SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
-   -   Development Updates (https://www.subsim.com/radioroom/showthread.php?t=226377)

Onkel Neal 10-02-20 06:58 PM

Haha , no. You will only get a sailor's-eye view from us. But it will be a damned fine view.

What the devs did not mention, Oscar took a lot of time to get a really authentic transparency scheme, where the water is more transparent from a higher angle, such as above, and more translucent from a more acute angle. We've all seen naval games where the water seems clear and transparent around the ship regardless of the viewing angle, right? He's found a way to manage that more realistically.

Completing the new water asset, all inhouse so it is designed for the game, is a big step and will clear the road for the next roadmap items.

There will be further refinements on the wave crests and contours, as well as the long-awaited foam/spray/wakes. :up:

PL_Andrev 10-03-20 07:36 AM

Quote:

Originally Posted by Usurpator (Post 2698815)
Hello everyone! Here is a short video showing some progress on the new water asset we are working on.

Lol, it looking great!
:up:

But wait a moment... after few times of watching this video it looks for me like plastic model on heavy waves.
:timeout:

Have you implemented inertia forces in your model?
Inertia is a "resistance" of massive object to change its position.
And I'm quite sure the uboat has a mass.
:03:

Not sure but for uboat on big waves there is momentum of inertia (forcing to rotate uboat of X, Y, Z axis) too and maybe is should be implemented.

JuanLiquid 10-03-20 10:12 AM

I cannot wait to navigate these waves! (much better in a close night :P)

However take your time!

Usurpator 10-09-20 12:20 PM

Weekly update
 
Hello everyone! This week we have been working on adding foam and wakes to the new water asset.

Usurpator 10-23-20 03:50 PM

Weekly update
 
Hello everyone!
This week we've done more work on the wake and foam simulation.
This is a debug screenshot of the simulation at it's current state.
The green channel is velocity, red is positive wave height,
and blue is negative height offsets.

https://cdn.discordapp.com/attachmen...962/waves2.png

Usurpator 10-30-20 01:43 PM

Weekly update
 
Hello everyone!
This week we have continued working on the wake simulation.
Here are some work-in-progress screenshots.
Next week we will start adding foam, particles and other effects.

https://media.discordapp.net/attachm...828&height=407

https://media.discordapp.net/attachm...828&height=384

https://media.discordapp.net/attachm...828&height=405

https://media.discordapp.net/attachm...828&height=404

Usurpator 11-06-20 01:06 PM

Weekly update
 
This week we have added water/particle interaction
to the wave deformation system. The particles in
the video are placeholders.
If you have questions regarding the project, we're doing a Q&A on Discord November 10:th 10-18 GMT.

https://discord.gg/ZwEymD5

https://www.youtube.com/watch?v=mIWcywAZMxg

les green01 11-06-20 10:07 PM

wow looking awsome have to test it out on this 80 inch tv

Superesse 11-07-20 04:02 PM

Thanks for really good work on the water asset! Looking forward to seeing it in the game!

bigbear 11-11-20 04:31 PM

Monitor support
 
I bought this game a few months ago but found that it doesn't support 3440x1440 widescreen monitors when in the conning tower. Seemed to work just fine elsewhere. So I was wondering if anyone knows if there is any chance of fixing that soon. I am pretty keen on playing this game and it seems like such a small fix.

ceh 11-12-20 09:56 AM

Everything seems like a small fix when someone else is doing it :)

bigbear 11-12-20 11:56 AM

Quote:

Originally Posted by ceh (Post 2706560)
Everything seems like a small fix when someone else is doing it :)

I suspect that it actually is a small fix in this case since they already worked out the logic for all the other screens. It's just the conning tower that is the problem (as far as I can see so far).

Pisces 11-12-20 12:14 PM

How is it not working in the conning tower? Screen rendering distortion? Black out when entering it? Straight out game crash? Usually screenshots help to tell what the issue is. They can't fix what they can't know.

ceh 11-12-20 01:35 PM

Quote:

Originally Posted by bigbear (Post 2706597)
I suspect that it actually is a small fix in this case since they already worked out the logic for all the other screens. It's just the conning tower that is the problem (as far as I can see so far).

Well, I don't know how much work each resolution is, TBH. It could be a tweak, it could be a few hours of work... In any case, as Pisces said, some information wouldn't go amiss :)

bigbear 11-12-20 04:54 PM

Quote:

Originally Posted by Pisces (Post 2706605)
How is it not working in the conning tower? Screen rendering distortion? Black out when entering it? Straight out game crash? Usually screenshots help to tell what the issue is. They can't fix what they can't know.

Normally, as you move your cursor to the right or the left, the screen view will adjust itself to where you point it. In the case of the conning tower, when you try to move the cursor to the left or right, the cursor will not move past a certain limited range -- thereby preventing you from placing the cursor over any of the necessary sub's controls that fall outside of that range, such as the periscope or navigation controls. The screen viewport width was defined to be within a certain limited number of pixels based on a smaller screen size. The viewport width isn't being set the same way that it is on the other sub environments. If you look at the code, you will almost certainly see that is the case, which is why I am convinced it is an easy fix, but since I don't have access to the code, I can't say precisely where the problem is. Although I can see various sub controls to the right and left of the ladder that is in the center of the screen, the cursor doesn't quite allow me to move past that ladder in any direction to the right or left. I hope that explains it.

Pisces 11-12-20 04:58 PM

Seems a pretty clear problem description now. I'm sure the devs have something to work with now. I only have 1920x1080 so I can't help to replicate it.

Usurpator 11-13-20 04:59 PM

Weekly update
 
Hello everyone!
This week we've been working on foam effects for the water asset. Here is a work-in-progress screenshot.

https://media.discordapp.net/attachm...828&height=413

Usurpator 11-20-20 03:01 PM

Weekly update
 
Hello everyone!
This week we've been improving the waves and wake simulation. We want it to look as nice as possible before we put it all together and add more effects.

Onkel Neal 11-27-20 03:59 PM

Work on the water asset continues, this week they have been working on integrating the different subsystems and optimization. Next week they will work on skybox integration.

Usurpator 12-04-20 11:33 AM

Weekly update
 
Hello everyone! Work on the water asset continues. This week we have been working on improving the wave spectrum and buoyancy model.

https://media.discordapp.net/attachm...828&height=431

https://media.discordapp.net/attachm...828&height=440


All times are GMT -5. The time now is 06:23 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.