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Thread Statistics | Show CCP posts - 17 post(s) |
unidenify
Plundering Penguins Solyaris Chtonium
156
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Posted - 2015.11.21 22:25:33 -
[61] - Quote
Ralph King-Griffin wrote:vergetea wrote:unidenify wrote:I have question
Is it normal for Hardener/Shield booster to show shield effect once?
Graphic Bug: Tengu shield don't show up at all in any way
Shield do show on my client when drive Jackdaw, and Scorpion Navy Issue. But Tengu has no shield effect at all --------------------------------------------------------------------------------------------------------------------------------------------------------------- Yeah the t3 cruisers have yet to have the effects added to them likely cause all the mod parts :P The devs have referred to the t3 cruisers as "Divas" with regards vfx (the v3shaders irc ) it's fairly likely to be some months before they're going to get this treatment.
vergetea wrote:unidenify wrote:I have question
Is it normal for Hardener/Shield booster to show shield effect once?
Graphic Bug: Tengu shield don't show up at all in any way
Shield do show on my client when drive Jackdaw, and Scorpion Navy Issue. But Tengu has no shield effect at all --------------------------------------------------------------------------------------------------------------------------------------------------------------- Yeah the t3 cruisers have yet to have the effects added to them likely cause all the mod parts :P
kk that answer my issue with T3
but what about shield appearance?
current shield will show effect on ship when have hardener/shield booster cycle. And new one only show once when use hardener/shield booster is it bug or something? |
Lugh Crow-Slave
1311
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Posted - 2015.11.21 22:37:21 -
[62] - Quote
It all looks great but the thrusters flickering kind of ruins it (doesn't make much seance)
Also done don't trigger and of the effects is this a bug or deliberately done?
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Nana Skalski
Poseidaon
1222
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Posted - 2015.11.21 22:49:16 -
[63] - Quote
I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit.
( -á° -ƒ-û -í°)/ GòáGò¼GòªGò¼Gòú - my sandcastle
( -á° -ƒ-û -í°)/ <=X - my yacht
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Lugh Crow-Slave
1311
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Posted - 2015.11.22 00:33:34 -
[64] - Quote
Nana Skalski wrote:I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit.
Except your thrust stays the same and for some reason the thruster trails flicker how does this make seance.
Also they don't flicker on hit they flicker with the lights at a set rate based on how low your HP is
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Amarisen Gream
Divine Demise Apocalypse Now.
158
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Posted - 2015.11.23 13:24:16 -
[65] - Quote
CCP Vertex wrote: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!
What kind of numbers are we talking about, when you say a good number of your players are still DX9. Just tell people that by the end of 2016 DX9 will be discontinued.
I am a Mac user, so I don't know if wine supports the new stuff but, if not guess I am fracked.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Nana Skalski
Poseidaon
1255
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Posted - 2015.11.23 16:59:42 -
[66] - Quote
Lugh Crow-Slave wrote:Nana Skalski wrote:I think flickering thrusters would have sense when your ship is totally wrecked like under 20% hull, and even then they should flicker randomly, not on every hit. Except your thrust stays the same and for some reason the thruster trails flicker how does this make seance. Also they don't flicker on hit they flicker with the lights at a set rate based on how low your HP is
Yes, but I was referencing to that post made earlier by person who wrote it should flicker when there is damage dealt to the hull.
I think tying the flickering to a regular interval is unrealistic. On large scale damaged power conduits with active failsafes would fail randomly for very short moments.
However not completely shutting down engines. So better it would be dimming, serious sometimes, but not shutting down.
( -á° -ƒ-û -í°)/ GòáGò¼GòªGò¼Gòú - my sandcastle
( -á° -ƒ-û -í°)/ <=X - my yacht
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CCP Savior
C C P C C P Alliance
45
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Posted - 2015.11.23 18:14:29 -
[67] - Quote
Hi guys,
We've made a few updates to our visual damage system, to see what we've changed follow this link back to the first page - https://forums.eveonline.com/default.aspx?g=posts&t=457138&p=1
We'd love your feedback on what we've changed so please keep it coming.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Bienator II
madmen of the skies
3463
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Posted - 2015.11.24 01:49:37 -
[68] - Quote
just an idea how the flickering of the ship systems and lights might look cooler. instead of using the same brightness for everything you could use some perlin noise for the brightness or some moving sin/cos wave forms so that they don't turn on/off all at once.
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Minchurra
Schneckt
26
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Posted - 2015.11.24 10:21:31 -
[69] - Quote
Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.
I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign. |
chaosjj
Interstellar Expeditionary Group Einstein-Rosen Brigade
83
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Posted - 2015.11.24 10:48:01 -
[70] - Quote
How much will the DX9 version be different from the DX11 version? |
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Lugh Crow-Slave
1311
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Posted - 2015.11.24 12:22:36 -
[71] - Quote
Minchurra wrote:Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.
I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign.
Shield boost effect is almost always noticeable
And the hardener effect is noticeable once your shots hit
That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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unidenify
Plundering Penguins Solyaris Chtonium
162
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Posted - 2015.11.25 01:59:13 -
[72] - Quote
Lugh Crow-Slave wrote:Minchurra wrote:Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.
I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign. Shield boost effect is almost always noticeable And the hardener effect is noticeable once your shots hit That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly
only on first cycle, if you left it cycle, like Medium SB on BS/T3. you won't see booster effect until you stop it and start it again |
Pia Nino
School of Applied Knowledge Caldari State
1
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Posted - 2015.11.25 02:19:02 -
[73] - Quote
new vfx look good, but:
- armor hardener vfx just don't look right on some ships, looks ugly on a Nyx imo, it looked alright on a Paladin and Abaddon(those only ones i tested), looks alright on any amarr ship really since it matches the their hull color but theres just too much of it on the Nyx, u turn hardeners on and there is no nice looking Nyx hull anymore but a constantly glowing ugly yellow who knows what. It just doesn't look right, prev armor hard vfx is much better
- dunno if it's supposed to be that way but shield booster\ ASB has only one time visual effect on the first cycle then it stops, same for adaptive Invul mod |
Invien
Center for Advanced Studies Gallente Federation
0
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Posted - 2015.11.25 03:20:07 -
[74] - Quote
Just logged into Sisi and saw the new graphics for the first time. Really nice job guys. I really like the new shield, armor rep, damage, and engine effects. The new web effect seemed to be just different, not really better, but that's just me. Those are the only ones I've seen. Again, nice job. |
Ranka Souri
Void Mongers
0
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Posted - 2015.11.25 06:03:08 -
[75] - Quote
I really enjoy the new effects
I made some pic for the effects on shield armor
http://imgur.com/a/WNeUc
still I have to admit that on the Hurricane you saw the shield effects less and one the carrier the most
and thankyou for this work and the guys who where shooting at me in order to get the pic |
Lugh Crow-Slave
1311
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Posted - 2015.11.25 07:27:56 -
[76] - Quote
unidenify wrote:Lugh Crow-Slave wrote:Minchurra wrote:Can you please make it so that shield booster/armour repairer effects are always visible on the ship even if it is at 100%, as it is now.
I often use the look-at to see how a ship is fitted before deciding to engage and this effect is a useful sign. Shield boost effect is almost always noticeable And the hardener effect is noticeable once your shots hit That said making the hardener effect more visible wouldnt be a bad thing but having it always running using the current effect would just look ugly only on first cycle, if you left it cycle, like Medium SB on BS/T3. you won't see booster effect until you stop it and start it again
It shows on first cycle and every cycle after so long as it is repping damage just like the armor reps
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Altrue
Exploration Frontier inc
1974
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Posted - 2015.11.25 15:43:55 -
[77] - Quote
Update about the hull damages: The threshold for the start of the flickering is way too low, it should start at ~95% remaining hull HP, not 50% or something :)
Sure, maybe it was a bit too much before, but now the effects are way too discreet :) I'm sure there is some middle ground to be found between the two. One or two flickers every 10 seconds should be more than enough at 80% remaining hull, for instance.
I'm also sad that the flames behind the ship are gone! With the new damage effects, it would have been a wonderful opportunity to create multiple, smaller, flaming trails behind the ship depending on where the damage is.
I'm also sad that the localized armor damage doesn't persist through stargate jumping, for instance.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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Ranka Souri
Void Mongers
0
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Posted - 2015.11.25 17:09:25 -
[78] - Quote
Altrue wrote:Update about the hull damages: The threshold for the start of the flickering is way too low, it should start at ~95% remaining hull HP, not 50% or something :)
Sure, maybe it was a bit too much before, but now the effects are way too discreet :) I'm sure there is some middle ground to be found between the two. One or two flickers every 10 seconds should be more than enough at 80% remaining hull, for instance.
I'm also sad that the flames behind the ship are gone! With the new damage effects, it would have been a wonderful opportunity to create multiple, smaller, flaming trails behind the ship depending on where the damage is.
I'm also sad that the localized armor damage doesn't persist through stargate jumping, for instance. Armor damage isn't butter! No need to spread it evenly on the ship, it looks less personal and more "generic" if you do that. The whole point of the localized damage is to give some sort of "history" to the ship :)
Finally, I'd say that the armor repairer effect looks too small on ship like frigates. The shield hardener effect is way too discreet after the first cycle, (under fire, obviously, since otherwise it's straight invisible). As for the shield booster, it doesn't even show more than once, which is a huge dissapointment.
I agree it would be nice if the damage marks stay until you repaired the ship to 100% |
Aluanna
Republic Military School Minmatar Republic
3
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Posted - 2015.11.25 18:01:38 -
[79] - Quote
I like the visuals overall, I do however have a few small complaints..
The shield modules only show the effects once and then never again untill you turn them off and on again...
While the effect of an Invul field would get very annoying it it was always shown or shown every cycle, I think the shield boosters should show something every cycle..
Armor hardeners are too pronounced I think.. at least when viewing from an obtuse angle.
The effect can completely overpower any skin the ship has, it looks fine and subtle when viewed at a perpendicular view. but when the angle becomes more subtle the effect becomes much more pronounced.
I fly a Kronos with the police skin.. and that investment is rendered almost useless unless I look at it from a perpendicular angle.
I suggest making the effect more transparent the angles that currently make it less subtle.
To use some images from Ranka Souri
the effect looks fine in http://i.imgur.com/zVE3NkW.png
But http://i.imgur.com/7YIsJFy.png and http://i.imgur.com/sI9FGad.png shows an effect that makes the whole ship look like it was dipped in honey, and it obscures any skin that has been applied.
It would be fine if the effect would fade and refresh with each cycle of the module I think, but as is the effect is constant as soon as the module is active.
Ideas for missile launchers to make firing missile more interesting/rewarding
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Anah Sarlai
Applied Anarchy ChaosTheory.
5
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Posted - 2015.11.26 10:37:20 -
[80] - Quote
Yeah i think the hardeners were fine at the start before the brightness change. |
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CCP Savior
C C P C C P Alliance
51
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Posted - 2015.11.26 15:53:48 -
[81] - Quote
Hey guys,
Just to give you a quick heads up, after reading your feedback we've made a change to the Armour hardener effect that should hopefully make it easier for you to see your ships through the effect. Let us know what you think.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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Manssell
OmiHyperMultiNationalDrunksConglomerate Together We Solo
283
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Posted - 2015.11.26 18:24:41 -
[82] - Quote
Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them. |
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CCP Darwin
C C P C C P Alliance
1716
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Posted - 2015.11.27 10:56:36 -
[83] - Quote
Manssell wrote:Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them. It would probably be helpful to submit a bug report from in-game (choose Report Bug from the F12 menu) while logged in on Singularity. Put "masstest" in the title and describe your frame rate problems.
The reason is that having a snapshot of your system configuration may help in identifying issues with the feature. Thank you!
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Aluanna
Republic Military School Minmatar Republic
3
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Posted - 2015.11.27 13:56:04 -
[84] - Quote
CCP Savior wrote:Hey guys,
Just to give you a quick heads up, after reading your feedback we've made a change to the Armour hardener effect that should hopefully make it easier for you to see your ships through the effect. Let us know what you think.
I will say it looks much better, but I still feel like it's a bit too much at certain angles.
http://imgur.com/4wxQhzE
Looks pretty good, the skin is visible, though the edges are still rather bright.
http://imgur.com/TQ8NaOm
This SS however, some parts of the ship look near fluorescent..
Maybe a good compromise would be to have it somewhat like the armor reppers?
It shows how it does now for the first cycle or so, then it fades into nothing and shows again around the area the ship is getting hit? while the parts of the ship not getting hit do not show anything?
or perhaps just make it glow and fade with the cycles? as the cycle starts it shows the strongest, then as the cycle nears the end the effect is near gone only to refresh with the cycle of the module?
Maybe even tone down the yellow a lot and have it ever so slightly yellow tinted layer on top of the ship? still mostly transparent, just with the hint of yellow.
I like the shield effects where they show once and then never again until you stop the module and start it again.. If they are supposed to be like that can't the armor hardening modules be the same way?
The armor repper is fine, it only shows where you get hit.. what bothers me most though is that the armor hardener effect doesn't go away as long as the module is on..
Ideas for missile launchers to make firing missile more interesting/rewarding
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Manssell
OmiHyperMultiNationalDrunksConglomerate Together We Solo
283
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Posted - 2015.11.27 16:01:57 -
[85] - Quote
CCP Darwin wrote:Manssell wrote:Well wish I could give you feedback on the new effects during the mass test... but the frame rate became way too low to see them. It would probably be helpful to submit a bug report from in-game (choose Report Bug from the F12 menu) while logged in on Singularity. Put "masstest" in the title and describe your frame rate problems. The reason is that having a snapshot of your system configuration may help in identifying issues with the feature. Thank you!
Oh I did. Bug report EBR-57609. I filled out a few yesterday, mostly for stuff ya'll probably already know about but I figured get you the info anyway. I had the shader set to high which lowers it a bit anyway but the drop was so dramatic that changing to medium didn't really help all that much.
Thanks for the hard work, the test was still fun!
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Dave Stark
7876
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Posted - 2015.11.28 10:15:43 -
[86] - Quote
shield animations only play on the first cycle if the module is set to automatically cycle, it seems.
is that intentional? |
Keras Authion
Science and Trade Institute Caldari State
199
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Posted - 2015.11.28 10:30:45 -
[87] - Quote
I think the flickering would look better if it was per individual engine or hull block. The damage system does look good aside from that.
It's hard to imagine a situation where multiple seperate engines would be in sync with each other having same kind of trouble. Likewise, a 1km long ship will probably have redundant power systems to keep the entire ship going dark when something is damaged.
Also, tracking computer/ sensor booster effects seem to persist after turning invisible at a gate until you actually do the jump.
This post was rated "C" for capsuleer.
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Nicola Arman
Lacuna. AII ShaII Perish
59
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Posted - 2015.12.01 04:20:04 -
[88] - Quote
Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active. |
Lugh Crow-Slave
1316
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Posted - 2015.12.01 06:57:09 -
[89] - Quote
Nicola Arman wrote:Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active.
The "wounds" heal bast on your current hp% not weather your repper is active think of it add your armors bass nanotechnology bot supply as you start to take damage they rush to fix those areas but as you sustain more and more they deplete themselves and need to be supplemented by a repair system
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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CCP Savior
C C P C C P Alliance
51
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Posted - 2015.12.01 10:38:41 -
[90] - Quote
Nicola Arman wrote:Just tested this on my Nemesis versus Serpentis rats: Armor damage fx is repairing itself when there is no repairer fit or active.
Hi, Just a heads up with regards to certain amour damage that appears to heal itself. If say your Battleship comes under attack from a single frigate and say your shields just so happen to be at 0, the damage impacts from the frigate will be smaller compared to another battleship hitting you. This small impact effect will also be healed by your ship until the frigate has applied enough armour damage to your hull and its at this point that the armour damage should remain on your hull.
Of course if you see anything that does not look correct, or if your able to get through a ships armour without the damage effect being present then please do send us a bug report, that way we can take a look and get it fixed.
Graphical QA Analyst | EVE Quality Assurance | Team TriLambda
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