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Carmageddon: Reincarnation

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Dragster

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Odg: Carmageddon: Reincarnation
« Odgovori #31 : 13. Ožujak, 2014., 22:05 »
valjda će srezat te zahtjeve, dosta redikulno 7950 + 8 gigi rama za minimalac


"There is great strength in numbers, but there is great power in one, for the strength of the will of one may gather numbers to it. There is strength not only in *knowing* the self, but *knowing* how to bring it forth in others."

tl;dr pušite mi kurac xD

Odg: Carmageddon: Reincarnation
« Odgovori #32 : 13. Ožujak, 2014., 22:14 »
naravno, zahtjevi ce se smanjivat na mjesecnoj bazi valjda kako ce teci optimizacija i dalji razvoj.

Q: Why is this game getting the Early Access treatment?
A: We are releasing Carmageddon as an Early Access title because we know you fans have been waiting for it a year longer now than we originally intended. And so, with the game at a point where we know that playing it is already great fun, it feels like the right point to get it out there. Launching the game now means that we can get invaluable feedback from the community playing the game – feedback that’s both gameplay and tech dev related – which will help us to make the finished game the best it can be.

So – this is the really important bit. Only buy the game if you’re prepared to experience the bugs, glitches and crashes that inevitably come with a game that is in a pre-alpha state. This game is in development, it’s still got months of work left before it’s stable and complete. A lot of code and art has still to be written and created. Yes, it’s great fun to play, but you’re going to find that from update to update there will be the inevitable problems associated with an unfinished product, including: missing features, slow load times, variable frame-rate, crashes, etc.

Of course we’ll keep you updated on what you can expect to see in each update, and what’s still to come, on the Steam Page, forums and on Carmageddon.com.

Q: What does “Pre-Alpha” mean?
A: Pre-Alpha means that the game still has a scheduled list of code and assets to be written and created. The game is buggy, it lacks features, it’s prone to crashing and performance issues. There will be issues with the frame-rate of the game, and things that work in one release being a bit broken in the next. Pre-Alpha means that the game has not yet reached the stage of completion where it can be described as “Alpha”.

Q: And what does “Alpha” mean then?
A: Alpha is when the game can be played in its entirety without any 100% repeatable bugs that block progress. All Content is present however it will contain placeholder material.

Q: They speak also of “Beta”?
A: Beta is when all placeholder material has been replaced with final assets, and ideally there are no Priority 1, A and B class bugs remaining.

Q: So when is the bloody game going to be at the “Final Release” stage then?
A: When we say, “It’s ready!” Which is currently, “later on this year”. Precise date TBC as soon as we can.

Q: What, only one unfinished level?
A: Let me explain the reason for this. When the Kickstarter Backers get their hands on the game for the first time, we’re going to get our first experience of “mass feedback” to the bugs and issues you’ll be reporting back to us. It’s therefore really important for us to begin the process in a carefully managed way, and limit the amount of data you have to play with for that first two week period. This will allow us much more focus on dealing with anything fundamental that might show up either game-side or in our feedback management.

Q: How can I change the graphics options?
A: There are no options in-game to adjust the visual settings, they just aren’t ready yet. This includes changing the game from full screen mode to windowed. If you must *insist* on fiddling with things then you will need to edit the “config.lua” file. Editing this file is at your own risk, strange things may happen… If something strange does happen, delete the file and restart the game. A fresh config.lua file will be generated and all strangeness should be back to your normal levels. The config.lua file is in the Carmageddon_Reincarnation folder in your Steam library (default is: C:\Program Files (x86)\Steam\SteamApps\common\Carmageddon_Reincarnation)

Q: Judging by that frame-rate, y'all buyers better get your CPUs ready because cause THIS ONE IS GONNA BE A BIG ONE!
A: Frame-rate will currently be an issue on some PCs. Full optimisation of all our completely newly written code is ongoing, but it’s going to be one of the last areas of code to be finished, by definition. In the meantime we’ll give the player plenty of options of stuff to turn off or turn down to help keep the game running acceptably on the min spec PC. As the game gets closer to being complete and all the things we can do to optimise it get implemented, frame-rate will cease to be an issue.

Q: I have a weird feeling that cars are to light, will verify it on Earls Ass
A: The problem with gravity is that it doesn’t look “right” to some people. We have had to actually INCREASE gravity to 1.3 times its actual force, because the cars have very powerful engines and brutal acceleration (in order to be fun to drive and damage each other in a way that feels satisfying), and when they get airborne or get launched off the scenery or each other they look like they’re flying! Of course, players will be able to mess around with settings such as gravity using the CarMODgeddon tools.

Q: Don't you think that in the very first crash of the video The Twister received way more damage than it should have?
A: Car damage balancing is ongoing as I previously mentioned. Also, the weapons on cars (Twister’s drill-bit, Cleaver’s wheels etc.) are designed to do exaggerated damage to cars and peds – but this is also being balanced and adjusted constantly too.

Q: How much of the terrain can be damaged besides say the barriers?
A: Terrain damage only limited by the amount of destructible accessories the artists add to the level. The tyre and wheel damage works on all of the cars.

Q: To everyone who reported strange behaviour of damage and things in the video.
A: 1. Yes, it’s pre-alpha and you’re going to continue to see strange things happen for a good few months yet! 2. Most of the video was shot in Action Replay, which – although it mostly works – still doesn’t manage to track everything consistently, particularly damage to both vehicles and the environment. And 3. It’s pre-alpha. To everyone who asked the “what level is it?” question… It’s called the Rig Wreck, and it’s the grey-box of one of our smaller levels, and it’s effectively an update of the old Splat-Pack’s Ice Rig. A grey box level is one that’s in the early stages of development.

Odg: Carmageddon: Reincarnation
« Odgovori #33 : 15. Ožujak, 2014., 00:11 »
evo igrao kojih 2 sata i super mi je vec u ovom stadiju. bit ce to najbolji carmageddon do sad vjerujem. bio sam skeptican jer mi je prvi carmageddon u top nekoliko naj igri ikad. a bio sam i skeptican nakon ovih alpha videa. ali u igri osjecaj je odlican. i vidi se da je to bas onaj pravi pravcati carmageddon, ne neki spin off, reboot ili nesto trece. 

upravljanje autima je oooodlicno, ne sjecam se kad sam zadnji put igrao igru di je to tako dobro izvedeno i prilicno me iznenadilo jer su c1 i c2 (a tdr 2000 bolje i da ne spominjemo) imali trome aute koji tesko skrecu (a tdr je imao igracke). popravak auta je tako efektno izveden da mi je gust razbit auto da bi ga popravio. totalno neocekivano me iznenadilo.

Carmageddon Reincarnation Pre-Alpha Damage and Repair

isto tako oni amortizeri i ta mehanika su odlicno izvedeni i jednostavno mi je nevjerojatno gledat kako se sve to pomice. damage model je OK,  u ovom stanju nije bolji od beamNGa i NCGa ali nekako je tesko uopce usporedjivati te igre sa carmageddonom jer nema smisla, u carmageddonu izvodis frontalne sudare sa 200km/h, normalno da se ne pigaju kod 50 na sat kako je to izvedeno u ostalim igrama. ali ok, ko zna kolko ce se do pune verzije to izmjenjati. igra je zadrzala onu zabavu i igrivost i to je ful bitno, beamNG sam igrao sat i zasitio se, a NCG-ma sam se zasitio nakon 3 sata. sve sve sve stvari koji cine carmageddon carmageddonom su unutra. cak vec u alphi ima replay! moram priznat da sam prilicno iznenadjem detaljima, tipa odlicnim dizajnom i izgledom menija, ocekivao sam neki prosjek. evo par slika iz igre.





modovi igre




































« Zadnja izmjena: 15. Ožujak, 2014., 00:14 Lord of Destruction »

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Dragster

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Odg: Carmageddon: Reincarnation
« Odgovori #34 : 15. Ožujak, 2014., 00:21 »
odlično jebemu :hiha:

inače, meni je bio vrhunski C1 i C2 vozni model, ta tromost je bila prikladna tamo obzirom na općeniti izgled auta, za očekivat je takvo ponašanje, dok su oni manji bili agilni i to.

na kakvoj konfiguraciji igraš?


"There is great strength in numbers, but there is great power in one, for the strength of the will of one may gather numbers to it. There is strength not only in *knowing* the self, but *knowing* how to bring it forth in others."

tl;dr pušite mi kurac xD

Odg: Carmageddon: Reincarnation
« Odgovori #35 : 15. Ožujak, 2014., 00:38 »
amd 8530 sa 4ghz, gtx770 i 8gb ram. nema ti u alphi jos grafickih postavki dok ih ne ugrade ali mozes nesto sredit u configu pa ti moze radit bolje, ja nisam nist dirao. framerate mi padne na 25 kad se popravljam i kad gledam neki kompleksni dio mape, ali u principu mi ide glatko. mislim, gle u kojoj je igra fazi, jos nema ni tekstura, di je optimizacija...

Odg: Carmageddon: Reincarnation
« Odgovori #36 : 22. Ožujak, 2014., 13:01 »

Odg: Carmageddon: Reincarnation
« Odgovori #37 : 22. Ožujak, 2014., 16:07 »
Šta znači ovaj postotak kod autiju, onaj final ? Da li to znači pošto je pre-alpha da su u tom razvoju tj da su 60% ukupnog modela/tekstura itd ili nešto drugo ?

Veselim se ovome, C1 brutalna uspomena iz djetinjstva lol
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Ementaler

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Odg: Carmageddon: Reincarnation
« Odgovori #38 : 22. Ožujak, 2014., 16:29 »
A daj, stvarno je loše složen video. Jel samo ja vidim da taj službeni video ima takav masivan framedrop na 0:19? :wildboy: 

A i općenito, izbor scena i montaža - nije to dobro.

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Me666

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Odg: Carmageddon: Reincarnation
« Odgovori #39 : 22. Ožujak, 2014., 16:35 »
Samo tamo? Cijeli video je jedan masivan framedrop.

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Dragster

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Odg: Carmageddon: Reincarnation
« Odgovori #40 : 22. Ožujak, 2014., 17:22 »
cijela igra je framedrop po viđenom...

s druge strane, igra ispunjava očekivanja kao rijetko koja u zadnje vrijeme


"There is great strength in numbers, but there is great power in one, for the strength of the will of one may gather numbers to it. There is strength not only in *knowing* the self, but *knowing* how to bring it forth in others."

tl;dr pušite mi kurac xD

Odg: Carmageddon: Reincarnation
« Odgovori #41 : 22. Ožujak, 2014., 17:28 »
framerate je popravljen/poboljsan u nekim dijelovima kao sto je popravljanje auta, izasao je hotfix koji je velicine 50% instalacije igre.

evo kaj na temu zahtjeva i frameratea kazu developeri na steam forumu:
"......, sorry that we've disappointed you. The fact is we DO intend to make the game highly scalable in terms of the hardware requirements - but at this stage that optimisation just hasn't made it in. Keep following the Update info, and I hope that we will eventually have the options in place that will allow you to play.
At the same time, I have to say that Carmageddon has always been a title that was aimed at the "higher end" of PC abilities - just because of what we want the game to do. And I assure you its current demands on hardware cannot be blamed on anything to do with "new generation consoles"."



EDIT:
postotak kod auta moze znaciti svasta. kvaliteta tekstura niti na jednom autu nije konacna. imas nesto na prosloj strani, tipa: "RE ALPHA VISUALS – the level has its base textures applied, but still needs extensive additional work now that the mega-texturing is available, plus much additional accessorizing, finessing and playing about with. The lighting levels are not set correctly yet. In short, it’s all PRE ALPHA."
damage model kao i balansiranje damagea i armomra isto nije gotovo do samo izlaska igre, ali mislim da se postotak ipak odnosi na izgled i neke stvari, tipa u damage tech videu di se gnjeci jedan auto kotaci mu stalo ostaju pravilno na mjestu. sad nakon novog hotfixa ocito je taj dio razradjen pa mu kotaci mogu otpadat, savijat se s karoserijom itd

Q: What does “Pre-Alpha” mean?
A: Pre-Alpha means that the game still has a scheduled list of code and assets to be written and created. The game is buggy, it lacks features, it’s prone to crashing and performance issues. There will be issues with the frame-rate of the game, and things that work in one release being a bit broken in the next. Pre-Alpha means that the game has not yet reached the stage of completion where it can be described as “Alpha”.

Q: And what does “Alpha” mean then?

A: Alpha is when the game can be played in its entirety without any 100% repeatable bugs that block progress. All Content is present however it will contain placeholder material.
« Zadnja izmjena: 22. Ožujak, 2014., 17:39 Lord of Destruction »

Odg: Carmageddon: Reincarnation
« Odgovori #42 : 22. Ožujak, 2014., 17:49 »
ae thanks

ovo bu se probalo kad bude nekakva puna verzija :)
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Odg: Carmageddon: Reincarnation
« Odgovori #43 : 26. Ožujak, 2014., 20:34 »
sutra early access za sve i novi update. upravo gledao 2 sata live streama. jedan novi auto  i 2 nove mape (industrial i countryside, ne znam kak se sluzbeno zovu, ali ko je igrao original znat ce). framerate je ocito poboljsan i nisam vidio niti jedno zastajkivanje prilikom sudara, a tad se najcesce javljalo prije. mape su genijalne, meni su mape u carmageddonu najbolje dizajnirane mape ikad. sve mape koje ce biti redizajnirane iz jedinice bit ce velike kao i one ili vece od njih. ono sto sam dosad vidio rekao bi da je ko jedinica i najbolje iz dvojke samo 10x bolje. npr kolicina krava, koja se moze vidjeti dolje na print skrinovima koje sam pohvatao.

kaj su zanimljivog rekli o igri a da sam popamtio.

svi auti ce ima pogon na sva 4 kotaca iz razloga kad mu otpane kotac-dva-tri da se moze kolko toliko kretati. takodjer upravo su pokrenuli diskusiju na forumu jel da uvedu popravljanje AI vozila do neke razine iz razloga da kad budu tesko osteceni  ili bez svih kotaca da ne stoje na mapi.

u igri ce biti uzivo faca lika s kojim vozite (bit ce dvije-musko ili zensko kao u originalu) i vec su snimljene. ko ne razumije o cem pricam nek gugla "prat cam".

fiziku za igru je radio jedan jedini lik, neki doktor fizike koji je radio fiziku i za prvi carmageddon. btw, damage model je na nekim autim ocito promjenjen/poboljsan.

igra ce podrzavati split screen za 2 igraca i sve moguce kontrolere ukljucujuci i volan. imat ce i detaljno postavljanje kamere a imati ce i opciju free camera pomocu kojeg dok igrate na tipkovnici mozete misem pomicati kameru u svakom trenutku bilo udaljavanje, bilo visina, bilo rotacija....

maksimalno ce u "utrci" biti 8 auta jer smatraju da je to neki maksimum da se "utrka" ne odugovuce. veci broj auta i sve zivo ce se moci mjenjati pomocu mod toolsa koji se zovu carMODgeddon.

takodjer, nisam skuzio jesu nesto vec od tog uveli ili razmisljaju - promjenu vremenskih uvjeta i promjenu dana i noci tokom utrke. ali mislim da ce odredjena staza biti dostupna s odredjenim dijelom dana sigurno.

svakim updateom se sve vise toga dodaje u igru. novi zvukovi itd. igra na trenutnoj razini je takva da se developeri glasaju "muuu" za krave, a casne sestre trenutno zamjenjuju pingivine na ledenjaku na ledenoj mapi buduci da zvukovi krava i modeli pingivna jos nisu na dovoljnom stupnju da bi se ubacili u igru. ozbiljno.

pitao sam za teksture- mapa countryside (ocito je koja je to po skinsima dolje) je 59% zavrsena i teksture su prakticki konacne, ali su vrlo niske rezolucije jer nije primjenjena tehnologija zvana "megatextures" koja je implementira u igru. o kakvoj se tehnologiji radi, najbolje da kopi-pejstam sa starog dev-bloga:
"This means that the lovely detailed environment work the artists have been doing that utilises this amazing technology will actually be visible on yer everyday decent PC. And what is Virtual Texturing, again? Well strictly speaking it’s known as Sparse Virtual Texturing, and simply put it is the creation of large virtual textures that are streamed from disk. The mega texture system takes artist generated image data and chops it into many smaller texture pages that can be streamed off disk as needed. This will allow artists to create greater levels of texture detail within the scene than we’ve ever had before, and will speed up the loading times and keep memory usage low. The texture pages are of fixed size, currently 128 by 128 pixels and the system currently supports a page array of 65536 by 65536, giving a virtual texture space of 8,388,608 by 8,388,608 pixels."

vrijeme je za skrinse:






da nisam vec uzeo igru, nakon ovog skrina bi je uzeo:




















na mapi industiral ima nekih pokretnih dizalica, strojeva itd koji te mogu zgnjeciti, malo me podsjetilo na tech demo od NCGa




















« Zadnja izmjena: 26. Ožujak, 2014., 20:48 Lord of Destruction »

Odg: Carmageddon: Reincarnation
« Odgovori #44 : 27. Ožujak, 2014., 21:29 »
jako pozitivno sam iznenađen samom kvalitetom igre, apsolutno sam odusevljen. mislio sam da bude bar 80% dobra kao 1 i 2, ali ovo, ovo je genijalno, nadmasuje stare u svakom pogledu.

framerate mi je prvo na novijim mapama bio los, ali dodane se neke graficke postavke i na low nemam nikakvih problema, ide na 45-50 frejma. ociti je napredak u framerateu kod sudara di bi prije uvijek igra stala, sad radi bez zaustavljanja.

mapa countryside (nije sluzbeni naziv) je vjerojatno najbolja mapa koju sam ikad igrao u bilo kojoj slicnoj igri, moze se otici u svaki kutak mape, a tek kakva nevjerojatna vertikalnost! i akrobacije. i raznolikost.

na pocetku je par screena od industrial mape, dosta je nedovrsena, iako i takva, nadmasila je originalnu sigurno. svi skrinovi su s najslabijom grafikom, uzet i u obzir pre-alpha visualse i ekstremno niske teksture.










carmageddon u punom sjaju














i bakica se vratila




smart od murije je tu zbog ciste zajebancije, presmjesan je u pokretu. zato s vecim copovima  nemate sanse.





da, tamo mogu doc


















































« Zadnja izmjena: 27. Ožujak, 2014., 21:34 Lord of Destruction »

 

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