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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Savior
C C P C C P Alliance
37
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Posted - 2015.11.20 17:31:08 -
[1] - Quote
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, itGÇÖs 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 hardenerGÇÖs 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
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CCP Savior
C C P C C P Alliance
37
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Posted - 2015.11.20 17:31:20 -
[2] - Quote
[RESERVED FOR UPDATES]
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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epicurus ataraxia
Z3R0 Return Mining Inc. Illusion of Solitude
1787
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Posted - 2015.11.20 17:43:47 -
[3] - Quote
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, itGÇÖs 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 hardenerGÇÖs 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
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Manssell
OmiHyperMultiNationalDrunksConglomerate Together We Solo
280
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Posted - 2015.11.20 18:51:11 -
[4] - Quote
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
496
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Posted - 2015.11.20 19:12:07 -
[5] - Quote
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 Soul Society DeepSpace.
32
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Posted - 2015.11.20 19:26:24 -
[6] - Quote
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
25
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Posted - 2015.11.20 19:48:42 -
[7] - Quote
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 |
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CCP Vertex
C C P C C P Alliance
307
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Posted - 2015.11.20 20:19:24 -
[8] - Quote
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-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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CCP Vertex
C C P C C P Alliance
307
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Posted - 2015.11.20 20:23:15 -
[9] - Quote
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-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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MainTrain
Applied Anarchy SpaceMonkey's Alliance
8
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Posted - 2015.11.20 20:24:07 -
[10] - Quote
Testing on SISI - doesnt cover sieged guns
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CCP Vertex
C C P C C P Alliance
307
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Posted - 2015.11.20 20:24:07 -
[11] - Quote
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-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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Xzanos
Fools Resurrection
1
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Posted - 2015.11.20 20:24:59 -
[12] - Quote
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
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Zepheros Naeonis
TinklePee
59
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Posted - 2015.11.20 20:25:03 -
[13] - Quote
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. |
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CCP Vertex
C C P C C P Alliance
307
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Posted - 2015.11.20 20:38:49 -
[14] - Quote
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-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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Matt Faithbringer
Ravens Of Faith and Light
27
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Posted - 2015.11.20 21:34:53 -
[15] - Quote
this is so mega awesome! |
Anah Sarlai
Applied Anarchy SpaceMonkey's Alliance
5
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Posted - 2015.11.20 21:37:28 -
[16] - Quote
Hi devs:
some things regarding shield/armor 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. 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 anim slowly fades(donno why) Repair: Awesome job on the method animating on only the damaged aeras.
-Shield As goes for shields its look awesome on 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 and it would be fine) 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
Propoltion: 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 diff colortone concidering the different fuel system they have :)
Really nice job tho, keep em up Anah PC:(Tested with i7,16gigs mem, asus strix 950 ) full graph setting manually |
MainTrain
Applied Anarchy SpaceMonkey's Alliance
8
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Posted - 2015.11.20 21:51:20 -
[17] - Quote
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 |
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CCP Vertex
C C P C C P Alliance
308
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Posted - 2015.11.20 21:56:35 -
[18] - Quote
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-á |-á-áLead Graphics Quality Analyst-á |-á Team Trilambda | @CCP_Vertex
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Arcos Vandymion
invalid Bad Intention
104
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Posted - 2015.11.20 21:58:34 -
[19] - Quote
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. Now we only need slightly better AA. All those staircases look really old. |
Yadaryon Vondawn
Alius Itineris Virtus
70
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Posted - 2015.11.20 22:26:54 -
[20] - Quote
Few things I noticed right of the bat, will investigate more tomorrow: -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.
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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Anah Sarlai
Applied Anarchy SpaceMonkey's Alliance
5
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Posted - 2015.11.20 22:49:42 -
[21] - Quote
Yadaryon Vondawn wrote:
-Armor DMG begins to show when I drop under ~5% shield, is this intended? This also generates.
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?
Cause you have skills that under 5% shield you have chance to get penetration
The hardener is on passively and when you recieve hit and its just recycleing you can see the anim only on the active shielhit spot.
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Yadaryon Vondawn
Alius Itineris Virtus
70
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Posted - 2015.11.20 22:57:07 -
[22] - Quote
Anah Sarlai wrote:Yadaryon Vondawn wrote:
-Armor DMG begins to show when I drop under ~5% shield, is this intended? This also generates.
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?
Cause you have skills that under 5% shield you have chance to get penetration The hardener is on passively and when you recieve hit and its just recycleing you can see the anim only on the active shielhit spot.
Ah ofcourse, nice catch. Have that skill at 4 ;)
Yeah so I noticed! I really only noticed it out of combat. In combat I think it would even be a bit to much if it would show the full shield effect and the incoming DMG.
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bassie12bf1
Militaris Industries Northern Coalition.
75
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Posted - 2015.11.20 23:23:31 -
[23] - Quote
I like the flickering, except the bit where the engines do that.
At very low structure your ship looks a slight bit silly when warping.
http://i.imgur.com/IYtxPJi.jpg |
Altrue
Exploration Frontier inc
1974
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Posted - 2015.11.20 23:33:58 -
[24] - Quote
bassie12bf1 wrote:I like the flickering, except the bit where the engines do that. At very low structure your ship looks a slight bit silly when warping. http://i.imgur.com/IYtxPJi.jpg
Not to mention the blinking engine trails. It makes the whole engine trail blink, which doesn't make any kind of sense .
Since the ship speed remain unaffected by hull damage, I would strongly recommend disabling any form of blinking on engines and engine trails. Keep the ship internal lights blinking though, it looks great!
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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Patrick O'hammerson
EVE University Ivy League
0
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Posted - 2015.11.20 23:41:10 -
[25] - Quote
Hey, so if CCP is going to push us all into DX11, does this mean they're going to try and fix the issue of DX11 just outright chewing peoples memory until it's completely unusable? |
Uriel Paradisi Anteovnuecci
Jovian Labs Jovian Enterprises
18985
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Posted - 2015.11.20 23:50:36 -
[26] - Quote
Engine Flickering
My one complaint about anything so far is that all of the engines flicker at the same time; I can't help but think it would look much better/awesome if different thrusters flickered individually in hull.
Apart from that- everything's amazing! Keep up the great work!
/Uriel
"A City made of Dreams...is built in heaven" - GÖâ-
GPƒ U-Ç+¬ß¦ç-ƒ's Sߦ¢ß¦Å-Ç-Å
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Maenth
The Thirteen Provinces
24
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Posted - 2015.11.20 23:53:13 -
[27] - Quote
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.
I guess they have little hardware reports showing that lots of people are still reliant on DX9 ... people like me!
Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.
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RainReaper
RRN Assembly INC Straw Hat Legion
23
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Posted - 2015.11.21 00:06:44 -
[28] - Quote
holy crap this is awezome! but... are modules suposed to take damage as your being directly hit by shots on armor and structure? is this old or new? |
Avon Salinder
Royal Amarr Institute Amarr Empire
1
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Posted - 2015.11.21 00:06:54 -
[29] - Quote
Confirming substantial engine flicker is a thing. I thought it was a bug at first but I guess it's related to heavy damage affecting engine output? The effect is a bit too strong, like staring at a strobe light. Perhaps keeping the engine trails active while the engine effects themselves flicker (less often would be nice) would resolve this. Even limiting it to half the effect instead of shutting off completely would help.
Love how shield boosters and hardeners only show once, then when you're being hit. Subtle!
Incredible how damage shows where weapons hit the hull, looks just amazing.
Armour hardener effects are a little underwhelming - I sort of miss the glowing edge-effect of the old style (gleaming armour etc).
The armour repair effect is excellent, actually repairing over specific holes in the hull. It really does look like nanobots regenerating hull plating, fantastic.
* In my test I had both hull and armour damage, and even when armour was restored to 100%, visible damage remained - I assumed this was hull, until I ran the armour reps and the visual effect appeared, despite having no armour to repair, technically.
The hull repair effect seems the same as before which is okay, nothing wrong with it... I don't suppose I could request some welding sparks here and there? Yes I know, it's all nanobot tech in the SpacefutureGäó but they still have to weld hull, right? It just might add something to the hull repair bit is all.
Otherwise an amazing technical achievement all around! |
Christopher Abscons
The Scope Gallente Federation
0
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Posted - 2015.11.21 00:21:05 -
[30] - Quote
I'm very satisfied with the new effects. It all looks fantastic and I was pleasantly surprised when the lights on my ship started to flicker while in hull.
I have to agree that the engines should remain on. I found myself actually checking to see if my speed remained constant when that started appearing. The flickering engine trails looked very unnatural. Interesting idea to have different boosters flicker, as long as the trails looked natural. I'd go for that.
I was really hoping for more hull damage than I found when testing this on a Vexor. I was about 15% hull and, apart from the flickering failing electronics, the ship still looked pretty healthy to me. The fact that the armor repair focused on the visibly damaged parts was very cool.
Shield hardeners also had a single color to the effect on both EM and Thermal that I tested. Also have to agree that shield module effects should be sustained.
Should there be any difference between armor and hull damage appearance?
EDIT: Just had to add that I enjoyed the slow repair effect when repairing in station. |
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