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Merry Devmas!

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warcabbit
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Merry Devmas!

Discussion of the 12 days of Devmas goes here.

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Happy holidays to the

Happy holidays to the community and I hope you all have a merry Christmas. So is this twelve days of devmas going to be literal consecutive updates for the next few days then?

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Yup. Twelve days is twelve

Yup. Twelve days is twelve days.

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These are the sorts of

These are the sorts of updates I love seeing. Stuff that shows us work getting done.

Necro Mastermind.

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It's great to see some new

It's great to see some new snippets!!! Thanks and merry Christmas devs!

Currently trapped inside the Speed Force...

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If I can put that thing on a

If I can put that thing on a brain in a jar I might be able to make an alien overlord

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notears wrote:
notears wrote:

If I can put that thing on a brain in a jar I might be able to make an alien overlord

*rubs hands*
Excellent.

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Is that Doctor Tyche rubbing

Is that Doctor Tyche rubbing his hands or the Beard rubbing Doctor Tyche's hands?

Or is there a difference?

^_^

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Foradain wrote:
Foradain wrote:

Is that Doctor Tyche rubbing his hands or the Beard rubbing Doctor Tyche's hands?
Or is there a difference?
^_^

Who's Itchy, and Who's Scratchy? :P

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Neither. And there was no

Neither. And there was no post where Dr. Tyche rubbed his hands together. The Beard just made you think there was.

P.S. This post isn't real either, so if you can read this, its too late for you.

P.P.S. Happy Holidays!

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Is that hill behind Santa

Merry Christmas! and thanks for the peek!

Is that hill behind Santa what we can expect the outdoor environments to look like?

If so, it's a Christmas Miracle!!

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Rigel wrote:
Rigel wrote:

Merry Christmas! and thanks for the peek!
Is that hill behind Santa what we can expect the outdoor environments to look like?
If so, it's a Christmas Miracle!!

I'm just guessing here, but that seems to be either a Max, Maya, or Unreal 4 background asset?
Might even be a Cubemap. :}

Googling for similar images found this:

:)

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Second verse, different from

Second verse, different from the first! A little bit louder, and a little bit worse!

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I knew it was a little too

I knew it was a little too good to be true but I had to ask :)

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Rigel wrote:
Rigel wrote:

I knew it was a little too good to be true but I had to ask :)

But i bet MWM can use the Unreal Engine to give us scenery thats even better than some of the Skyrim ones, for open areas.
ex:

;)

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Oversized Sliderule of

Oversized Sliderule of Indescriminate Whacking! ^_^

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Happy Holiday to you all.

Happy Holiday to you all.

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can...can I duel wield these?

can...can I duel wield these? I kind of want to make a demon possessed art teacher that duel wields these.....

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Before the big reveal I was

Before the big reveal I was wondering how a slider might be used in combat... my first two guesses were one to grow my character ie. The Hulk, and an easy mode slider because it would be more balanced than the boolean iWin button.

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notears wrote:
notears wrote:

can...can I duel wield these? I kind of want to make a demon possessed art teacher that duel wields these.....

I'd think it would be a maths teacher or maybe physics or chemistry. Drafting teacher might use a straightedge, I'd think the Art teacher would use Petalstorm's Brush ^_^

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@Rigel+Izzy:

@Rigel+Izzy:

Cubemaps are so last-engine-version (e.g. UE3). Okay, okay, they're still there, but the real hotness for terrain / landscape is built around much newer systems (primarily but not exclusively the Landscape subsystem). It will need to have some additional "refining touches" added in a variety of spots, since it doesn't really cope very well with extreme gradients (especially artificial ones, such as a concrete retaining wall or a standard sloped-side over/under-pass on a road), but it does an extremely good job of scaling at different levels of detail, and they found some tricks that reduce the amount of quality that has to be sacrificed for each LOD because the system can reuse a lot of the high-detail information directly when generating the lower-detail variants.

The main things required are very high quality textures to apply to the landscape itself, and getting them arranged such that some of the tricks for avoiding the "tiling effect" end up working properly. The engine supports the necessary tricks already, you just have to make sure that what you feed into it doesn't end up triggering a degenerate case where you suddenly get tiling / aliasing showing up because you hit a harmonic frequency of the base texture with the transformed one.

Part of the reason you haven't seen much in the way of "real" (i.e. to-be-used-in-game) outdoor landscapes is that we're still only partway through the process of reconciling our "base" terrain data against requirements that come from story or gameplay needs ("islands will rise, rivers will fall, the earth shall be rent asunder," all that good cataclysmic stuff that reshapes significant chunks of landmass). Until we've gotten that a bit closer to done, we'd be at a pretty high risk of wasting effort because, say, we decide that the spot the landscape artists spent hours on getting just the right blend of dunes and grass and cement now needs to be about five meters lower, and thus underwater.

Besides, that cubemap image is way too blurry...


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@notears: Well, the verse

@notears: Well, the verse does mention *two* slide rules, and it appears to be wielded in only one hand in the images. And there is another hand available...

While this technically isn't a promise of anything, I have trouble imagining any reason we *wouldn't* allow that; the most likely case would be some sort of problem with animating *any* two long(-ish) weapons, and, well, real human beings can do it, so it is mostly just a question of getting the animation right, even then.


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I'd probably give the slide

I'd probably give the slide rule to a lumberjack character, given that they are good for roots and logs... *ducks and runs out the side door*

Spurn all ye kindle.

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*throws cabbages at Cinnder*

*throws cabbages at Cinnder*

DAY THREE!

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warcabbit wrote:
warcabbit wrote:

*throws cabbages at Cinnder*
DAY THREE!

But But Wabbits loooove their Cabb'ages. No playing with the Food! :<

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I'm sure it's going

I'm sure it's going completely over my head, but I don't get what the combat slide rule is. Is it a weapon or is it a physical representation of a feature in the game?

Currently trapped inside the Speed Force...

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....will knocking a players

....will knocking a players hat off with a snowball an in-game feature?

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For the love of god, please

For the love of god, please let me wear top hats while wearing a gas mask unlike CO. Apocalypses and fanciness go together just fine I don't care what people say haha.

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It's a weapon, Zerohour. It's

It's a weapon, Zerohour. It's maybe a slight parody of Cloud's sword.

Actually, it came out very well.

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Dude, we're aiming to top

Dude, we're aiming to top City of Heroes character creation, not regress :D. Of COURSE you can combine them, you can combine any two pieces you want (well, you probably can't stack hats or anything else like that. But overcoats over armor, top hat and gas mask, all that kind of stuff, definitely happening).

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Front of face is not top of

Front of face is not top of head, so should not be an issue.

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So are all these costume

So are all these costume pieces designed after devs? Also that top hat will go great for my alice in wonderland themed villain I got planned

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Excellent. I suspected as

Excellent. I suspected as much but had to make my desire for combat ready top hatting known. For the occasion when I want my enemies to know just how much more sophisticated I am than them before maiming them horribly.

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What must be on the tag?

What must be on the tag?
10/6?
Press?
Donut Press?
Certificate of Insanity?

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Yes all the pieces are after

Yes all the pieces are after Dev's :) the beard is obviously Dr Tyche's, The slide rule is Domo, the top hat is Cajun Catfish and as for what is supposed to be on the card when the texture is finished* is the throw away instruction card you always get in a pack of cards. I won't tell what the others are yet as it will spoil the surprises! :) <3 I would like to add that with Auggie's early birth I have been a bit distracted and while I started Devmas and got the ball rolling in my team they have done a good job finishing up while I have been mostly away and not able to supervise as much as I would of liked. <3 my artists all of them have worked real hard to make Devmas special.

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Day 4! Let's get loud!

Day 4! Let's get loud!

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I like the 12 Days so far and

I like the 12 Days so far and the Charleston tune. Will Charleston be in the game?

Also, when can we see something like a character creator?

-- Mewkychan =^.^=m mew!

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Zerohour wrote:
Zerohour wrote:

I'm sure it's going completely over my head, but I don't get what the combat slide rule is. Is it a weapon or is it a physical representation of a feature in the game?

Yes, it means a possible melee weapon in the game will be a large slide rule that wacks things (the beard and top hat are costume pieces).

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Mewkychan wrote:
Mewkychan wrote:

I like the 12 Days so far and the Charleston tune. Will Charleston be in the game?
Also, when can we see something like a character creator?

First Peak? My Guestimate, March or April. :D
But I'm no Dev, sooo.. I dont really know. :(

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I REALLY LIKE the way the CSR

I REALLY LIKE the way the CSR goes on his back!

How many different holster-points are you planning? And will the CSR get in the way of the FireFairy Wings (This is my guess for Tomorrow, singing: FIVE FIREFAIRY WINGS!) when they're put back there? My elven archer in another game has a choice of putting her bow back there or a quiver, but not both. :(

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AHHH okay. When i read

AHHH okay. When i read "combat slide rule" I thought it meant some kind of difficulty slider rule for combat that you could tweak for your game. So when you say "rule" you are talking about a ruler? Not a law or commandment.

Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

Currently trapped inside the Speed Force...

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Zerohour wrote:
Zerohour wrote:

AHHH okay. When i read "combat slide rule" I thought it meant some kind of difficulty slider rule for combat that you could tweak for your game. So when you say "rule" you are talking about a ruler? Not a law or commandment.
Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

You're clearly too young, a slide rule is what was used before calculators

http://en.wikipedia.org/wiki/Slide_rule

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Shadow Elusive wrote:
Shadow Elusive wrote:

Dude, we're aiming to top City of Heroes character creation, not regress :D. Of COURSE you can combine them, you can combine any two pieces you want (well, you probably can't stack hats or anything else like that. But overcoats over armor, top hat and gas mask, all that kind of stuff, definitely happening).

*ahem* As always, contents may settle during shipping, not certified for use in controlling nuclear facilities or life-support systems, may accelerate to high speeds without warning... and so on.

We do *intend* to support things like this, yes. However, some of the technical aspects have not yet been proven out in the engine. We're actively working on the code required to test it (I should know, since "we" really means "I" in this particular case), but it has not yet been verified.


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Zerohour wrote:
Zerohour wrote:

AHHH okay. When i read "combat slide rule" I thought it meant some kind of difficulty slider rule for combat that you could tweak for your game. So when you say "rule" you are talking about a ruler? Not a law or commandment.
Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

We'll probably end up having that *also*, but the usual name for it floating about so far has been "difficulty slider". Slide rules, well, see Minotaur's post. :)


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Foradain wrote:
Foradain wrote:

I REALLY LIKE the way the CSR goes on his back!
How many different holster-points are you planning? And will the CSR get in the way of the FireFairy Wings (This is my guess for Tomorrow, singing: FIVE FIREFAIRY WINGS!) when they're put back there? My elven archer in another game has a choice of putting her bow back there or a quiver, but not both. :(

There are some tricky bits to how various items, especially hand-held ones, interact with sockets for things like holstering. I would expect that "most" of the spots that one normally expects to see a holster possible based on classic comics will be present; in general the idea is to give access to as many as possible, although some of them may not be available on the default list for some costume pieces -- for example, a giant combat slide rule probably won't look terribly good in a standard thigh holster, so it seems likely that would not be enabled unless you turn on the "let me keep both pieces if I make it look broken" option.

Making things not interfere along the back is trickier than it sounds (and it *sounds* fairly tricky, obviously), but when it can be managed, we will. Part of what will *hopefully* help with that is that the current intent is to have many of the wings "anchor" at roughly the shoulderblades, rather than along the spine, which allows some amount of room for something to pass between them. Although the FireFairy wings may or may not be one of those sets, as fairy / butterfly wings often *do* only really look right if anchored at the spine. Basically, "we'll have to see" regarding them in particularly.

As for a bow and quiver: certainly each one alone is easy. Having them together requires a different shape of bow (meaning it would probably need to be a "bow and quiver" combo-piece), *or* something that I'm currently experimenting with to see if we can make it work. More on that has to wait until I figure out whether it is going to be sane, unfortunately.


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Indeed. Hellwreckage is

Indeed. Hellwreckage is incredibly talented, we're very lucky to have him. He is, quite obviously, capable of giving us a soundtrack the equal of any AAA production.

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Minotaur wrote:
Minotaur wrote:

Zerohour wrote:
AHHH okay. When i read "combat slide rule" I thought it meant some kind of difficulty slider rule for combat that you could tweak for your game. So when you say "rule" you are talking about a ruler? Not a law or commandment.
Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

You're clearly too young, a slide rule is what was used before calculators
http://en.wikipedia.org/wiki/Slide_rule

Count your blessings, it could have been a combat Abacus!

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Zerohour wrote:
Zerohour wrote:

Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

QFT. That track was great! Funny thing though, when I saw Charleston in the URL, I immediately had a suspicion that it might be a rendition of The Charleston from the 1920's. I don't think it would have been quite as epic had that been the case.

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*head explodes from to much

*head explodes from to much awesome*

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Plexius wrote:
Plexius wrote:

Zerohour wrote:
Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

QFT. That track was great! Funny thing though, when I saw Charleston in the URL, I immediately had a suspicion that it might be a rendition of The Charleston from the 1920's. I don't think it would have been quite as epic had that been the case.

https://www.youtube.com/watch?v=fj9_PKu9UzE Like this?
https://www.youtube.com/watch?v=J5Em3ViTD-g Or this?
https://www.youtube.com/watch?v=0Oc69UbvyOg Or this?

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Shadow Elusive wrote:
Shadow Elusive wrote:

Indeed. Hellwreckage is incredibly talented, we're very lucky to have him. He is, quite obviously, capable of giving us a soundtrack the equal of any AAA production.

Bleepin A he is. That was awesome. This game is going to rock out with it's, er, socks out.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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*Mind explodes from

*Mind explodes from possibilities of weapon hostering*

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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So many exploding brains and

So many exploding brains and we aren't even halfway through yet...hang in there guys! You've got to take this opportunity to start becoming conditioned to the oncoming awesomeness or you won't survive launch day.

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Shadow Elusive wrote:
Shadow Elusive wrote:

So many exploding brains and we aren't even halfway through yet...hang in there guys! You've got to take this opportunity to start becoming conditioned to the oncoming awesomeness or you won't survive launch day.

*starts picking up pieces of and reshaping brain*

"A delayed game is eventually good, but a rushed game is forever bad"

Please have Scaling decals!

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Heh, I didn't notice at first

Heh, I didn't notice at first that the keyboard in the guitar was not a musical one. Now I want to know why Odo seems to be typing "L:"... Perhaps that's the shared drive letter that contains all the art assets...

Really enjoying Charleston. I think Hellwreckage has found that sweet spot you need in a game like this where the music manages to be interesting but also knows how to remain just barely in the background so as not to take over.

I don't know if it's just me, but I also really liked having our attention drawn to the back socket. Given that much of the art is still in its early stages, I'd love it if with every update you could point out some technical achievement, an effect you finally got working right, etc. Even if it seemed quite minor to you folks, it could help us to appreciate the work being done, challenges being overcome, etc.

Spurn all ye kindle.

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Wow--the writer's block I've

Wow--the writer's block I've been suffering seems to have bust its seams out when I listened to Hellwreckage's music! omg that piece is wonderful: sinister, minor, eerie, shadows lurk and the ones just out of the corners of your eyes actually /move/.... Thank you! Thank you! Thank you!

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*looks under tree*

*looks under tree*

*looks behind tree*

*looks under the hat on top of the tree*

*snaps fingers, realizing that the Devs may actually have to work at their day jobs today and so might be a few hours late posting*

*begins waiting, patiently ^_^*

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Wow. I can't believe it took

Wow. I can't believe it took me this long to realize that Devmas day three is Mad Moxxi's hat.

Shame on me.

- - - - -
Hail Beard!

Support trap clowns for CoT!

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I'm not quite sure what I'm

I'm not quite sure what I'm seeing or reading. I find myself looking for more clear info on development. As of right now I'm not quite getting it or this 12 days or Devmas. Maybe I'm having a slow moment (I do have the flu). This all seems like fluff....will this end with a grand reveal. Some help me understand. Restore my faith.

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CrownArts wrote:
CrownArts wrote:

I'm not quite sure what I'm seeing or reading. I find myself looking for more clear info on development. As of right now I'm not quite getting it or this 12 days or Devmas. Maybe I'm having a slow moment (I do have the flu). This all seems like fluff....will this end with a grand reveal. Some help me understand. Restore my faith.

Did you look at the Updates? ;)

Day 1) https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/1093453
Day 2) https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/1093922
Day 3) https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/1094215
Day 4) https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/1094698

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Day 5?? Last update was the

Day 5?? Last update was the 28th. Tis is the 29th and nothin new today.

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Yup saw all that. I'm trying

Yup saw all that. I'm trying to find the importance in it all or maybe it's just escaping me. Which is why I ask for help understanding what's going on.

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1. Costume piece was applied

1. Costume piece was applied to the model's face. The test model has been upgraded from Blockman to include all the articulated joints. Multiple colors and textures are applied to the model.
2. Model is holding a weapon.
3. Costume piece was applied to the top of the model's head. It is now sporting 2 pieces and a weapon.
4. The socket system is tested showing the weapon applied to the model's back while it is doing other stuff, in this case giving a solo on an instrument - note the model is holding and object while it's weapon was put away. With a working socket system we can have weapons placed in holsters / scabbards.

Hope this helps a bit.


I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
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Tannim222 wrote:
Tannim222 wrote:

1. Costume piece was applied to the model's face. The test model has been upgraded from Blockman to include all the articulated joints. Multiple colors and textures are applied to the model.
2. Model is holding a weapon.
3. Costume piece was applied to the top of the model's head. It is now sporting 2 pieces and a weapon.
4. The socket system is tested showing the weapon applied to the model's back while it is doing other stuff, in this case giving a solo on an instrument - note the model is holding and object while it's weapon was put away. With a working socket system we can have weapons placed in holsters / scabbards.
Hope this helps a bit.

Sweet. :D

From the short time i worked with UDK, the only socket that Unreal supported out of the box was a Right Hand socket.
If you wanted other sockets, you would have to do some Dirty Work! :<

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Day 5, here we go! Enjoy the

Day 5, here we go! Enjoy the video!
Yes, I said video. And yes, video-including updates are going to take a while - it's taken me since 6:30 Eastern to download it and then upload it back to youtube.

Day 4 also included emissive materials. The Keytar glows neon. So did Day 1, though. The Beard's eyes.

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Well, uploading the video is,

Well, uploading the video is, I think, a valid excuse for the wait.

Also, re: FIVE FIREFAIRY WINGS!

Called them!

Foradain, Mage of Phoenix Rising.
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Yes, you did. I was fairly

Yes, you did. I was fairly impressed by that.

--------------------------

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As Mr. Izzard noted, the

As Mr. Izzard noted, the "Five Golden Rings!" line is the one everyone remembers, even if they can't remember the rest. I'd have been surprised if whatever you chose for Day Five didn't rhyme with rings. ^_^

I have no idea which day you'll put Warcabbit's tools on, or if you'll be able give us Tannim's Magic Crowbar. ^_^

Foradain, Mage of Phoenix Rising.
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Just pointing out half of

Just pointing out half of these were kickstarter promised rewards 'freebies' the other half we threw in because we love y'all for hanging in there with us

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Thanks Warcabbit: I

Thanks Warcabbit: I appreciate the tech points. Some of us don't understand what is built into UE4 and what you guys have to do by hand, so explaining gives you folks credit for your work. Also enjoyed the video. And the many glimpses of stuff off in the background... Days 6-12 perhaps?

For example, I didn't know this (thanks Izzy):

Izzy wrote:

From the short time i worked with UDK, the only socket that Unreal supported out of the box was a Right Hand socket.
If you wanted other sockets, you would have to do some Dirty Work! :<

Also,

warcabbit wrote:

Day 4 also included emissive materials.

You heard it here first -- new power set! We will be able to recreate The Spleen!

Spurn all ye kindle.

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Mariner wrote:
Mariner wrote:

Minotaur wrote:
Zerohour wrote:
AHHH okay. When i read "combat slide rule" I thought it meant some kind of difficulty slider rule for combat that you could tweak for your game. So when you say "rule" you are talking about a ruler? Not a law or commandment.
Btw the song is amazing! If that's the standard, we are going to have a wicked soundtrack

You're clearly too young, a slide rule is what was used before calculators
http://en.wikipedia.org/wiki/Slide_rule

Count your blessings, it could have been a combat Abacus!

Which would have to be a ranged weapon - shoots its beads at distant targets.

-- Mewkychan =^.^=m mew!

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Foradain wrote:
Foradain wrote:

I REALLY LIKE the way the CSR goes on his back!
How many different holster-points are you planning? And will the CSR get in the way of the FireFairy Wings (This is my guess for Tomorrow, singing: FIVE FIREFAIRY WINGS!) when they're put back there? My elven archer in another game has a choice of putting her bow back there or a quiver, but not both. :(

Just a thought - maybe some items could have their own sockets, so you could populate a quiver onto your back-socket, and then populate a bow to a quiver-socket.

-- Mewkychan =^.^=m mew!

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Cinnder wrote:
Cinnder wrote:

Thanks Warcabbit: I appreciate the tech points. Some of us don't understand what is built into UE4 and what you guys have to do by hand, so explaining gives you folks credit for your work.

Echoing this... Hearing about the tech hurdles and then seeing them get checked off is both interesting and encouraging.

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Mewkychan wrote:
Mewkychan wrote:

Foradain wrote:
I REALLY LIKE the way the CSR goes on his back!
How many different holster-points are you planning? And will the CSR get in the way of the FireFairy Wings (This is my guess for Tomorrow, singing: FIVE FIREFAIRY WINGS!) when they're put back there? My elven archer in another game has a choice of putting her bow back there or a quiver, but not both. :(

Just a thought - maybe some items could have their own sockets, so you could populate a quiver onto your back-socket, and then populate a bow to a quiver-socket.

Now you're getting the idea.

Technical Director

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I'm *still* trying to explain

I'm *still* trying to explain to my 10-year-old what the heck a "sliderule" is. Add it to the pile of stuff that baffles him about his parents. Watched the Poltergeist movie with him recently and he was weirded out by the television being "broke" when it went all-static.

Really like the translucent look of the fairy wings in the first pic.

How customizable will the game be for the end-user? Would I be able to go into my CoT client and edit the settings for the fairy wings much the same way Bob was in the video? Obviously these settings would only display for my own client and everyone else would see the default settings (or their own customizations) but would that be possible or would something in the code prevent that sort of personal tweaking? I remember slightly altering the CoH code to make the base cape be a US flag for one of my patriotic characters, again it wasn't visible to anyone but me but made for pretty screenshots, would love if such functionality were not only possible but encouraged in CoT.

Thanks to all the MWM members for working on these presentations at a time when many of us are taking an extended Christmas holiday break!

Looking forward to Day Six!

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Baalumbral wrote:
Baalumbral wrote:

I'm *still* trying to explain to my 10-year-old what the heck a "sliderule" is.

"It's what people used for multiplication and division before they had calculators."

But if he wants to know how it works, there is a joke.

Many have likely heard this part of the joke:

Quote:

After the Flood, two snakes hung around the Ark. Noah said to them, "Didn't you hear? Go Forth and Multiply!"
One of the snakes replied, "We can't. We're Adders."

Those with good math teachers may have heard the next part:

Quote:

So Noah cut a tree down, trimmed off the branches, and split the trunk down the middle, and he placed the snakes on the flat surface, and all was well.

Because you can Multiply by Adding on a Log Table.

^_^

If he now wants to know what a log table is, I found this page

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The wings! The pretty wings,

The wings! The pretty wings, they look so gorgeous!

A dream without goals is just a wish.

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Baalumbral wrote:
Baalumbral wrote:

I'm *still* trying to explain to my 10-year-old what the heck a "sliderule" is. Add it to the pile of stuff that baffles him about his parents. Watched the Poltergeist movie with him recently and he was weirded out by the television being "broke" when it went all-static.
Really like the translucent look of the fairy wings in the first pic.
How customizable will the game be for the end-user? Would I be able to go into my CoT client and edit the settings for the fairy wings much the same way Bob was in the video? Obviously these settings would only display for my own client and everyone else would see the default settings (or their own customizations) but would that be possible or would something in the code prevent that sort of personal tweaking? I remember slightly altering the CoH code to make the base cape be a US flag for one of my patriotic characters, again it wasn't visible to anyone but me but made for pretty screenshots, would love if such functionality were not only possible but encouraged in CoT.
Thanks to all the MWM members for working on these presentations at a time when many of us are taking an extended Christmas holiday break!
Looking forward to Day Six!

Replacing / redirecting an asset (in this case, a texture) is pretty much a matter of whether the engine allows you to do so in any useful way. *Normally* this would be a matter of having to bring it up in the UE4 editor, since what gets "shipped" as the client is a "baked" (optimized, compressed, and various other such things) variant and the game by default does not look for any form of uncooked assets.

However, it may be possible to support "asset mods" in the avatar builder somewhat more sanely; certainly if it appears anywhere I would expect it to appear there first, and appearing there is not a guarantee that the feature would ever appear anywhere else.

It is, however, certainly something we can look into. I must, however, be *extra* emphatic about saying, here, that we can't make any promises on this front, for the simple reason that I happen to already know that the normal arrangement for cooking and shipping assets often involves things like encryption and digital watermarking, because most games need to protect assets from being pirated (the game company may not even own the originals, they may only have a license to use them). MWM is in a somewhat unusual position here, due to various commitments that have been made, although I cannot go into details because it would tread much to close to making policy statements that are not mine to make.

But speaking from a purely technical perspective, I know that we have not yet specifically *ruled out* the possibility of supporting this sort of modification -- but by the same token, we haven't "ruled it in" either, we simply have not gotten into that level of detail regarding cooking and shipping builds, or what forms of "modding" UE4 can support sanely in a more general sense.

All of that said? For something like a national flag, you could always make a request to have it added if it isn't there yet. Things like adding a rectangular pattern to the options for capes are *often* going to be sufficiently simple that the main question is more likely to be making sure we aren't going to run afoul of any applicable laws (or rules of etiquette / good taste), than difficulty of actually producing it. That obviously isn't a promise, either, but by the sake token it is usually silly to not pick the low-hanging fruit if they really turn out to be as low-hanging as they seem.


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Doctor Tyche wrote:
Doctor Tyche wrote:

Mewkychan wrote:
Foradain wrote:
I REALLY LIKE the way the CSR goes on his back!
How many different holster-points are you planning? And will the CSR get in the way of the FireFairy Wings (This is my guess for Tomorrow, singing: FIVE FIREFAIRY WINGS!) when they're put back there? My elven archer in another game has a choice of putting her bow back there or a quiver, but not both. :(

Just a thought - maybe some items could have their own sockets, so you could populate a quiver onto your back-socket, and then populate a bow to a quiver-socket.

Now you're getting the idea.

And this, ladies and gentlemen, is the piece I didn't want to go into too many details on just yet, since I'm still in the middle of making sure it will actually work properly.

I will say more... Soon(tm). On the appropriate day.


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Izzy wrote:
Izzy wrote:

Tannim222 wrote:
1. Costume piece was applied to the model's face. The test model has been upgraded from Blockman to include all the articulated joints. Multiple colors and textures are applied to the model.
2. Model is holding a weapon.
3. Costume piece was applied to the top of the model's head. It is now sporting 2 pieces and a weapon.
4. The socket system is tested showing the weapon applied to the model's back while it is doing other stuff, in this case giving a solo on an instrument - note the model is holding and object while it's weapon was put away. With a working socket system we can have weapons placed in holsters / scabbards.
Hope this helps a bit.

Sweet. :D
From the short time i worked with UDK, the only socket that Unreal supported out of the box was a Right Hand socket.
If you wanted other sockets, you would have to do some Dirty Work! :<

Quite. Although adding more sockets *in itself* is actually fairly easy in both UE3/UDK and UE4. But, being who we are, we can never be satisfied with the *easy* answer. Oh no, not us. We have to get all fancy with it...

[ Disclaimer: 'we' should be read in the royal form, since the entirety of the 'fancy' in question is solely and completely my own fault, due to my obsession with making things work certain ways and my penchant for perfectionism. ]


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Reaaally love everything I've

Reaaally love everything I've seen and heard this devmas, I have a question, for anybody, but I imagine/hope Deathsheep will answer, since it seems like your/his department.

Is it going to be possible for us to piece together emblems from composites? just simple shapes like the clip art from word, would be really cool. I imagine it might be too early, but maybe not.

"When all the world is dark, look for me, I'll be your light."

Follow me @SequentialRTim

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Tannim222 wrote:
Tannim222 wrote:

1. Costume piece was applied to the model's face. The test model has been upgraded from Blockman to include all the articulated joints. Multiple colors and textures are applied to the model.
2. Model is holding a weapon.
3. Costume piece was applied to the top of the model's head. It is now sporting 2 pieces and a weapon.
4. The socket system is tested showing the weapon applied to the model's back while it is doing other stuff, in this case giving a solo on an instrument - note the model is holding and object while it's weapon was put away. With a working socket system we can have weapons placed in holsters / scabbards.
Hope this helps a bit.

5a. The wings are a single costume part that comes in multiple pieces.
5b. The wings are the first costume part with translucency.
5c. If you look closely, you'll notice that the wings are refracting the light that passes through them, leading to the appearance of curves when the background is a straight line (most noticeable in the lower-right) and a specular (that we should probably double-check isn't due to hooking up the material wrong) on the upper left.


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LeadWanderer wrote:
LeadWanderer wrote:

Reaaally love everything I've seen and heard this devmas, I have a question, for anybody, but I imagine/hope Deathsheep will answer, since it seems like your/his department.
Is it going to be possible for us to piece together emblems from composites? just simple shapes like the clip art from word, would be really cool. I imagine it might be too early, but maybe not.

I shall consult the magic 8-ball... "Answer unclear, ask again later"

Slightly more seriously: the "decal" system is still being reworked in the engine, by Epic, and it is not yet fully clear to us exactly what we will need to do to work with it in the end. It may be possible to fake this by layering decals, depending on what turns out to be supported.

While it is theoretically possible to "assemble" multiple textures into one, it is not yet clear if it is still possible to do that in a way such that they *overlap*, and have it work after things are baked. It is definitely possible (not exactly trivial, but possible) to do it *before* baking, but that wouldn't really address this. Similarly, this is related to, but separate from, the question of "atlas" textures, which can definitely be assembled at run-time but which do not support overlapping in the necessary way.

If we do figure out how to support it, it may or may not end up being available at launch, for a handful of reasons -- although the main one is the simplest, "without knowing how much effort it would be there is no way to even guess whether we would have the resources available."

However, some of this ties into current work, and some of it ties into the decal handling, so we may be able to provide a more concrete answer after a bit.

If it *is* possible, you will almost certainly be limited to a fairly small number of input patterns (my best *guess* would be on the order of 3-4), and only a handful of options about how to adjust them (I would *guess* "rotate, offset, and scale" just because those cover all the basics and happen to be fairly simple to set up as input parameters for a material in UE4).

Just how limited would depend greatly on the exact implementation, as it would involve issues such as whether we had enough samplers available in the graphics pipeline, whether we could offload parts of it to a pre-processing stage, and whether it could be made to interact cleanly with the normal texture cache and streaming logic or not (to avoid running out of memory when standing in the middle of a costume contest).


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Oh, to continue on Sheep's

Oh, to continue on Sheep's statement about requesting costume bits and emblems: We look forward to being able to, somehow, getting art supplied by players into the game, though the legal questions involved are not at all resolved, and the financial return to the player is also not resolved. There's also a question of quality control and so on, but _one day_, we'd like to be able to do that.

First, we need a game to work.

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DAY SIX! ODO'S GOT SOMETHING

DAY SIX! ODO'S GOT SOMETHING POINTY!

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Petalstorm wrote:
Petalstorm wrote:

Just pointing out half of these were kickstarter promised rewards 'freebies' the other half we threw in because we love y'all for hanging in there with us

Let's see. I recognize the Beard (shirt fits nicely, thanks!) and of course Firefairy's wings.
The PR Ninja's Sword (same update as The Beard, BTW)

This update showed Hellwreckage rocking out, but with just a keyboard, not a keytar.

I don't recall the Top Hat or the Combat Slide Rule.

So that would be two of the five (two and a half if you count the keytar. ^_^

Kickstarter promised items that have not shown up yet:

Petalstorm's Brush
Death Sheep From Hell's Utility Backpack
Terwin's Shoulder Dragon
Warcabbit's Hammer and Toolbox

So, with twelve days, we should be seeing something new, maybe more if not all of these are being shown this Devmas...

Whoops! While looking these up, a Ninja-to snuck up and posted day six! Move the PR Ninja's sword up to the "have seen" section, and the count is now three of six. ^_^

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Day six: giant flying keytars

Day six: giant flying keytars confirmed!

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can you shrink the words from

can you shrink the words from the katana's aura? I can see them being a real big problem in social scenerios with all those words cluttering up the screen

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There will still be some

There will still be some polishing and tweeking on the items. I kinda had to drop away from the project for a few weeks at a key point in the devmas work :( But my guys did a good job pulling off my instructions with me tied up with Auggie. :)

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Actually, I remember the
Quote:

Because you can Multiply by Adding on a Log Table.

Actually, I remember the punch line being "Because Adders can Multiply on a Log Table." =^.^=m

-- Mewkychan =^.^=m mew!

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warcabbit wrote:
warcabbit wrote:

Oh, to continue on Sheep's statement about requesting costume bits and emblems: We look forward to being able to, somehow, getting art supplied by players into the game, though the legal questions involved are not at all resolved, and the financial return to the player is also not resolved. There's also a question of quality control and so on, but _one day_, we'd like to be able to do that.
First, we need a game to work.

If you guys are even thinking of player-supplied art, I am amazed!

-- Mewkychan =^.^=m mew!

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