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PostPosted: Mon Apr 02, 2007 9:48 pm 
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Joined: Fri May 12, 2006 5:05 pm
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Location: New York, NY
It's been an ungodly long time since I've been able to post, and for that I apologize. I was away on a long business trip a couple of weeks ago and have been really busy since I got back. I've been trying to find a couple of concurrent hours which I could devote to catching up on the forums, but since so much time had gone by I hadn't been able to block off enough time to be able to catch up at once (its harder to not catch up at once since the forum software forgets what you haven't yet read if you log off). Anyways, rather than continuing to wait for this large block of free time that clearly wasn't going to materialize any time soon, I've decided to just say "the hell with it" and not bother to actually read everything that's been posted in the meanwhile.

Instead I'll try to give a longer text update as to what's changed in the engine that you haven't yet been made aware of. I'll describe the changes in terms of whole subsystems.

Graphics: Nothing major has changed here as this was the subsystem that has been furthest along for a long time, but many smaller features and bugfixes have been added.
- Normal mapping fix - We had a small bug where only the direct illumination was being affected by the normal maps. The effect that you see in the following screenshot, of the shadowed areas of the characters being solidly shaded and not having normal map wrinkles has been fixed, resulting in the characters looking sharper and more detailed. http://alliancethegame.com/screenshots.php?id=20
- Lots of material updates and added material functionality, mostly per our artist requests. Our materials now allow the creation of more complicated shaders that offer the ability to control and customize exactly how everything looks to an even crazier extent than before (lots of photoshop like functionality for example).
- More robust and powerful decals. Things can now be made too look as grimy and filthy as you like or as pristine and cluttered as possible.
- Nimble is rendering even prettier clouds even faster than before. :)

Networking: Working client / server multiplayer action. We're now able to virtually shoot each other in the office, though there's still work to be done in the area.

AI: Though by no means complete, we now have independent, entirely non-scripted enemies that fight together, understand cover, and make logical decisions based on their surroundings are now possible.

Scene Management: A lot of work has gone into the frameworks required to make things move much faster, such as partitioning and occlusion culling, better batching, lod-ing, etc.

Scripting: The scripting subsystem has been overhauled quite a bit and is now easier to use and maintain, as well as being more powerful.

Weapons: Our approach to being able to handle such a large variety of weaponry in a flexible fashion seems to be paying off. As such, we now only need to animate a very small portion of what weapons can do as the rest is animated procedurally, though we're still not finished with the system.

I'll be on the forums much more frequently now, but assume that I've missed quite a bit from the last 3-4 weeks.

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PostPosted: Tue Apr 03, 2007 5:02 am 
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Major General
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Joined: Wed May 24, 2006 6:44 am
Posts: 853
Welcome back Sox and good update!

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PostPosted: Tue Apr 03, 2007 8:41 am 
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you've been gone i guess my computer breaking down again kept me from noticed

welcome back sox

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PostPosted: Tue Apr 03, 2007 1:02 pm 
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Sergeant Major
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Joined: Tue Nov 14, 2006 10:30 pm
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Awesome news update, not sure what all of that meant but I know .50cal would.. :P

Glad to have you back

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PostPosted: Tue Apr 03, 2007 1:37 pm 
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Joined: Sat Dec 02, 2006 6:06 pm
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Location: Boston, Ma
:) thanks man been waiting for this for a while.


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PostPosted: Tue Apr 03, 2007 3:15 pm 
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Quote:
AI: Though by no means complete, we now have independent, entirely non-scripted enemies that fight together, understand cover, and make logical decisions based on their surroundings are now possible.


:mrgreen:

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PostPosted: Tue Apr 03, 2007 4:28 pm 
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Joined: Fri Dec 29, 2006 5:55 pm
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Wow, even I haven't been on the forums in a while.

Anyway, thanks for the update info, Sox. I love it when the devs have something worthwhile to say.


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PostPosted: Tue Apr 03, 2007 5:14 pm 
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Sergeant First Class

Joined: Mon Aug 28, 2006 3:29 am
Posts: 270
Thanks for the update Sox. Thought maybe one of those evil multinational game publishers kidnapped you because you were making a a PC game that PC gamers want. ;). Anyways good to have you back.


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PostPosted: Tue Apr 03, 2007 7:43 pm 
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Major General
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Joined: Tue Jun 06, 2006 9:59 pm
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Location: Houston, TX
Our leader has returned :D


Welcome back Sox, glad to hear you are back and that Alliance is coming along nicely ;)

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PostPosted: Thu Apr 05, 2007 2:59 am 
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Good to see you back and read some news :D


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PostPosted: Sat Apr 07, 2007 10:50 am 
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Joined: Wed Dec 27, 2006 10:17 pm
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mmm very good read, lots of nice tidbits of info in there for one to sink their teeth into ... :mrgreen:

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PostPosted: Mon Apr 09, 2007 12:30 pm 
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Colt .45 Killer wrote:
mmm very good read, lots of nice tidbits of info in there for one to sink their teeth into ... :mrgreen:




Grr i hate vampires....also thanks for the update, footwear!

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PostPosted: Mon Apr 09, 2007 9:16 pm 
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slaps bidiot because theres noone else to slap....

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PostPosted: Wed Apr 11, 2007 9:53 pm 
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not cool.

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