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Dev blog: Oceanus: The New Cloaking Effect

First post
Author
Circumstantial Evidence
#21 - 2014-09-24 00:15:36 UTC
I can live with this :)

The effects are much improved from what I grumbled about, with a few others, on Sept. 5. It looks reasonable with the "low" shader option, too.


"Player Owned Starbase (POS) building graphics (more on that later)."
I would not get too hyped up over this comment, if you are are thinking new POS designs are imminent. "building graphics" most likely means the graphic effect shown while building. When anchoring modules, they currently "fade in" (decloak...?) at the spot they are anchored.
Johann Rascali
The Milkmen
Churn and Burn
#22 - 2014-09-24 01:23:05 UTC
I tip my Low Shader Settings hat over my face in shame and scuffle out of the room

Blanking signatures doesn't seem to work, so this is here.

Crumplecorn
Eve Cluster Explorations
#23 - 2014-09-24 12:14:21 UTC
My biggest 'concern' (can you be concerned over graphics) is how it will handle rapid activations/deactivations and the transition from gate cloak to module cloak. All the effects we've had to now had a habit of popping a bit in these situations.

If I'm going to accidentally deactivate my cloak and die, I might as well look good doing it.

Witty Image - Stream

Not Liking this post hurts my RL feelings and will be considered harassment

MRazor
Rokard Industries
#24 - 2014-09-24 12:27:50 UTC
Do not like it, looks silly, stupid , amateurish even....for goodness sake if you are going to do something do it properly and make the whole ship fade in / out at once...this animation just looks wrong. Certainly nothing real about it. sorry guys but not impressed.
Sad
Bariolage
Control F9
#25 - 2014-09-24 15:53:10 UTC
Visual high slot module for cloaking device with effect propagating from module location?! Got a few days to release for the art! I know: it takes time. One can dream.
Utremi Fasolasi
La Dolce Vita
#26 - 2014-09-24 16:53:49 UTC
nice boost to afk cloaking. much pretty.
Shing Thsu
Garoun Investment Bank
Gallente Federation
#27 - 2014-09-24 17:08:41 UTC
Just 2 questions:

Will we be able to turn it off and have the old effect ?

How long will be client freezed if we hit cloaking-on/off at the same time as we open Peolpe&Places-bookmarks atm it is like 10-20s ?

For all grammar n.a.z.i and likes n.a.z.i one word: nasrať !

Esceem
The Scope
Gallente Federation
#28 - 2014-09-24 22:20:53 UTC
Judging from the video, I'm not excited tbh...

- The transition effect appears to be way too bright. When I cloak I want to hide - not to perform a fancy light show and draw attention ;-)
- When cloaked, the effect on the ship looks cheap, rather Minecraft-ish - just like it doesn't belong in to EVE

Including guns into the transion, however, is actually nice.

Anyways, so far I liked the cloaking effect of the Trinity expansion best:
Cloaking up the ship from one end to the other and that's it.
Justin Zaine
#29 - 2014-09-25 03:35:07 UTC
Quote:
Do not like it, looks silly, stupid , amateurish even....for goodness sake if you are going to do something do it properly and make the whole ship fade in / out at once...this animation just looks wrong. Certainly nothing real about it. sorry guys but not impressed.
Sad


Fade in / out all at once?

You mean like it currently does?

Nothing real about it?

Where can I get this cloaking spaceship that you've flown before?

You are aware that there are literally dozens of unexplainable mechanics in Eve, right? How do spaceships turn with only one point of thrust? Why don't the planets have orbits? Why can we warp through them? Eve is a game, bro.

As someone who has flown cloaky ships almost exclusively up to this point in their relatively short career, I am very, very happy with the new cloaking effect. It looks totally awesome and I think CCP should keep up their good work towards bringing the Eve UI out of the dark ages.

The new cloaking effect reminds me of Star Trek or something similar.
Big thumbs up from me Big smile

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#30 - 2014-10-01 10:59:46 UTC
The effect looks pretty schmick at close range, but frankly I'm normally viewing the ship from 50km+ away from the ship and looks like Landing Lights on a 747, and continues to blink/twinkle which is annoying because I think that I've been decloaked by something and I have to check the module to make sure it is still on. Maybe something can be done for the LOD past 30Km so that ships are actually invisible and not blinking lights?
Tipa Riot
Federal Navy Academy
Gallente Federation
#31 - 2014-10-01 16:12:25 UTC
I like that I can actually see my cloaked ship in space and where it points to, but I'm not sure about the transition effect. It's too slow and stutters on long range (smooth on short range view). The pixel dust around the cloaking fronts looks a bit 90s ... and I play on medium shaders. Finally the transition distracts more than it helps, especially the one you get from gate cloak to real cloak.

I'm my own NPC alt.

Lil' Brudder Too
Pistols for Pandas
#32 - 2014-10-03 01:04:17 UTC
I discovered today something that might be cause for concern for cloaky users...

you are 100% visible (but no longer target-able) until the animation is 100% finished (6-7 seconds). That is an eternity of showing the enemy exactly what ship you are in and where you are headed. I bet all those null/WH camps are having a field day with all the cov-ops coming through their bubbles....since you now have atleast 6 seconds to see what direction they are moving ect...so you can get on top of them much much easier.
Crumplecorn
Eve Cluster Explorations
#33 - 2014-10-03 03:55:40 UTC
It still pops when the activation/deactivation is iinterrupted by another activation/deactivation (i.e. every time you go through a gate in a cloaked ship), and the way the hexagons move/scale with the screen rather than the ship looks bad.

Witty Image - Stream

Not Liking this post hurts my RL feelings and will be considered harassment

Aiyshimin
Shiva Furnace
#34 - 2014-10-03 10:34:27 UTC
The cloak transition animation is broken on HIgh shaders (Nvidia card) and looks horrible, has aliased, multicolor pixel artifacts and the hexagons that follow appear two-dimensional. It's fine on medium and low.

CCP Darwin
C C P
C C P Alliance
#35 - 2014-10-03 11:00:12 UTC
Aiyshimin wrote:
The cloak transition animation is broken on HIgh shaders (Nvidia card) and looks horrible, has aliased, multicolor pixel artifacts and the hexagons that follow appear two-dimensional. It's fine on medium and low.


In general, for this kind of thing, where you suspect a defect in the game, I'd recommend using the bug reporting tool that you can access on the window that appears when you press F12.

In the bug reporting tool, you can include a screenshot, and if you're on Windows it's probably a good idea to include a copy of the output of dxdiag, or on a Mac, your graphics system profile information (which you can get to via the About This Mac menu item.)

In this instance I can see the visual features of the cloaking effect that you're talking about, and I'll consult the graphics software developer and QA to see whether that's part of the design or if it's unintended.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Wilhelm Ormand
The Scope
Gallente Federation
#36 - 2014-10-03 11:15:25 UTC
Aiyshimin wrote:
The cloak transition animation is broken on HIgh shaders (Nvidia card) and looks horrible, has aliased, multicolor pixel artifacts and the hexagons that follow appear two-dimensional. It's fine on medium and low.

I have the same thing (nvidia, high shaders, but on linux, wine) and wasn't sure if it was supposed to look like that. But anyhow, I actually like it. It looks awesome!
Amator Phasma
Event Horizon Ships
#37 - 2014-10-03 11:27:42 UTC
Wilhelm Ormand wrote:
Aiyshimin wrote:
The cloak transition animation is broken on HIgh shaders (Nvidia card) and looks horrible, has aliased, multicolor pixel artifacts and the hexagons that follow appear two-dimensional. It's fine on medium and low.

I have the same thing (nvidia, high shaders, but on linux, wine) and wasn't sure if it was supposed to look like that. But anyhow, I actually like it. It looks awesome!

Same here under linuxAttention

but under windows it looks fine:

Windows 7 Ultimate
GeForce GTX 770
Driver: 337.88
CCP Darwin
C C P
C C P Alliance
#38 - 2014-10-03 11:28:19 UTC
Wilhelm Ormand wrote:
Aiyshimin wrote:
The cloak transition animation is broken on HIgh shaders (Nvidia card) and looks horrible, has aliased, multicolor pixel artifacts and the hexagons that follow appear two-dimensional. It's fine on medium and low.

I have the same thing (nvidia, high shaders, but on linux, wine) and wasn't sure if it was supposed to look like that. But anyhow, I actually like it. It looks awesome!


I spoke with the software developer and he says that there should be some small changes in an upcoming patch to the look of the cloaking effect that will change the scale of the colored regions of the effect.

That said, it is an intended part of the design, meant to look like chromatic aberration through a highly refractive medium.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Altrue
Exploration Frontier inc
Tactical-Retreat
#39 - 2014-10-03 12:05:09 UTC  |  Edited by: Altrue
I have to say, the module cloaking looks better now :)

Will the jump cloaking change any time soon?

Also, are there any plans to put the cloaking center point at a non-random location ? Like at the front / tail of the ship ? I miss the pre-apocrypha animation :D

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CCP Darwin
C C P
C C P Alliance
#40 - 2014-10-03 12:16:13 UTC
Altrue wrote:
Will the jump cloaking change any time soon?


Decloaking after a jump and decloaking due to deactivating a cloak module ought to look the same, I believe. If you're seeing anything that's inconsistent with that, please use the bug reporting tool to submit a bug report with pictures and your dxdiag so that it can get looked at.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins