Tribes Ascend

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41 Sun Mar 20, 2011 12:44 pm

Perrinoia wrote:If he didn't, I might still smack him for good measure.


Sorry im straight. Unless nofix joins the party
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Anubis
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42 Sun Mar 20, 2011 10:55 pm

That's not what you told me! :wow:
Perrinoia
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43 Mon Mar 21, 2011 1:20 pm

I guess you were wrong then :wink:
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Anubis
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44 Mon Mar 21, 2011 11:49 pm

How am I wrong, when you are the one contradicting yourself?
Perrinoia
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45 Tue May 10, 2011 5:47 pm

Image

Image

love this shit. Its like the only good thing are the player's models for love sakes.


The discL is fugly. if TV's was too big. Thats giant man.
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Anubis
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46 Tue May 10, 2011 7:12 pm

I agree they are too big and that was the general reaction they got on their facebook too so maybe they will listen. Also those shots look cropped so it might not be as bad as it looks. Another thing I noticed is what looks like a vehicle station in the second picture with those cylinder things that go down until a new vehicle respawns like vengeance..hate those I hope that's not what it is and we get actual vehicle stations in TA.
Death666
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47 Tue May 10, 2011 8:14 pm

It's not the scale, it's an easily adjusted offset. And as someone else suggested, it's possible they used that offset to show-off the weapon model.

If that isn't the case, and weapon placement was designed to occupy 30% screen real-estate, then you can only imagine how much other shit is complete fubar.
NoFiXette
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48 Mon May 16, 2011 10:26 am

The backgrounds seem a bit blurry to me... I hope that's not the case, in game. Unless that's a weather effect, like a mirage created from heat rising off of such textures as pavement, desert, lava... etc...
Perrinoia
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49 Mon May 16, 2011 2:34 pm

Perrinoia wrote:The backgrounds seem a bit blurry to me... I hope that's not the case, in game. Unless that's a weather effect, like a mirage created from heat rising off of such textures as pavement, desert, lava... etc...


Why u dont like blur? It appears on a lot of games with big maps btw, because developers don't always figure out how to accurately render the huge world so they add those effects to make it look good and not eat resources.
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50 Mon May 16, 2011 2:45 pm

The blur on that first image looks like motion blur to me.
Braveskin
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51 Mon May 16, 2011 9:56 pm

The focus in these cases seems to be on the weapon. Anything beyond the weapon would be blurred.
Treshnell
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52 Tue May 17, 2011 1:00 am

When I focus on an object, the rest of my field of view does not blur... I merely see duplicates of objects that I am not focused on.

Motion blur is probably the effect they were going for, there, but not in the sense that the player was moving, rather in the sense that the player was aiming... You see, as the other player flew by, the player whose eyes we're pearing through attempted to target the flying player, tracking him across the sky, which makes the focused player more clear than the background as the background would be scrolling across the screen.

While that's an accurate observation of how we perceive motion, I find it annoying that the would waist time rendering what they perceive we should be focusing on, and blur everything else.

What they should do, is rely on the movement to blur crap in our eyes naturally, rather than trying to use special effects for things that our eyes and brain will do on their own. That way the screenshots don't come out looking strange, yet, we still see have difficulty focusing on things that move across our screen too fast.
Perrinoia
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53 Tue May 17, 2011 1:53 am

This forum needs a "Like" button.
Braveskin
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54 Tue May 17, 2011 2:20 am

and a direct link to facebook
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55 Tue May 17, 2011 7:08 am

Perrinoia wrote:When I focus on an object, the rest of my field of view does not blur... I merely see duplicates of objects that I am not focused on.


Close one eye and try it.
Treshnell
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56 Tue May 17, 2011 11:18 pm

Treshnell wrote:
Perrinoia wrote:When I focus on an object, the rest of my field of view does not blur... I merely see duplicates of objects that I am not focused on.


Close one eye and try it.

Nope, crystal clear, like a photo.
Perrinoia
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57 Wed May 18, 2011 8:10 am

It's 2011, open the fog distance a bit.
Blakhart
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58 Wed May 18, 2011 3:57 pm

That's an option for the map makers in Tribes 1... I think it should be coded as a localized weather pattern in new games... So some portions of the map could have fog sometimes, and others could not... etc..
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59 Sat Jun 18, 2011 8:17 pm

"We've been preparing to host the first hands-on previews of Tribes: Ascend for some major game press sites over the next 2 weeks. So look forward to more press coverage of T:A toward end of June - including release of gameplay vid!"
Toe
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60 Sat Jun 18, 2011 10:12 pm

I don't need any more teasers, just release the game on steam already! Hahaha
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