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Videos of what the engine could have been...

NSberserkNSberserk Member Posts: 77
...if pourieux was still part of the dev team:

http://www.vworldpowered.com/viewterra/Simulation/Simulation.html



Comments

  • lysandinglysanding Member Posts: 154
    no it would never have been like that because it isnt a mmorpg engine. the game is flawed in all areas including tis engine.
  • virtuellavirtuella Member UncommonPosts: 699
    Nice flying mount

    Future mount




    ___________________________________________

    image

  • tetsultetsul Member Posts: 1,020


    Originally posted by lysanding
    no it would never have been like that because it isnt a mmorpg engine. the game is flawed in all areas including tis engine.

    Perhaps. But by the looks of that site they want to spread to games (or have) and, with the actual developer a part of the project, he would probably be more then happy to pound the piss out of the coding to get it to work in such a situation. Or at least get it to work better then it currently does.
  • MinscMinsc Member UncommonPosts: 1,353
    You guys of course do realize that the vworld code WAS used in DnL.

  • jimmyman99jimmyman99 Member UncommonPosts: 3,221


    Originally posted by Minsc
    You guys of course do realize that the vworld code WAS used in DnL.



    Im sure not exact code, just the technology. Theres no way that kind of detail could be replicated in an MMO... it would require extremely powerfull computers to render live.

    I am the type of player where I like to do everything and anything from time to time.
    image
    http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
    imageimage

  • CholaynaCholayna Member Posts: 1,604


    Originally posted by Minsc
    You guys of course do realize that the vworld code WAS used in DnL.

    ummm, partly correct. Partial coding --- after the creator/developer of VWORLD TERRAIN left the company, the devs at NP3 admitted that they "could not get into his coding" and therefore have since been trying to figure it out and make it work with the "redesigned" engine Mafate. In summary --- they dont know how to use it nor work with it.
  • _Pix__Pix_ Member Posts: 276


    Originally posted by jimmyman99

    Originally posted by Minsc
    You guys of course do realize that the vworld code WAS used in DnL.
    Im sure not exact code, just the technology. Theres no way that kind of detail could be replicated in an MMO... it would require extremely powerfull computers to render live.



    Erm...not really, since the present technology allows to manage more than 500 millions of square kilometers on an average configuration at 60 FPS (2.8 XP+,RAM 512,NVidia 6800GT). FYI, the original 2002/2004 DnL project was running on a very common configuration, with good FPS. Ask beta testers of the time.

    But it seems that this is no longer the case today, I guess because of the tuning NPCube made on the game engine.

  • jimmyman99jimmyman99 Member UncommonPosts: 3,221


    Originally posted by _Pix_

    Erm...not really, since the present technology allows to manage more than 500 millions of square kilometers on an average configuration at 60 FPS (2.8 XP+,RAM 512,NVidia 6800GT). FYI, the original 2002/2004 DnL project was running on a very common configuration, with good FPS. Ask beta testers of the time.
    But it seems that this is no longer the case today, I guess because of the tuning NPCube made on the game engine.


    At what resolution would I get 60 FPS? I usualy run games at 1280x1024 what FPS would I get? Also, its hard to say from the movies what resolution or quality the terrain is. Heres a link to a wallpaper i made with terragen
    Icy Mountain
    IS there a difference between resolution and quality between the one I generated with terranim and the one from that site? If so which one is better and by how much?
    Im just trying to find out  the difference in quality becuase it took me 30mins to an hour to render that 1280x1024 image with terragen. I know those 2 images are hard to compare becuase of a difference in technology used to generate them, but visually speaking, if you make a screenshot from ViewTerra at a resolution of 1280x1024 would it be any different from the one I rendered with terranim?

    Thnx for any input

    I am the type of player where I like to do everything and anything from time to time.
    image
    http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
    imageimage

  • _Pix__Pix_ Member Posts: 276

    Terragen is indeed a very good non-real-time terrain generator and you can build nice landscapes with it. VWorldTerrain is not really a terrain generator (not only a tool) but a real-time procedural terrain technology which allows to create data on the fly. So we cannot really compare these 2 products. In addtion to this, the screen resolution you use is not really a important factor and doesn't impact a lot on FPS especially if you make use of a recent video card in which the fill-rate is fast.

    Here are links to a few landscape screens taken with an average/good configuration (the one I described above), at a 1024*768 resolution, FPS is about 40 to 60, depending on the settings (AA, geometry quality, texture quality, etc... and of course the area rendered)

    http://www.vworldpowered.com/screens/V4_07.jpg

    http://www.vworldpowered.com/screens/V4_10.jpg

    http://www.vworldpowered.com/viewterra/screens/VWTGB11.jpg

    http://www.vworldpowered.com/viewterra/screens/VWTGB14.jpg

    Anyway, I think the technology would fit for any project needing potentially large but nevertheless very detailed terrain and dynamical weather. But it's not the only quality required to release a good MMO product, even if in DnL's case the communication was mainly based on that feature since it was working already at the start of the project, and it was the first time an MMORPG presented such a large terrain making use of a procedural technology mixed with satellite data.

  • druntdrunt Member Posts: 7

    .

  • _Pix__Pix_ Member Posts: 276
    My opinion? Seems to be a nice engine. Glad to see the idea of procedural terrain seems to be a good one.
  • jimmyman99jimmyman99 Member UncommonPosts: 3,221


    Originally posted by _Pix_

    Terragen is indeed a very good non-real-time terrain generator and you can build nice landscapes with it. VWorldTerrain is not really a terrain generator (not only a tool) but a real-time procedural terrain technology which allows to create data on the fly. So we cannot really compare these 2 products. In addtion to this, the screen resolution you use is not really a important factor and doesn't impact a lot on FPS especially if you make use of a recent video card in which the fill-rate is fast.
    Here are links to a few landscape screens taken with an average/good configuration (the one I described above), at a 1024*768 resolution, FPS is about 40 to 60, depending on the settings (AA, geometry quality, texture quality, etc... and of course the area rendered)
    http://www.vworldpowered.com/screens/V4_07.jpg
    http://www.vworldpowered.com/screens/V4_10.jpg
    http://www.vworldpowered.com/viewterra/screens/VWTGB11.jpg
    http://www.vworldpowered.com/viewterra/screens/VWTGB14.jpg
    Anyway, I think the technology would fit for any project needing potentially large but nevertheless very detailed terrain and dynamical weather. But it's not the only quality required to release a good MMO product, even if in DnL's case the communication was mainly based on that feature since it was working already at the start of the project, and it was the first time an MMORPG presented such a large terrain making use of a procedural technology mixed with satellite data.



    Thnx for clearing it up Pix. Seems that technology goes so fast im still having hard time believing such realistic terrain can be generated (and played on) in a MMO with huge viewing distances. Its good and bad actually, good becuase games will look much more realistic and alive, but bad becuase im gonna have to upgrade my vidcard (Nvidia 6600 GT) to nvidia 7800GT becuase I like to play on max settings.

    Question: when was this technology more or less completely imtegrated in D&L ?

    I am the type of player where I like to do everything and anything from time to time.
    image
    http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
    imageimage

  • MrbloodworthMrbloodworth Member Posts: 5,615

    Im seeing screens like those posted now in DnL, still at a
    cap of 25FPS (not sure why anymore), Few patches ago the frame rate improved
    for me, and they also add Trees back into the game. I had noticed they were
    missing from SOG, same area, no trees. 


    Anyway. im not really understanding this "could have been: when it is
    now.. only thing missing is the FPS, but that could be because of all the
    "game" code and networking that was placed into the engine. I’m sure
    if you striped that out you would see a FPS increase.


    _Pix_ , what was the frame rate in DnL before the switch to the Mafate engine,
    when all the network code and what not was applied to your VWorld engine?


    IIRCC, VWorld has no networking support at all, all it does is render, and well
    i might add.


    DnL does need allot of love in other areas of graphics... But I think that’s already
    in development.




    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • jimmyman99jimmyman99 Member UncommonPosts: 3,221
    I dont see what network has to do with FPS.

    I am the type of player where I like to do everything and anything from time to time.
    image
    http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
    imageimage

  • CholaynaCholayna Member Posts: 1,604

    pfft! only way they can weasel around the hard truth of incompetent, inept and inexperienced coding programmers. And no, not ev1 gets a whopping 25fps. Also, take a gander at the boards both here and at DNL - they are messing around with the FPS now and doing nothing but making more problems. They havent a clue what they are doing.

    Like I said, these ppl at NP3 need to just give it up. It went from excitement to disappointment to comedy and now just plain annoying. The game is a complete POS and no amount of "it is better" when 95 posts say its not nor "it will get better" when after 7yrs in development and a constant stream of broken promises and broken "fixes" they still havent got what you can unabashedly call a playable game.

  • _Pix__Pix_ Member Posts: 276


    Originally posted by jimmyman99
    Thnx for clearing it up Pix. Seems that technology goes so fast im still having hard time believing such realistic terrain can be generated (and played on) in a MMO with huge viewing distances. Its good and bad actually, good becuase games will look much more realistic and alive, but bad becuase im gonna have to upgrade my vidcard (Nvidia 6600 GT) to nvidia 7800GT becuase I like to play on max settings.

    Question: when was this technology more or less completely imtegrated in D&L ?


    Please have a look here: http://www.mmorpg.com/discussion2.cfm/thread/83183 

    I made an history which I hope can help. 

    @Mrbloodworth : VWorldTerrain is still used in DnL but they have kept trying to modify it for two years now, so they can call it their own development (hence the "rewriting" theory and the new Mafate 2.0 name, under the pretext of technical issues with the terrain technology primarily used...which they continue to use but now is not working that well due to "rewriting" issues, if you see my point).

    So maybe that 's what you are refering to as the "switch" to Mafate but FYI, the name Mafate was already taken begining 2003 as the name of DnL's engine, a framework regrouping several technologies, among which the at the time V-world terrain technology: there is no "switch" to Mafate.

    In addition to this shall I refresh your memory: the network was already functionning with V-world during the private on-line beta which stated beginning 2004, beta testers of the time can ratify this fact; BTW they can also probably explain the differences they've noticed in the terrain rendering and weather management system between 2003 (the off-line beta) and 2004 (the beginning of the on-line beta) 2005 (end of private beta, realease of SoG) and 2006 (official release of DnL). 

    Ho, yes...there is the story of the imposed NDA, I see a very good reason in here for not wanting to put an end to it. Don't you think? What would be your point of view if you were a BT? I know a few of them here that perfectly see my point. And I know others that still try use fancy theories to defend what is less is less defendable. I even know a few that went from fan BT status, really enthusiastic over the terrain in DnL, to official Dark and Light staff moderators, now attempting to flame me and systematically supporting the lies of NPCube/Farlan.  

    I therefore have the uncomfortable feeling of having unvoluntarily changed from the status of well perceived provider of one of the main features of DnL to the status of the worst enemy of the game in the fans' mind. Don't you think that if I had not stressed all the dysfunctions and lies around the development, NPCube/Farlan would have put the blame on "terrain integration issues", FPS issues due to ...the terrain, terrain tech bad interaction with the netcode, etc? Knowing that these were no reported issues as to the terrain in 2004 when the netcode was already implemented?  Huh? Who suddenly becomes the black sheep? I'll tell you what: it's useless making up farfetched theories when facts and dates speak for themselves, however hard people try to rewrite history.    

  • blacksacblacksac Member Posts: 1,045

    ^ Pix are you working on any other game?

    I just want to say I love what you have created, so much detail, seeing waves get bigger with wind, watching foot dust getting blown about, seeing the seasons rolling by in real time, seeing weather in real time, the terrain and plants so beautifly done... you my man are real good at this stuff. I really would be very interested in any game you worked with, never seen anything like it, but I always hoped would happen one day

    Kind regards

  • MrbloodworthMrbloodworth Member Posts: 5,615


    Originally posted by _Pix_

    Originally posted by jimmyman99
    Thnx for clearing it up Pix. Seems that technology goes so fast im still having hard time believing such realistic terrain can be generated (and played on) in a MMO with huge viewing distances. Its good and bad actually, good becuase games will look much more realistic and alive, but bad becuase im gonna have to upgrade my vidcard (Nvidia 6600 GT) to nvidia 7800GT becuase I like to play on max settings.

    Question: when was this technology more or less completely imtegrated in D&L ?

    Please have a look here: http://www.mmorpg.com/discussion2.cfm/thread/83183 

    I made an history which I hope can help. 

    @Mrbloodworth : VWorldTerrain is still used in DnL but they have kept trying to modify it for two years now, so they can call it their own development (hence the "rewriting" theory and the new Mafate 2.0 name, under the pretext of technical issues with the terrain technology primarily used...which they continue to use but now is not working that well due to "rewriting" issues, if you see my point).

    So maybe that 's what you are refering to as the "switch" to Mafate but FYI, the name Mafate was already taken begining 2003 as the name of DnL's engine, a framework regrouping several technologies, among which the at the time V-world terrain technology: there is no "switch" to Mafate.

    In addition to this shall I refresh your memory: the network was already functionning with V-world during the private on-line beta which stated beginning 2004, beta testers of the time can ratify this fact; BTW they can also probably explain the differences they've noticed in the terrain rendering and weather management system between 2003 (the off-line beta) and 2004 (the beginning of the on-line beta) 2005 (end of private beta, realease of SoG) and 2006 (official release of DnL). 

    Ho, yes...there is the story of the imposed NDA, I see a very good reason in here for not wanting to put an end to it. Don't you think? What would be your point of view if you were a BT? I know a few of them here that perfectly see my point. And I know others that still try use fancy theories to defend what is less is less defendable. I even know a few that went from fan BT status, really enthusiastic over the terrain in DnL, to official Dark and Light staff moderators, now attempting to flame me and systematically supporting the lies of NPCube/Farlan.  

    I therefore have the uncomfortable feeling of having unvoluntarily changed from the status of well perceived provider of one of the main features of DnL to the status of the worst enemy of the game in the fans' mind. Don't you think that if I had not stressed all the dysfunctions and lies around the development, NPCube/Farlan would have put the blame on "terrain integration issues", FPS issues due to ...the terrain, terrain tech bad interaction with the netcode, etc? Knowing that these were no reported issues as to the terrain in 2004 when the netcode was already implemented?  Huh? Who suddenly becomes the black sheep? I'll tell you what: it's useless making up farfetched theories when facts and dates speak for themselves, however hard people try to rewrite history.    




    Well,
    the story of why you left, or got let go for that matter, has not been
    publicized.

    As
    far as "switching", I didn’t make that up, don’t shoot the messenger.

     

    I
    have no experience in how your terrain works (well, mabye some), i do however have some in online
    game engine design, and i understand that net code does have an effect , So, it
    was my assumption that the terrain and environment engine (your Vworld) once
    having that applied to it, preformed...less than satisfactory.(not sure of the
    technical of what your engine does coupled with what is required for a typical
    mmo net ETC..)


    Like i said, im not aware that VWorld has any net code. So, im sure integrating
    some would take some doing. And , no I’m not privy to the closed beta of that
    time, so i wouldn’t know for a fact.


    Your engine is amazing at what it does. I’m hoping someone else picks it up and
    does something with it. Just for my information, on a typical gamers comp, what
    Frame rate does VWorld get. And, what were you seeing when it became networked.
    And lastly, what is it they messed with that fubard everything?


    I understand if you cant say, but I’m very interested.

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

  • ZvorakZvorak Member Posts: 234


    Originally posted by jimmyman99
    I dont see what network has to do with FPS.


    He didn't say network, he said network code..!  That is really important to MMORPG's because it is the basis in which the game is built for online play. Buggy or bad code will result in alot of ghosting, lag or sporadic behavioir..including FPS issues..!

    -Zvorak

  • ZvorakZvorak Member Posts: 234


    Originally posted by Zvorak

    Originally posted by jimmyman99
    I dont see what network has to do with FPS.


    He didn't say network, he said network code..! (netcode) That is really important to MMORPG's because it is the basis in which the game is built for online play. Buggy or bad code will result in alot of ghosting, lag or sporadic behavioir..including FPS issues..!

    -Zvorak



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