : Or maybe the other entities (sunligh_shadow_control and shadow_control) override the light_env ambiant value, but just for static shadows. Try to delete them maybe

  • Valve: Future Hardware Plans

    • leplubodeslapin
    • February 21, 2016 at 4:28 PM

    Sorry guys i'm on m'y phone, son i can't message something complete (but hopefully someone could share a link please? :D)

    The HTC Vive has been announced to cost 799$ and it will be able for pre-orders from April I think.


    (Occulus Rift : 600$ without the Occulus Touch)

    What do you guys think about this?

  • Counter-Strike: Global Offensive

    • leplubodeslapin
    • February 18, 2016 at 8:51 PM
    Quote from Vaya

    Any idea why valve is moving toward model-heavy maps? pretty much all the detailing seems to be model based - no where near as many decals etc as normal. Things that were handled by decals in train_hr like no smoking signs etc have been made into models for hr_nuke

    I guess that's because they want something both clean for readability and for the map's theme (it's a modern industrial site, not old or abandonned or something like that). If you do this and don't want to make your level empty with nothing interesting to look at, you can add many many many details like they did. The good thing, is that they work a lot on the colors of the props, most of them are grey or very pale colors, not to be noticed to much compared to the rest. Only key props are colors (in yellow for most of them), to guide the player view through the geometry.

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