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Old 10-07-09, 04:04 AM   #61
elanaiba
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Actually we work 8 hours PLUS 1 for lunchbreak... and thats just on paper, the amount of overtime we do (by choice or need) is another thing.
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Old 10-07-09, 04:34 AM   #62
keltos01
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Originally Posted by elanaiba View Post
Actually we work 8 hours PLUS 1 for lunchbreak... and thats just on paper, the amount of overtime we do (by choice or need) is another thing.
hats off to you guys, it's nice to hear from the people actually making the game.

I hope you won't forget us and really implement a modding utility this time around, modding is also time consuming but such a light sdk would help immensely

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Old 10-07-09, 04:37 AM   #63
martes86
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Originally Posted by GoldenRivet View Post
if you consider they work from 9:00am to about 5:00pm (with one hour for lunch) working on various aspects of programming, correcting errors, continuing research etc this would mean that they worked 7 hours per day.
Well, the usual stuff is 8 hours (I work 8h 30m though ), and, as Dan pointed out, that doesn't include the extra hours done "off the record" (or "in the record", depending on where you work at and your own luck). So, there's lots 'n lots of dev time.
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Old 10-07-09, 04:39 AM   #64
Rosencrantz
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Quote:
AVGWarhawk wrote:

This is a nice screenshot. Is it just me or does it look cold?


No, it's not just you. I got the very same feeling when I saw the pic. Very well done.


-RC-
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Old 10-07-09, 07:58 AM   #65
Schultz
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How Elanaiba said " A new complete set of bugs '
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Old 10-07-09, 08:32 AM   #66
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Originally Posted by Torplexed View Post
So, will our crew members have the ability to mold the snow into clever shapes so they can avoid onerous watch duty? Gotta have something to fill those long empty hours of winter patrolling.

LOL Torplexed does it again.

About the meters.. pre game easter egg
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Old 10-07-09, 08:39 AM   #67
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Ooooooh. I'll have to wear a coat while I play.

Great shots, guys!
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Old 10-07-09, 10:26 AM   #68
karamazovnew
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Originally Posted by danlisa View Post
Don't like the new mouse cursor but what the hey.....
I like it... very German... sharp steel
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Old 10-07-09, 03:23 PM   #69
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Looks very good, but even more important is how it moves. let's hope they get it right. For instance, smoke has to be generated even if you don't look at it.
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Old 10-07-09, 04:33 PM   #70
Akula4745
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Originally Posted by Torplexed View Post
So, will our crew members have the ability to mold the snow into clever shapes so they can avoid onerous watch duty? Gotta have something to fill those long empty hours of winter patrolling.

LMAO - too funny Torp!!
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Old 10-07-09, 09:17 PM   #71
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Originally Posted by Akula4745 View Post
LMAO - too funny Torp!!
Thanks guys.
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Old 10-08-09, 07:29 AM   #72
Myxale
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Originally Posted by GoldenRivet View Post
these guys still have a good six months to release.

i promise you it wont be bug free... but i also promise you it will be damn good.

if you consider they work from 9:00am to about 5:00pm (with one hour for lunch) working on various aspects of programming, correcting errors, continuing research etc this would mean that they worked 7 hours per day.

Assuming March 1st is the earliest possible release date they theoretically have about...

735 hours of work left to put into development.

minimum.
Work harder ye landratts! Savvy!
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Old 10-08-09, 07:47 AM   #73
Rip
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Sounds like we need a poll on whether the devs should work 12 hour days seven days a week until we are satisfied that SHV is complete.
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Old 10-08-09, 01:37 PM   #74
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No, they should work eight days a week.

And put in the ocassional hard day's night.
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Old 10-09-09, 10:21 AM   #75
kapitan_zur_see
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pretty nice i'd say, can't say it's a big improvment over SH4, basically looks quite the same to me except for some higher poly models, water looks a bit better, sky improved, land etc. but nothing much of improvments on each. I was expecting a bit more than that considering where we are now in the gaming industry, but whatever as far as i'm concerned! I was already very keen on a SH3 with SH4 rendering engine, so i'm in!

I'm yet to see any underwater screenshots though... Because loads of improvments could be done here, with simple use of more cleverly done shaders. Interior renderings looks just the same as in SH4, but that's ok, and of course all of this is still WIP (though it's too late now to expect a big difference in my opinion).

Of course i'm not asking for, say, Crytek's rendering engines. Devs do not have the time to concentrate on such huge devlopment nor do they have the budget... (not to mention the selling/licensing possibility of it afterward, wich makes such huge work worth its cost)
I recall some friend of mine that used cryengine SDK quite a lot, showed me some simple shore map he made with a high poly uboat model and textures he imported and put one on surface, and one underwater. Underwater, it just looked brilliant! So much more than what I was able to tweak out of the SH4 engine.

Simply put make room for an SDK and modding friendly engine
And of course, as Bdu says, "Keep up the good work!"
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