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The Origami Project: Suggest your graphics "little things" (May 22)

First post
Author
CCP t0rfifrans
C C P
C C P Alliance
#201 - 2011-11-18 18:26:38 UTC
Zaine Maltis wrote:

Actually, according to the wiki, there often are survivors. 5% of crew for frigates, rising to 80% for titans, depending on the mode of death:

http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances Twisted
Opertone
State War Academy
Caldari State
#202 - 2011-11-18 18:27:24 UTC
please add whine button in addition to like button.

Sir Good Waffe whined at your forum post. You have received 3 new whines with a reason liek 'sh**posting', 'trolling comments', 'nerf bat'

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Oberine Noriepa
#203 - 2011-11-18 18:55:08 UTC  |  Edited by: Oberine Noriepa
This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post.

When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement.

Zirse
Risktech Analytics
#204 - 2011-11-18 19:19:47 UTC
Oberine Noriepa wrote:
This is an ambulation suggestion, and it probably isn't a "little" suggestion, but I figure it wouldn't hurt to post.

When walking on inclines, I've noticed that the footing and legs of an avatar don't scale to the environment. My suggestion? Inverse kinematics. Considering the physics middleware that operates within Carbon, I don't think this would be extremely difficult to achieve. Little animation touches like that are really great, I think. Rockstar Games uses Euphoria in RAGE and their games end up having pretty great and dynamic physics based animations. I'm not suggesting that CCP adopts something like Euphoria, but since PhysX is already a component of Carbon, I don't think something as simple as inverse kinematics would be too difficult to implement.



That is like issue nine bazillion out of nine bazillion on the list of things to do.
GeeShizzle MacCloud
#205 - 2011-11-18 19:20:04 UTC  |  Edited by: GeeShizzle MacCloud
i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!

People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome!
but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.

theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.

But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.

Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship!
Solstice Project
Sebiestor Tribe
Minmatar Republic
#206 - 2011-11-18 19:20:29 UTC

Take a look at the explosions.

Find a good algorithm for realtime explosions and not those,
altough good looking, simply not sufficient particlebursts.

Wing Commander did it right already,
by using octrees that had temperature as a base.

I'd give you the whole damn algorithm,
if i knew how to find it ... and i've tried finding it.

X-Wing and it's bitmap explosions looked nice visually,
but sucked bigtime as real explosions.

Eve's particleburst looks really nice,
but as with the missile explosions,
it simply lacks visual movement and detail.


Thanks. :)
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#207 - 2011-11-18 19:24:48 UTC
I miss freespace and the sense of scale when flying along a cap.

The only thing that bothers me is when my ships on fire... it looks cheap.

Ship explosions I think are fine... just the audio sucks.

I LIKE the new hardener. The old shield harderner/booster looked terrible, you couldn't even see the ship most of the time.

Not a diplo. 

The above post was edited for spelling.

Overlord Invictus
The Graduates
The Initiative.
#208 - 2011-11-18 19:43:59 UTC
GeeShizzle MacCloud wrote:
i know its not a graphical thing but if you could pass it to your sound guys thatd be awesome!

People rarely use sound in eve cause people consider it adds lag to and from the server in some form. if some devs could dispell this myth thatd be awesome!
but itd also be great if the amount of resources that Eve's sound uses could be reduced. whether using sound samples or sounds synthesis (i think would be preferred) i think it needs to be looked at.

theres always a question when it comes to eves sound as to how to place it. the purists would say theres no sound in space and id say thats true.

But id also say that sounds should be thought of occuring inside your ship and only inside ur ship. all the various energetic particles and spacial phenomena could interact between space, ur shields, ur hull etcc to create a whole spectrum of sound frequencies.

Dont connect the sound with the camera! even though it may initially make sense, it actually removes a sense of self when flying in space. i find it ridiculous u can hear sounds of things 100's of KM away by moving your camera there, yet not hear a thing about whats going on right next to your ship!


this!
Callic Veratar
#209 - 2011-11-18 20:40:23 UTC
CCP t0rfifrans wrote:
Zaine Maltis wrote:

Actually, according to the wiki, there often are survivors. 5% of crew for frigates, rising to 80% for titans, depending on the mode of death:

http://wiki.eveonline.com/en/wiki/New_Eden_crew_guidelines

Yeah, not everyone agrees on that on the dev team. Many feel that the crews should simply perish, given how easily replaceable they are in the world of New Eden... Buf since it's on the wiki, then yes, a few people might survive in some instances Twisted


With the current ship explosion system, the time between still alive and wreck is a matter of 2 or 3 seconds. If the ship entered an unstable tumbling explosion for a 5 to 30 seconds (depending on the size of the ship), there could be a lot of time for escape pods.
Callic Veratar
#210 - 2011-11-18 20:46:29 UTC
An option for altering the in-space sounds could be awesome:

Normal - the current settings, not too loud, not too quiet just SFX for everything, things sound "realistic" assuming we could hear sound in space.
Sci-Fi - exaggerated sounds like the old jump gates, heavy bass for artillery, fun stuff
Realistic - Sound only comes from what comes in contact with the hull of your ship. Weapons fire, engines, radio chatter: everything else is silent, including while you have active shields.
Oberine Noriepa
#211 - 2011-11-18 22:59:06 UTC  |  Edited by: Oberine Noriepa
Zirse wrote:
That is like issue nine bazillion out of nine bazillion on the list of things to do.

It's really not an issue. It's just something that I'd like to see to see in the game, much like a lot of things posted in this thread.

Alexandar Pavlovic
Center for Advanced Studies
Gallente Federation
#212 - 2011-11-19 12:25:47 UTC
For start it would be nice to see some UI window animations like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=uGplrpWvz0I#t=116s
or like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=92s

after that, for me more visual appealing, UI look seen in DUST 514
http://www.youtube.com/watch?feature=player_detailpage&v=MD-2R233Fbw#t=89s
and
http://img1.mmo.mmo4arab.com/news/2011/08/26/dust514/dust514_vehicle.jpg

After that I would like to see UI become more like
http://www.youtube.com/watch?feature=player_detailpage&list=SPF614A7A6461E61E1&v=Ms95NKFnhCU#t=68s
and
http://www.youtube.com/watch?feature=player_detailpage&v=Gw0gOjOWDuI#t=63s
decluttering screen space and allowing us to enjoy visuals of EVE Online universe that are going to be breathtaking (I'm only hope that this amount of visual improvements are not related only to 2011 Winter Expansion and that this are going to be incremental improvements where 2011 Winter Expansion is just starting point for all beautiful things to come).
Dancing Sun
Lancer Dragoon
#213 - 2011-11-19 13:29:50 UTC
You know, one of the ways you could flesh out the world would be to give Zazzmatazz and Zor and Kruul, etc, all avatars.. and maybe make a short film to advertise.

Also, more products besides Quafe to promote would be cool.
Kimiko Tojima
Daughters of Hada
#214 - 2011-11-19 14:01:16 UTC  |  Edited by: Kimiko Tojima
My priority is planets. I always look at the Temperates when entering a new system and try to imagine the various landscapes there (fanatic Vue d'Esprit user here). I have a few points if you find time to iterate on the planets:
- polar caps on most Temperates and Barrens.
- more clouds on Temperates (and slow them down a little).
- too many Temperates show dense settlement on the night side. IMHO only a minority in hisec should have this.
- expand the colour range for Gas, Storm, Barren and Moon. They are a little too uniform colourwise.

Most things above should be accomplished by altering the shader nodes a little (except for the polar caps, of course).
Bloodpetal
Tir Capital Management Group
#215 - 2011-11-19 14:56:44 UTC
Little Feature : Red Speedo


Soundwave Little Feature Thread : Red Speedo



When you get webified, instead of your top speed showing "max" speed with blue bars, can you show a RED speedometer to show that our top speed is getting reduced and it makes it very clear we're being webbed and how much rather than thinking we're going full speed :


SAMPLE IMAGE OF RED SPEEDO!

Where I am.

SMT008
Deep Core Mining Inc.
Caldari State
#216 - 2011-11-19 15:03:08 UTC
/Signed for the red speedometer, this would GREATLY help everyone.

But I would like to add something about speed.

I was on Singularity a few hours ago, was undocking my Nalgfar. And I noticed the ridiculous speed of 270m/s. I was almost standing still, I was definetly not going at 276m/s.

The problem is that it was 27.6 m/s. Ingame, you literally DON'T see the "." and it would be a bit better to set it "bold" or just bigger.
Mekhana
The Scope
Gallente Federation
#217 - 2011-11-19 15:07:51 UTC
Your drones could use some kind of warning they are being damaged.

If they could glow yellow when being locked on and glow red in-game when they are being attacked (as well in the drone window) along with a sound cue.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Bloodpetal
Tir Capital Management Group
#218 - 2011-11-19 16:23:26 UTC  |  Edited by: Bloodpetal
SMT008 wrote:
/Signed for the red speedometer, this would GREATLY help everyone.

But I would like to add something about speed.

I was on Singularity a few hours ago, was undocking my Nalgfar. And I noticed the ridiculous speed of 270m/s. I was almost standing still, I was definetly not going at 276m/s.

The problem is that it was 27.6 m/s. Ingame, you literally DON'T see the "." and it would be a bit better to set it "bold" or just bigger.



When you undock you get thrown out at a pretty good clip for faster ships - most likely that. However, it is very difficult to see the '.' with the new font on the speedometer, and I do agree.


Brought to the attention to the magnanimous CCP Punkturis who is handling the font issues here.

Thanks for supporting the idea. :)

Where I am.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#219 - 2011-11-19 16:51:49 UTC
Jump gates sending light in both directions. needs to be greater in the direction you are going or change Galentie gates.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Graelyn
Aeternus Command Academy
#220 - 2011-11-19 18:12:07 UTC
Shots being fired at a POS tower should stop at the shield, even if mechanics-wise you're shooting the tower.

Cardinal Graelyn

Amarr Loyalist of the Year - YC113