Author Topic: [News] NanoFX 1.6 Viewer Preview  (Read 8460 times)

Offline zzz

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[News] NanoFX 1.6 Viewer Preview
« on: September 18, 2010, 04:40:06 AM »


Quote
The following video is a preview for the NanoFX 1.6 Viewer which is due for public release soon. It demonstrates the new weapons, shields and warp FX as well as the previously demonstrated deferred lighting. This is pre-alpha footage of the public viewer and does not represent the final quality...

Offline AricwithanA

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #1 on: September 18, 2010, 05:40:58 AM »
SQUEE!
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Offline phongbong

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #2 on: September 18, 2010, 08:38:26 AM »
My favorite part.
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Offline MajorD

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #3 on: September 18, 2010, 01:36:01 PM »
http://www.youtube.com/watch?v=N5dduwtt5rM

You guys have now exceeded graphically every single previous and current Star Trek game ever made and you're only in alpha. It's also equal or better in many ways than the visual quality of many Trek theme fan movies.

The phaser arrays are looking cool but they look like they need a lot of work too. They were firing in what looked like an extremely random manner, however, this served to display the arc flexibility, with the rear most phasers firing forward, and the forward most firing backwards, so well done there, no one has done that before. I only would have liked to have seen them able to depress their fire a bit closer to the hull. That's personal preference and I can back that up with some examples, but it doesn't diminish the achievement of such a flexible weapon system at all.

The down side is it appears as if the cool down on the main array is what was limiting its use, requiring the use of the other arrays. They all also appeared to be firing in a low power mode, at least for the majority of the time, considering the small convergence effect and general use of single rather than multiple arrays.  The only major downsides to the arrays was the base of the shot hopping around, rather than smoothly sliding, and that it moved at all. If I were to see such hopping my expectation would be extremely short duration shots due to lack of build up convergence as seen below at the end of the video.

http://www.youtube.com/watch?v=divN4uS2Bzo#t=0m23s

I also noticed that the rear torpedo tube fired five torpedoes rapidly. It should be noted that at least in one instance when a full spread was ordered fired from the rear tube only three torpedoes were fired. I personally have no issue with the rear tube being capable of firing five rapidly, it doesn't mean full spread has to be changed from three, and I have no issue with the rear full spread being five either. I only believe it needs to be noted so any deviation is a conscious decision rather than a mistake.

I just had an idea in regard to phasers with sliding bases. If possible, I think it would be a great visual feature to have the array elements which the beam base approach glow in preparation of the beam base's approach. The further from the base the less glow there would be, and trailing elements would not glow at all, only preceding elements would glow. In this way we get a kind of active convergence which fits better with the start-up convergence.
« Last Edit: September 18, 2010, 01:44:13 PM by MajorD »
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Offline Poseidon

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #4 on: September 18, 2010, 02:09:46 PM »
I don't think they are even at alpha yet D,

The weapons tests are looking beautiful!  Like D said, it needs some polish.  I particularly like the way the different phaser emitters emit at there specific locations.  AWESOME WORK GUYS!  Ech update is far better than the last!  Keep it up!
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Offline Chris

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #5 on: September 18, 2010, 03:41:28 PM »
I don't think they are even at alpha yet D,

You are right. We are currently in Pre-Alpha, essentially meaning that we are not in an official robust testing stage yet (all those that are new to the term, rest assured that we are doing testing as we go along, we just haven't hit the testing formality yet).

I would suggest giving the wiki page on Software Release Life Cycle a read (the above link is from this page too). Its a nice simple introduction for those not familiar :)


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Offline Jon

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #6 on: September 18, 2010, 08:15:35 PM »
Just to follow on from Chris, the HP system that's there is very basic, and won't be the one in the final game.
Its purely a placeholder, so MajorD, you can expect that the weapons performance and timing issues you mentioned will be addressed!

We've a long way to go yet guys!
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Offline Jon Deane

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #7 on: September 18, 2010, 09:18:32 PM »
There doesn't seem to be much difference between alpha and beta in the article.  Actually, the article makes it look like Microsoft gets there development all wrong: when a Microsoft produce is in "beta", it corresponds to the alpha development cycle, and their release candidates correspond to the betas.

Offline zzz

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #8 on: September 18, 2010, 10:22:30 PM »
It used to be that alpha was when you had a program but without all the features and content implemented. Pre-alpha was just a collection of disparate assets and beta was when you entered testing to get rid of bugs.

Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #9 on: September 18, 2010, 10:41:17 PM »
Thanks for the feedback so far guys, but yes this video was just made for fun to show the progress on rendering some weapons.  All effects are base effect tests for what I will add to in order to make the effect perfect.  Since this video is based off what I have done in the Model Viewer, it is purely all stitched together to get the render effect out.  Sheilds were very basic, just basically stuck in a sphere and colored it.

There are some mock properties for Hardpoints (meaning, it's a placeholder) so some things are adjustable, such as recharge rates of phasers, torpedo slots, etc, etc... You'll see....  you'll get to play a little bit with weapons and how they behave.

Don't expect the world in the next model viewer release, I'm simply making my WIP available in it's raw form for you guys to have fun with, all of it will definately change and evolve.

I'll start putting together a release asap for you guys.
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Offline Chris

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #10 on: September 19, 2010, 12:04:57 AM »
I'll start putting together a release asap for you guys.

Even I am looking forward to getting my hands on it :lol:

There doesn't seem to be much difference between alpha and beta in the article.  Actually, the article makes it look like Microsoft gets there development all wrong: when a Microsoft produce is in "beta", it corresponds to the alpha development cycle, and their release candidates correspond to the betas.

Essentially, along the lines of what zzz said, an alpha version of software could actually be released as the product; however, you don't want an alpha version as it will be buggy as hell and is not guaranteed to work (and fact it is almost guaranteed to fail if it has not been tested properly)...but all of the main bits are put together. Pre-alpha doesn't necessarily mean "disparate assets" (although it is a good overview :P): it starts with absolutely nothing except a mission statement and evolves into or through the "disparate assets" stage - you could have all of your components stitched together, but be missing just enough (an incomplete component or one missing entirely) to mean that in the eyes of the mission statement it is not the intended product. The lines between pre-alpha and alpha can seem blurry at times, but the line is there.

Oh, and that wiki page is just a rule of thumb, different people/places will probably have their own definitions.


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Offline Poseidon

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #11 on: September 19, 2010, 03:53:42 AM »
All I can say is there are those who are VERY impressed with what has been done here. 

As for the current concept of "pre alpha, alpha  and beta (beta stages, also known as RC's)  Pre Alpha is a condition of a software development that has evolved into key elements and components that are working concepts within the frame work of the code (engine).  These working concepts are WIP's.  At Alpha, all the working concepts are brought together into the engine to see and develop how well each component works with each other.  At Beta, all of the working concepts (modules) are refined and the software is now ran through it's paces to see if any of the modules have coding issues.  Beta RC's are finalizing all of the modules before the final release candidate.  Taking time to review code, and crash logs before the final RC.     

Oh, and one last bit to note.   You guy are so talented, that I can see that the Federation Galaxy class starship  engaging the Klingons is the USS Challenger.  How do I know this?  Because when the ship passes a stern from the viewer, you can see "Challenger" across the secondary hull near the forward torpedo launchers.  OUTSTANDING DETAILS!!!!!!!!!!         
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Offline Photorp Tech

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #12 on: September 19, 2010, 05:57:32 AM »
I second that, I saw the challenger name and was blown away.

Great job guys and thanks for releasing this video. For a pre-alpha this is just awesome and now that gives us more goodies to play with in the model viewer. I know your end result will be fantastic and this just proves it more.
 

Offline MajorD

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #13 on: September 19, 2010, 07:13:05 AM »
Just to follow on from Chris, the HP system that's there is very basic, and won't be the one in the final game.
Its purely a placeholder, so MajorD, you can expect that the weapons performance and timing issues you mentioned will be addressed!

We've a long way to go yet guys!
That's my expectation.:)

Also, I was wrong about the degree of fire depression, it was lower than I could hope it to be. I saw some shots which were 90 degrees off the vertical of the array. That's amazing.
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Offline Michael

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #14 on: September 19, 2010, 08:11:11 AM »
As I talked about in another thread (can't remember where) but it was about phaser arcs and how we could do it.  I discussed how I could test if the phaser would intersect with the hull, if it does then the phaser can't fire (or if it is firing and the angle to target changes and it does then it's shut down).  That is the system I went with, so for ships like the Romulan Warbird you will even see them fire through the gap in the middle to hit their target.  At first you will see angles and arcs from phasers you aren't quite used to seeing, but after seeing it in action, it really doesn't make the ship more versitile.

This also has the advantage of not worrying about having to set up Phaser Arcs in the Hardpoints, you just add your Phaser and plot out the points of the array.  This system may or may not change in the future, but it's main purpose as I have said was just have something in place to render Phasers.
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Offline MajorD

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #15 on: September 19, 2010, 11:07:37 AM »
This also has the advantage of not worrying about having to set up Phaser Arcs in the Hardpoints, you just add your Phaser and plot out the points of the array.
I really like that a lot.
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Offline Red Ace

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #16 on: September 20, 2010, 08:51:17 AM »
Video was just beautiful.  #loveFFX# The battle in Yesterday's Enterprise should of looked like that.....

Offline furswift

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #17 on: September 20, 2010, 11:16:57 PM »

Offline MR_7

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #18 on: September 21, 2010, 03:07:38 AM »
SQUEE!

Indeed.

I'm starting to worry my comp won't be able to handle the next viewer lol.

Love the video, can't wait   :D

Offline Poseidon

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Re: [News] NanoFX 1.6 Viewer Preview
« Reply #19 on: September 21, 2010, 03:23:30 AM »
Indeed.

I'm starting to worry my comp won't be able to handle the next viewer lol.

Love the video, can't wait   :D

You know, you have a point there. 

I, for one, want everything in there.  I will build my computer to handle it.  Still,  from what I hear, an average system from now a days could run this with no problems.   8)

But as for me, I want all the bells and whistles.  #loveFFX#
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