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What do we want in RE?

Posted:
10 Feb 2012, 03:43
by hamolton
Some video game artist at
http://www.reddit.com/r/IAmA/comments/p ... rtist_ama/ is willing to help out with RE. What do we want?
"Small graphical suggestions" thread:
viewtopic.php?f=53&t=2674
Re: What do we want in RE?

Posted:
10 Feb 2012, 05:20
by inpersona64
I'm not sure what I want to see but I know in a thread a while back, we were all thinking about a new weapon(s) for Red Eclipse. And so I'm going to upload a video tomorrow talking about what weapons we already have and what there is to add. Because most of the weapons already cover all the possibilities of "attack" in RE. Anyway, that's what I want to see, new weapon ideas.
Re: What do we want in RE?

Posted:
10 Feb 2012, 07:33
by Vaecrius
New shotgun model.
Re: What do we want in RE?

Posted:
10 Feb 2012, 13:55
by arand
Re: What do we want in RE?

Posted:
10 Feb 2012, 16:29
by fawstoar
ASIDE from weapon models & animation, which RE needs desperately, I would be interested in the possibility of smaller graphical tweaks like depth of field and some better lighting. Could really make the game look better, IMO.
If anyone's played the latest Deus Ex, RE could definitely take some design cues from that game, which uses some really strong filters and lighting effects to hide the low-resolution textures and less visually appealing parts of the game's environments.
To see how this could benefit RE, compare Delicatessen or Linear - which both feature some of the aforementioned qualities - to Forge or Echo, which are somewhat lackluster. DoF or other effects could make RE's maps much more contemporary.
Re: What do we want in RE?

Posted:
10 Feb 2012, 18:30
by Vaecrius
...except that I'm pretty sure I'm not the only one who thinks Forge and Echo are two of the better-looking maps and Linear is one of the worse.
Re: What do we want in RE?

Posted:
10 Feb 2012, 19:06
by fawstoar
Forge looks pretty good, maybe facility is a better example. Linear looks pretty good with the settings turned up, certainly better than echo. But I'm trying to analyze the quality of lighting and filters on these maps, not necessarily their architecture. Linear looks decent pretty much just because of its shineys, something that echo could seriously benefit from - it's currently really bland and lifeless.
Re: What do we want in RE?

Posted:
10 Feb 2012, 20:11
by inpersona64
See, but this is where you have to remember, a majority of us downloaded Red Eclipse because (1 we don't have PCs that can produce heavy 3D graphics and complex textures and (2 Red Eclipse runs well on low resources and isn't demanding. Increasing dynamic settings in game could mean lower fps for those who can hardly play as it is. I think as far as performance goes, Red Eclipse is on point, visually. Regarding the maps, I really only like Echo because it's a great small DM map for anything between FFAs to 4v4s. It's also very appealing to me, but of course that's just a personal taste.
Re: What do we want in RE?

Posted:
11 Feb 2012, 08:25
by Vaecrius
I beg to differ - Echo actually looks and feels something like a real (if somewhat arbitrarily designed) place.
Seconding inpersona64 in any event. Me, I can run everything at max just fine now* but about five months ago I kept feeling like the FPS world was just passing me by. D: Accessibility is important esp. for a f/Free game.
*My opinion of Linear is based on this
Re: What do we want in RE?

Posted:
17 Feb 2012, 20:13
by GooshGoosh!
fawstoar {l Wrote}:ASIDE from weapon models & animation, which RE needs desperately, I would be interested in the possibility of smaller graphical tweaks like depth of field and some better lighting. Could really make the game look better, IMO.
If anyone's played the latest Deus Ex, RE could definitely take some design cues from that game, which uses some really strong filters and lighting effects to hide the low-resolution textures and less visually appealing parts of the game's environments.
To see how this could benefit RE, compare Delicatessen or Linear - which both feature some of the aforementioned qualities - to Forge or Echo, which are somewhat lackluster. DoF or other effects could make RE's maps much more contemporary.
I agree with you.
I made a list for some graphical improvement that RE can use for better eye appeal:
Doom3 shaders (id Tech 4 shaders, they good for metallic materials)
Shadow Volumes (Like in Doom3)
Per-Pixel Motion Blur (like in Crysis)
HDR
DoF (Depth of Field)
and SSAO (Space-Screen Ambient Occlusion, not really necessary)
Bullet Physics Engine (Not a graphical improvement, but can be used for destructible environments)
Of course all these options require a lot of work, but I hope that will be possible for RE!
P.S.:
id Tech 4 is open-source now, so it is possible to "grab" the shaders and lighting calculation and "add" them to Cube 2 Engine?
Re: What do we want in RE?

Posted:
18 Feb 2012, 09:24
by Vaecrius
As someone whose computer can easily run all that without a hitch, I would rather that we didn't have all that gimmicky crap (besides destructible environments!) before we had a good reason to include it - a game never, ever looks better with better tech but not better art.
Some of the stuff
here (e.g., rim-lighting) is useful now because it is directly connected to gameplay, but HDR and motion blur are not only useless but
hurt the fast, dance-and-duel fighting style of RE gameplay - make opponents too hard to see and your instagib matches turn into a "realistic" cat-and-mouse.
Re: What do we want in RE?

Posted:
18 Feb 2012, 10:29
by GooshGoosh!
My PC can run all that "gimmicky crap".
Re: What do we want in RE?

Posted:
18 Feb 2012, 11:21
by Ulukai
I don't think it would hurt to include better graphics like shadow volumes and the like, it could be an option that players with lower hardware can disable. However, Cube 2 engine is a 1 or 2 man project and this would ask a lot of work. RE graphics are quite pretty and fun to look at atm with all options turned on imo, so it might be beneficial but not necessary.
Re: What do we want in RE?

Posted:
18 Feb 2012, 13:42
by hulk
Better Weapon ANIMATIONS...
Re: What do we want in RE?

Posted:
29 Feb 2012, 04:36
by hamolton
He says to contact him at
https://twitter.com/#!/StabberthomasDid quin get that?
Re: What do we want in RE?

Posted:
29 Feb 2012, 18:15
by 012yArthur0
1. Better Weapons visual. The pistol just outclasses the shotgun
2. A more balanced weapon system
3. Fix the kicks
4. Add the Super Jump again?
5. Fix the bugs/glitches. (Aside of qweer locking my topic, today I just witnessed my opponents being invisible)
6. Video Recording Command
7. Maybe a "Lite" version for people that has bad PC.
Re: What do we want in RE?

Posted:
29 Feb 2012, 20:06
by TheLastProject
012yArthur0 {l Wrote}:1. Better Weapons visual. The pistol just outclasses the shotgun
Agreed.
012yArthur0 {l Wrote}:2. A more balanced weapon system
What's unbalanced about the current one?
012yArthur0 {l Wrote}:3. Fix the kicks
They're not broken, you need to dash before kicking to prevent holding Q from getting you random kicks
012yArthur0 {l Wrote}:4. Add the Super Jump again?
Meh, don't think it's that interesting.
012yArthur0 {l Wrote}:5. Fix the bugs/glitches. (Aside of qweer locking my topic, today I just witnessed my opponents being invisible)
If it's not in the bugtracker it's not a bug.
012yArthur0 {l Wrote}:6. Video Recording Command
/movie already exists
012yArthur0 {l Wrote}:7. Maybe a "Lite" version for people that has bad PC.
That's called "putting all settings on lowest".
Re: What do we want in RE?

Posted:
29 Feb 2012, 21:39
by Ulukai
And don't forget: when you launch the game for the first time, it auto-detects the best settings. Bad PC equals low settings.
Re: What do we want in RE?

Posted:
29 Feb 2012, 21:49
by TheLastProject
Ulukai {l Wrote}:And don't forget: when you launch the game for the first time, it auto-detects the best settings. Bad PC equals low settings.
It does?
Re: What do we want in RE?

Posted:
01 Mar 2012, 01:10
by 012yArthur0
Nope. I had to fix the settings manually.
Re: What do we want in RE?

Posted:
01 Mar 2012, 08:24
by Ulukai
TheLastProject {l Wrote}:Ulukai {l Wrote}:And don't forget: when you launch the game for the first time, it auto-detects the best settings. Bad PC equals low settings.
It does?
Hmm... I thought I had read this somewhere but have a hard time finding it. I'll probably be mistaken, but when I launched the game for the first time on my game PC and on my laptop with crappy intel GFX the settings were different I think. It may partly be because the hardware capabilities but imo sometimes the red or orange options were not enabled by default however I could choose them if I wanted to.
Re: What do we want in RE?

Posted:
01 Mar 2012, 08:40
by qreeves
Certain settings which aren't supported by your hardware are turned off, but it makes no attempt to "tune" other settings to your hardware requirements. Other than this, the only other thing the engine grabs is your desktop resolution in an effort to determine a sane starting resolution on first boot.
Re: What do we want in RE?

Posted:
01 Mar 2012, 13:35
by TheLastProject
qreeves {l Wrote}:Certain settings which aren't supported by your hardware are turned off, but it makes no attempt to "tune" other settings to your hardware requirements. Other than this, the only other thing the engine grabs is your desktop resolution in an effort to determine a sane starting resolution on first boot.
Good to know. Thanks for the info quin.
Re: What do we want in RE?

Posted:
01 Mar 2012, 20:23
by GooshGoosh!
Vaecrius {l Wrote}:As someone whose computer can easily run all that without a hitch, I would rather that we didn't have all that gimmicky crap (besides destructible environments!) before we had a good reason to include it - a game never, ever looks better with better tech but not better art.
Some of the stuff
here (e.g., rim-lighting) is useful now because it is directly connected to gameplay, but HDR and motion blur are not only useless but
hurt the fast, dance-and-duel fighting style of RE gameplay - make opponents too hard to see and your instagib matches turn into a "realistic" cat-and-mouse.
At least you liked the destructible environments idea, but for that, we need rim shadows, the rest isn't mandatory.