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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Canadian Wolf
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Wow, lot's of stuff on the go, nice list
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#17 |
ACE
![]() Join Date: Sep 2002
Location: Kansas City
Posts: 1,274
Downloads: 60
Uploads: 0
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Nice list Deamon!
I hope by this weekend I can show off some new screenshots! |
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#18 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Germany
Posts: 956
Downloads: 9
Uploads: 0
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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 Cheers OS |
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#19 |
Commodore
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Ahh thanks OneShot
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#20 |
Developer
Join Date: Mar 2008
Posts: 335
Downloads: 6
Uploads: 0
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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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#21 | ||
Commodore
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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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#22 |
Developer
Join Date: Mar 2008
Posts: 335
Downloads: 6
Uploads: 0
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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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#23 |
Stowaway
Posts: n/a
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Yes, lots of polys & currently no textures & yes in game. Engine is OGRE.
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#24 |
Developer
Join Date: Mar 2008
Posts: 335
Downloads: 6
Uploads: 0
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Ah OK.
So you first finish the game mechanics and at last the Gfx? |
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#25 |
Stowaway
Posts: n/a
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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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#26 | ||||||
Commodore
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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:
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Last edited by Deamon; 05-22-08 at 05:34 PM. |
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#27 |
Commodore
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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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#28 | |
Commodore
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#29 |
Fleet Admiral
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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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#30 |
Warfaresims
Join Date: Nov 2002
Posts: 299
Downloads: 2
Uploads: 0
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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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