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Old 01-25-08, 09:41 AM   #16
ReallyDedPoet
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Wow, lot's of stuff on the go, nice list


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Old 01-25-08, 10:38 PM   #17
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Nice list Deamon!

I hope by this weekend I can show off some new screenshots!
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Old 05-19-08, 05:29 AM   #18
OneShot
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Your missing the Community Submarine Simulator or ComSubSim.
There is a quite lengthy thread over in the main DW Forum and it has its own section on the CADC here : http://www.commanders-academy.com/fo...splay.php?f=86

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Old 05-20-08, 08:48 AM   #19
Deamon
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Ahh thanks OneShot
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Old 05-21-08, 04:43 AM   #20
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Deamon is your project playable? The screenshots on your site are still easy renders. Exist any ingame screenshots?
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Old 05-21-08, 10:59 AM   #21
Deamon
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Quote:
Originally Posted by Sung
Deamon is your project playable?
Playable since more than 1,5 years. Some of the members here have seen it and maybe can voice their opinion on it.

Quote:
The screenshots on your site are still easy renders. Exist any ingame screenshots?
http://www.dreadnoughtproject.org/he...illa_Album.htm

Have you seen this on my site ? This IS ingame. I actually wanted to do another update with ingame screenshots where I wanted to take a ride through the bay but at this time the world was still pretty empty in IUF so I decided to dive away again and come back when there is more to see, even if it's still provisional. Anyway I have pretty much reached this point already. If you are interested I might grant you some deeper exclusive insights.
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Old 05-22-08, 08:46 AM   #22
Sung
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Thats ingame?
The models look like a lot of polys and I saw some bad polygons for examples on the air exhausts? The ships are complete untextured? What engine is used?
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Old 05-22-08, 10:54 AM   #23
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Yes, lots of polys & currently no textures & yes in game. Engine is OGRE.
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Old 05-22-08, 10:59 AM   #24
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Ah OK.
So you first finish the game mechanics and at last the Gfx?
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Old 05-22-08, 11:30 AM   #25
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Well it’s more like bits & pieces here & there. We don’t have the manpower so we fix things & add features based on what seems to be the biggest bottleneck in any given time. For example a graphics update has been done lately so things look now different from the pictures you see. Also for the first time the game has proper in game audio. I don’t know what’s next but I think it may be more graphics & more sound & then tools to add & configure more playable vessels to the scene
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Old 05-22-08, 12:33 PM   #26
Deamon
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Quote:
Originally Posted by Sung
Thats ingame?
YES

Quote:
The models look like a lot of polys
Yes the models are poly heavy to several reasons. I knew from the beginning that it will take long to finish the project and when I would have choosen a polycount that would be appropriate for the time I started the project then by the time of releas years later the game would look totally obsolet. I regard visuals as very important so I was planning years ahead and choose a high polycount that will be up to date when the game is released to the public.

Also the targeted level of detail, authenticity andcertain realism features requires naturally more polygones.

Another reason the models are all polyheavy is that most if not all of the vehicles will be driveable. Of course the ship you operate should be of high quality since this is the vehicle you see from closest range all the time.

The vehicle SDK will be finished soon and then everyone can put his vehicles easily into the game and operate them. IUF is supposed to become a moders paradise at the end.

I also abandoned the idea to support the weak specs. IUF is too demanding and I want to optimize it from mid to high specs, judging by what mid to high sepcs will be by the time of release. The average hardware will get more powerfull till the release and I have planned ahead accordingly.

This is all fine cause I like to create a sim that is timeless.

Quote:
and I saw some bad polygons for examples on the air exhausts?
The artist who made this models for me left the team before he finished the job hense there are some errors and the models are not quite finished.

Quote:
The ships are complete untextured?
Apparently they are textured but not fully. U-boats are untextured.

Quote:
What engine is used?
I build my own from subcomponents. For rendering I use OGRE for sound I use right now OgreAL soon more subcomponents will join the party.

Quote:
Ah OK.
So you first finish the game mechanics and at last the Gfx?
Well actually it started out kinda vice versa. The first things I ever did for the project were a couple of detailed u-boat models. But after the coding work started almost 2 years ago I left modeling almost completely, I still want to finish my u-boats and recently modeled the kiel bay prototype. But else I would like to focus on coding, since I am the only coder in the team and leave the artwork for future artists.

Last edited by Deamon; 05-22-08 at 05:34 PM.
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Old 11-11-08, 10:53 PM   #27
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I have updated the list with a new section that lists remakes. Also edited the list for better ergonomy.
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Old 11-12-08, 05:17 PM   #28
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Quote:
Originally Posted by Mikhayl
Very cool Deamon thanks. Regarding Mike's game, I find it strange for a WWII project to start with a type XXIII, could it be an alternate "Kriegsmarine 1946" scenario ?
I doubt that this is a scenario at all, as far as I understand it is just a test vehicle, one of many.
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Old 01-15-09, 05:35 PM   #29
TarJak
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Doesn't look like there is a video thread here so I'll post this here...

OK all you budding Speilbergs... Here is your shance to strut your stuff and show us how good your machinima skills are in the inaugural Annual Subsim Machinima Video Festival, SubsimMachFest 2009!

Entries close 5pm AEST (Sydney, Australia), on 1 March 2009

Good luck!
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Old 01-15-10, 10:20 AM   #30
Sunburn
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Perhaps also add the Red Pill to the list of active projects:
http://www.warfaresims.com/?cat=126

Last edited by Sunburn; 02-01-10 at 09:53 AM.
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