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Old 11-27-06, 03:48 PM   #31
Sulikate
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Quote:
Originally Posted by GakunGak
Quote:
Originally Posted by VON_CAPO
Resolutions of 2560x1600, 1920x1200 and 1680x1050.
Wow, easy now.... 1600x1200 max, but, he he, support as SH3 for low-end video cards as FX5200... And 1.3 and 2.0 pixel shader switcher!
Any official release date, if available?
Agreed. And I hope they USE SM 2.0; come on, this is next-gen!
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Old 11-28-06, 01:31 AM   #32
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-Definitely model watch crews emerge from/enter back into the submarine.

-No more lighthouses/similar light effects piercing solid objects

-water droplets visible on periscope/binoculars

-Textured sea floor. In Das Boot the sub was saved when it smacked into a hill of sand underwater, preventing it from going any deeper and getting crushed. Underwater mountains and stuff would be nice- some of the areas of the pacific (like the marianas) have EXTRME changes in depth.
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Old 11-28-06, 03:45 AM   #33
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Imagine you complete every objective in the game and decide to go home...
On the way back you bump into a mountain at 70 meters depth....:hmm:
Anyhow, I just hope that the game won't be late for release.....
And bugs-free as much as possible....:rotfl:
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Old 12-03-06, 07:20 PM   #34
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Hey guys, take a look at this list of graphical improvements the Devs just announced

(see the Aces of the Deep and Marine Sims preview)
http://www.aotd-flottille.de/phpkit/...&contentid=358

Some of the best:

-Animated crew members basing on „skeletons“.
-Moving objects in the interior: if you raise the periscope you also see it in the interior.
-Nautical chart in high resolution, displaying depths and shallows (no metric values, just visual).
-Higher amount of polygons of the water, resulting in a much more detailed and living surface (see dev-video part 2).
-Self-generating clounds, continously changing during the day and weather conditions.
-High-detailed ship models with high resolution textures, bumpmapping and new shaders. (shader 2.0)
-Standard resolution 1024 x 768, higher resolutions are freely selectable, additionally a widescreen option has been implemented.
-Water and waves are now much more detailed and extravagant.
-Ships now have bullet holes (see screenshots). The damage model has been extended in a way that smaller ships need holes at the water line in only two sections for flooding and sinking.


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Old 12-03-06, 07:24 PM   #35
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DX10
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Old 12-03-06, 07:29 PM   #36
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I'm so happy they've implemented shader 2.0. Finally we will have some decent water physics and effects: Next-gen is here!
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Old 12-04-06, 09:16 AM   #37
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Something I just noticed while watching the second Dev diary: the light coming from the lighthouses still goes trough the sub... I hope they fix it.
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Old 12-04-06, 09:45 AM   #38
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Default Transparent surface

I ask, and have been asking, for only one graphical feature:

A SLIGHTLY TRANSPARENT WATER SURFACE, i.e: a sub running just under the surface is visible if directly overhead (weather permitting). And vice-versa you can see surface craft immiedietly above, if your looking up from just beneath the surface.

The current system is a non-transparent surface and the extensive use of bitmaps to represent reflections. It looks very good, but is not the real thing. I wonder why they chose this way to do it, any ideas?
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Old 12-04-06, 09:52 AM   #39
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Quote:
Originally Posted by Sulikate
Something I just noticed while watching the second Dev diary: the light coming from the lighthouses still goes trough the sub... I hope they fix it.
What second Dev Diary? There's only been one to my knowledge.
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Old 12-04-06, 10:04 AM   #40
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Quote:
Originally Posted by The General
Quote:
Originally Posted by Sulikate
Something I just noticed while watching the second Dev diary: the light coming from the lighthouses still goes trough the sub... I hope they fix it.
What second Dev Diary? There's only been one to my knowledge.
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Old 12-04-06, 10:04 AM   #41
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Quote:
Originally Posted by The General
Quote:
Originally Posted by Sulikate
Something I just noticed while watching the second Dev diary: the light coming from the lighthouses still goes trough the sub... I hope they fix it.
What second Dev Diary? There's only been one to my knowledge.
The second is available here:

http://www.marinesims.de/site/silent...r-4/sh4-7.html


I think all of the screenshots are kind of photoshop artwork.
The video displays much fewer graphical details and these screenshots are kind
of misleading! I hope the final game offers such graphics as displayed at the shots.
Then I´ll buy the game!!!
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Old 12-04-06, 10:41 AM   #42
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Quote:
Originally Posted by The General
I ask, and have been asking, for only one graphical feature:

A SLIGHTLY TRANSPARENT WATER SURFACE, i.e: a sub running just under the surface is visible if directly overhead (weather permitting). And vice-versa you can see surface craft immiedietly above, if your looking up from just beneath the surface.

The current system is a non-transparent surface and the extensive use of bitmaps to represent reflections. It looks very good, but is not the real thing. I wonder why they chose this way to do it, any ideas?
I agree. That would be something nice to see in SHIV.
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Old 12-04-06, 11:17 AM   #43
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Quote:
A SLIGHTLY TRANSPARENT WATER SURFACE
It'd be so awesome to use the external cam and watch a destroyer depth charge a sub from above, then. Watching the depth charges hit the surface, sink, blow up, and rock the sub.
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Old 12-04-06, 02:28 PM   #44
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I would also like to see sub breaking into pieces from DC/crush depth....
Men down on deck...
Very nice thing with moving periscope at the dev video....
But I wonder what they are going to think of next...:hmm:
Maybe fishing from the deck?
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Old 12-04-06, 03:26 PM   #45
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Wow, thanks guys for pointing me in the right direction for that second diary. Dunno why they haven't posted it on the official sight. :hmm:

The water and sky in SH4 looks incredible!
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