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New Visual Damage system on Singularity

First post
Author
CCP Savior
C C P
C C P Alliance
#1 - 2015-11-20 17:31:08 UTC
Greetings Capsuleers,

As part of our upcoming release we in Team Trilambda have been busy working on a new visual damage system for all the ships in EVE, it’s at this point that we would like to show you this system in all of its glory on our test server Singularity. Please jump onto our test server and take a look at the new shield, armor and hull damage effects!

A guide to accessing Singularity can be found on the following link - https://wiki.eveonline.com/en/wiki/User:Singularity

The new system will give your ship an elliptical shield that should cover the entirety of your hull to protect it from incoming fire. The new shield will react when your ship is struck by enemy fire and as your shield becomes weaker the shield will change colour to show your shield level is low. If you repair your shield in space, you will see shield booster/hardener cycle on and will remain dormant until damage is taken.

We also have new armor and structure damage visuals for when you are being attacked, when taking armor or hull damage you will see this reflected on your hull. We have updated the repair VFX to match this. Please note that this is a departure from the old repair visuals. You will no longer see the armor repair VFX if you have full armor, if your armor is at 99% or below the VFX will start showing up on the damaged areas and repair them. The armor hardener’s will also appear in a similar fashion but will only appear on areas of the hull that do not show damage.

There are a few known defects so please hold back from sending us bug reports about the following things:

- DX9/Mac clients will not be able to view the new visual damage system as it's still in development.
- The visuals are not final, we are still tweaking based on feedback.
- Hull damage VFX is the newest and is still under development.
- We currently do not have an option to turn off the new VFX.
- These damage effects only work on space ships.
- The new VFX have still not been optimized so performance is being monitored.
- Sound FX is not final and is still in development.
- Sleeper vessels will not receive the shield VFX as they do not have shields (this is by design)

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

CCP Savior
C C P
C C P Alliance
#2 - 2015-11-20 17:31:20 UTC  |  Edited by: CCP Savior
Hey folks,

We'd like to just say thank you so far for all the feedback we have received, its been incredibly helpful!

We have made some changes to the visual damage system, which can be found underneath, and we'd like to get your feedback on them. Singularity has just been updated to include these so please do let us know what you think.

As always if you do find anything that you think is a bug then please submit a bug report via the F12 menu or via the website at the following link - https://community.eveonline.com/support/bug-reports.

Changes:

  • Tech 3 Strategic Cruisers now receive the new visual damage FX
  • Boosters will no longer flicker when at low structure health.
  • Brightness on Armour Hardening FX increased.
  • Armour and Shield FX have had their colour saturation levels reduced

Defect Fixes:

  • Shield impact FX reduced in scale on all shield types.
  • Impact FX reduced in scale on XL turrets damage.
  • More distinctive colours used to define high and low shield health for Amarr hulls.
  • Drones attacking a ship will now cause visual damage to their targets.

Known Issues:

  • Decals & Kill marks are unaffected by armour damage.
  • Doomsdays & Smartbombs do not cause any visual damage to ships.
  • Ships that have animations (e.g. Svipul) do not receive armour damage in the correct locations.
  • No DX9 support - Yet
  • Sound FX is still not final
  • Sleeper vessels do not receive shield FX – by design
  • New FX is not optimized but is being monitored
  • Damage FX only works on ships

Graphical QA Analyst | EVE Quality Assurance | Team TriLambda

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#3 - 2015-11-20 17:43:47 UTC
CCP Savior wrote:
Greetings Capsuleers,

As part of our upcoming release we in Team Trilambda have been busy working on a new visual damage system for all the ships in EVE, it’s at this point that we would like to show you this system in all of its glory on our test server Singularity. Please jump onto our test server and take a look at the new shield, armor and hull damage effects!

A guide to accessing Singularity can be found on the following link - https://wiki.eveonline.com/en/wiki/User:Singularity

The new system will give your ship an elliptical shield that should cover the entirety of your hull to protect it from incoming fire. The new shield will react when your ship is struck by enemy fire and as your shield becomes weaker the shield will change colour to show your shield level is low. If you repair your shield in space, you will see shield booster/hardener cycle on and will remain dormant until damage is taken.

We also have new armor and structure damage visuals for when you are being attacked, when taking armor or hull damage you will see this reflected on your hull. We have updated the repair VFX to match this. Please note that this is a departure from the old repair visuals. You will no longer see the armor repair VFX if you have full armor, if your armor is at 99% or below the VFX will start showing up on the damaged areas and repair them. The armor hardener’s will also appear in a similar fashion but will only appear on areas of the hull that do not show damage.

There are a few known defects so please hold back from sending us bug reports about the following things:

- DX9/Mac clients will not be able to view the new visual damage system as it's still in development.
- The visuals are not final, we are still tweaking based on feedback.
- Hull damage VFX is the newest and is still under development.
- We currently do not have an option to turn off the new VFX.
- These damage effects only work on space ships.
- The new VFX have still not been optimized so performance is being monitored.
- Sound FX is not final and is still in development.
- Sleeper vessels will not receive the shield VFX as they do not have shields (this is by design)



This sounds awesome, I look forward to when you have the Mac side working.

There is one EvE. Many people. Many lifestyles. WE are EvE

Manssell
OmiHyperMultiNationalDrunksConglomerate
#4 - 2015-11-20 18:51:11 UTC
CCP Savior wrote:


- DX9/Mac clients will not be able to view the new visual damage system as it's still in development.




Just to be clear since we've been burned on this before, but is this "still in development." for Macs expected to be done for the actual release of this feature, or a year or two down the road?
Teinyhr
Ourumur
#5 - 2015-11-20 19:12:07 UTC
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.
solrac lara
The Scope
Gallente Federation
#6 - 2015-11-20 19:26:24 UTC
Does that mean that we are getting new armor effects too ? i mean the Shields effects look great but i usually armor tank, so i would love to see holes in my ship or something similar, also GJ CCP :D its nice to see all this new stuff going on.
Minchurra
Perkone
#7 - 2015-11-20 19:48:42 UTC
This looks fantastic. The only thing i'm not a big fan of is the engine flickering.

Here is a gif of how the shield effects look for anyone interested: http://gfycat.com/SeriousNearDogwoodtwigborer
CCP Vertex
C C P
C C P Alliance
#8 - 2015-11-20 20:19:24 UTC
Manssell wrote:
CCP Savior wrote:


- DX9/Mac clients will not be able to view the new visual damage system as it's still in development.




Just to be clear since we've been burned on this before, but is this "still in development." for Macs expected to be done for the actual release of this feature, or a year or two down the road?



Correct, we will have this for the initial damage VFX release.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

CCP Vertex
C C P
C C P Alliance
#9 - 2015-11-20 20:23:15 UTC
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


The Mac client is DX9 and we still some a percentage of our Windows user base on DX9 as well. Internally we'd love to only have to worry about DX11 as this is an additional dev cost for us to support new graphic features for DX9 as well.

The day will eventually come when we drop support for DX9 but it will be when we see enough of our user base moved over to DX11 and we will message this clearly with a 'sunset' period so the remaining DX9 users know it's coming and can upgrade their hardware or OS. :)

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

MainTrain
Applied Anarchy
The Initiative.
#10 - 2015-11-20 20:24:07 UTC  |  Edited by: MainTrain
Testing on SISI -

Armor effect doesn't cover sieged guns
Drones dont cause the shield impacts to appear
CCP Vertex
C C P
C C P Alliance
#11 - 2015-11-20 20:24:07 UTC
solrac lara wrote:
Does that mean that we are getting new armor effects too ? i mean the Shields effects look great but i usually armor tank, so i would love to see holes in my ship or something similar, also GJ CCP :D its nice to see all this new stuff going on.


The armor effects are on Singularity my friend! Get on and take a look, I guarantee you wont be disappointed!

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Xzanos
Rattini Tribe
Minmatar Fleet Alliance
#12 - 2015-11-20 20:24:59 UTC
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


All the multi boxers still want to be able to play, on minimum settings with 10 PCs

*activates thermal hardeners for incoming flame

Zepheros Naeonis
TinklePee
#13 - 2015-11-20 20:25:03 UTC
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


Because not everyone cares about the "flashy" performance hogging bullshit that comes with DX11.
CCP Vertex
C C P
C C P Alliance
#14 - 2015-11-20 20:38:49 UTC
Zepheros Naeonis wrote:
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


Because not everyone cares about the "flashy" performance hogging bullshit that comes with DX11.



DX11 features are one thing (tessellation for example) can be a performance hog for sure depending on the implementation.

However the baseline performance of DX11 without all those DX11 specific features is still faster than DX9 and has much better resource management which you'll see in your assigned VRAM memory. So, if you know anyone on DX9 encourage them to upgrade ;) you'll make my day and I'll buy them a beer at Fanfest!

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Matt Faithbringer
YOLO so no taxes please
#15 - 2015-11-20 21:34:53 UTC
this is so mega awesome!
Anah Sarlai
Viziam
Amarr Empire
#16 - 2015-11-20 21:37:28 UTC  |  Edited by: Anah Sarlai
Hi devs:

some things regarding shield/armor/proportion effect

-Armor
Looks amazing, the on hit zone is perfect on the ships but the hit should do an anim projects matter/lil parts of the ship project backwards. (Like the current rocket hits particles but smaller scale) The hit aint that significant after it arrives. :(
Hardeners: Ive come to a conclusion that if hardeners are on after the ship got hit, the damage animation slowly fades(donno why)
Repair: Awesome job on the method animating on only the damaged aeras.
BUG: the armor effect gets on the default lights of the ship and its flicker prematurely(see below on propoltion bug)

-Shield
-As goes for shields its look awesome with rockets!!!
-Vs other weapons, ive checked mostly in anoms sometimes the shield just trigger while there is no incomming hit shown visually (im playing on max graph with high end setup) mostly vs npc stationary guns
-The flux in the shield should look roundwards from the inpact position (add a watery layer in the current animation and it would be fine concidering you take multiple barrages and you could see the fluxes after inpact)
But simply still it looks sexy
Hardeners: the on activation is fine, on capitals its looks kinda strange , but subcap its awesome, also noticed the hardener cycle while shield is on strain, the hardener rounds . its really nice
Booster: its good tho i would ad a lil more flux behind the current layer (and not only activation) and make the shield boost smoother(more transparent) atm its looks like youre smartbombing :o too dominant
-Also an interesting idea of shields should be always elyptic?
-penetration animations required on shields
*in effect of full shield loss in 1 shot
*Skill based penetration chance

-Proportion:
-Ive noticed that in warp all drives looks the same: the bluish color . Is it intended?
Tho i would like that each races warpdrive tech would be on different colortone(green/yellow/current blue) concidering the different fuel system they have :)
(edit: you can see the change really badly when you align to a position(lets say a procurer) its yellow and then when you press warp it changes to blue...looks awkwardly strange that from yellow it swaps to blue after reloading the other anim in few milisecond)
BUG: when propoltion gets hit(armor and hull hits), seems a layer gets on the drive and blocking the light animation of the engine, and its flickering really awfully bad. Pls fix somehow that propoltion zone on ship cant get damaged or it still shows the engine burn anim(test it with a hulltank battleship, shoot it near death and you can see these also)


Really nice job tho, keep em up
Anah Sarlai
PC:(Tested with i7,16gigs mem, asus strix 950 ) full graph setting manually
edited(2015/11/20 11:18)
MainTrain
Applied Anarchy
The Initiative.
#17 - 2015-11-20 21:51:20 UTC
Some gifs of the graphics

http://imgur.com/gallery/gvO5K

The only i'm not a fan of is the actual explosion effect in the thanatos graphic
CCP Vertex
C C P
C C P Alliance
#18 - 2015-11-20 21:56:35 UTC
Keep the feedback coming, the rest of the team will be eager to read all these comments on Monday morning! :)

I would like to ask that if you have visual feedback continue to comment in this thread, if you think you'd found a bug then please file a bug report using either the in-game bug reporting system (F12) or on the website: here screenshots and good reproduction steps are very much appreciated!

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Arcos Vandymion
Ministry of War
Amarr Empire
#19 - 2015-11-20 21:58:34 UTC  |  Edited by: Arcos Vandymion
CCP Vertex wrote:
Teinyhr wrote:
Unless this has something to do with Macs, I don't understand why you would even waste time on DX9 compatability? Shouldn't like 80-90% of your players have at least DX10 or DX11 capable cards? Mine is DX11 and it's a damn relic by modern standards.


The Mac client is DX9 and we still some a percentage of our Windows user base on DX9 as well. Internally we'd love to only have to worry about DX11 as this is an additional dev cost for us to support new graphic features for DX9 as well.

The day will eventually come when we drop support for DX9 but it will be when we see enough of our user base moved over to DX11 and we will message this clearly with a 'sunset' period so the remaining DX9 users know it's coming and can upgrade their hardware or OS. :)

And by the time DX9 user counts have dropped sufficiently it's probably time for Vulkan allready which, while Apple is a member of Khronos group will likely not be supported by them. What other reasons would they have to use that new - I forgot it's name selfbrewed thing they are doing (again).

They did do the same with power charger pins for mobiles iirc. So sad =I


Back on topic - these all look great. All those staircases look really old.
EDIT: And better AA - thank Bob. Less staircases in space ... was getting ridiculous. You'd think they have elevators in the far future or something ...
Yadaryon Vondawn
Vicanthya
#20 - 2015-11-20 22:26:54 UTC  |  Edited by: Yadaryon Vondawn
Few things I noticed right of the bat, will investigate more tomorrow:

Armor
-NPC (maybe player controlled aswell) frigates dont show armor DMG if you shoot right through their shields. I put a few frigs in deep armor but only the shield effect showed and then they popped. Which is sad because I'd love to see the effects of a large energy turret tearing through a frigate
-Even if my armor repair is not running the "breached" armor still regenerates, which just feels wrong. If a BS shoots at my BS the impact is substantial, my apoc model shows the entire front damaged, and it still generates without repairs! Please change this so it either does not regenerate or that the impact increases over time instead of breaching large sections right away.
-I havent tested this yet but how do remote repairs apply to damaged sections? If you have to apply them to the right spot and it has to be visualized, doesnt it create extra serverload?
-Armor DMG begins to show when I drop under ~5% shield, is this intended? This also generates.Skill at level 4
-Armor hardeners effect all have the same animation colour. Would be nice if the the DMG type was shown directly or blended with the ships natural shield/armour colour effect.
-Bastion module gives active status resist across the board but no visual effect, except for the shipmodel, is to be observed. Same goes for the damage control module. The Reactive armor hardener DOES show it.

Shields
-The effect of for example the adap invul field only appears at the first activation of the module. All other cycles it does not show. Maybe change this to every cycle? Now it looks inactive after 1/3 of the cycle, unlike the armor hardeners which are continious. Even if I activate a different module at 2/3 of another module cycle it will not show again. It also feels like a fast animation sort of?
-Bastion module gives active status resist across the board but no visual effect, except for the shipmodel, is to be observed. Same goes for the damage control module.

Visuals
-Did you guys ninja change the Paladin (Top is SiSI, bottom is Tranq)? EDIT: All apoc models (apoc/napoc/paladin/imperial apoc) have this extra red. On the paladin it looks good but on the the other models the colour is just out of place.
-Was the Amarr statue always this close to the station?
-Frigate rogue drones and normal drones show no damaged armor or shield impact, they do move when hit with missiles
-Dont know if this is a visual thing but when I jumped through a stargate with the shiptree open and a providence model open I could not move the camera anymore or click on my overview, just locked camera position. Only fixed upon relogging.
-When opening the old star map the entirety of New Eden is turned 45 degrees, putting Jove empire in the top middle instead of top right. When I press unflatten and then flatten it resets to normal
-The DL mark on the side (not the full text that is slightly higher up the model) of the Kronos is really vague now for some reason.

Hull
-The thrusters flicker when you hit hull, what seems odd about this is that if power were to "shoot" through the propulsion system it would not create a full sized trail/cone right away, but it does. Because it is so sudden it also becomes a tad annoying after a while. Maybe make this more smooth/slower?
-The hull repair animation did not change, any plans on this?


Thoughts
Visuals are awesome so far! Any news on the explosion change? Because I am REALLY looking forward to those together with the new visuals!
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