I opened the September 2019 files and got going. Either way, anything I did would have to utilize what I started in 2019. Initially, my idea for the Blockout was a little simpler, but I realized over the course of the work I did for Demo 401 the importance of the ship's structure in figuring out how anything goes together, so my focus expanded to the overall structural elements. Once I had finished snowballing Demo 401 in June, it was time for me to start the Alpha Blockout. I hadn't even thought about plating yet since I knew it was going to be difficult to figure out, and certainly it would have been at the time if I had not stopped working on it then. No keel, no hull mesh, or any other models. That last image is how things looked when I left it at that time. Hull lines across various dimensions including deck levels.īy September 2019, I had all the curves laid out, as seen above. I started in August 2019 by laying out hull lines based on lines plans, starting with the fore-aft frames as seen above, slices of the hull at various intervals. In my updates so far I've been very clear and open about the fact that in 2019 I had started working on a new hull but stopped, before picking it up again in the last month. Like a kid being admonished by their math teacher for only giving the answer, I'm "showing my work". There's no shortage of rumors, especially lately, and this one is particularly silly, but I'll respond to this one in part so I can show more of the process so far with the hull. I would hope most folks are smart enough to know that's nonsense. I've heard on a grapevine that a rumor's going around claiming my recent Alpha work is just some stuff from 2019, that I'm trying to trick you all. Okay folks, time for some more talk about the hull with a little spicy drama. (This has worked for Demo 3, not confirmed for Demo 401) OR just turn disable your wifi/internet connection. (This method in particular could cause issues elsewhere in the Demo).įIX #4 - Open Windows Defender Firewall, click on Advanced Settings, go to outbound rules and create new outbound rules for the Demo files to disable their internet access. If your computer cannot handle the demo, we apologize).įIX #1 - Disable any hardware monitoring software (MSI Afterburner, Geforce Experience, Steam)įIX #2 - Run the Demo as an AdministratorįIX #3 - Create a shortcut for the Demo and add ' -dx11 ' (without quotes) to the end of the command string. Recently we decided to optimize it and release it for free to the public, but only so much optimizing can be done. (Reminder that this demo was designed for developers only. But these have solved a lot of problems for other players. WARNING: While they may get the demo to run on your lower-spec computer, it may cause other parts of the Demo to not work correctly as some of these alter the Demo in other ways. If you still get Fatal Error messages, there have been a few fixes found by the fans that I will post here. I understand wanting to show off the project as nicely as possible, but I do feel my expectations were set up notch too high for what it actually delivered.Hello all! We are aware of the texture bugs and other issues with the demo and are working on updates as we speak! Be sure to download the newest version, download the Unreal Prerequisites that come with the demo and update your Graphic Drivers. Speaking of the screenshots on the web page, the overall lighting quality looks quite a bit better what I was seeing in-game, which makes me think those are offline renders. And imho zooming in to look at the details would be large part of the attraction of this sort of project, so it is bit unfortunate that the visuals don't quite live up to that. Overall the game looks decent when doing general overviews of the rooms, like in the screenshots on the webpage, but suffer when looked close-up. You can see some of that in this screenshot I took from the dining room: especially the spoons and glasses look pretty bad, but also the plates and forks are not great. The thing that bothered me maybe the most is how lot of the assets felt pretty low-poly, so that all rounded things had very distinct polygons on them. I did try the Demo 401, and while I do think it is neat concept it was pretty rough on the edges.
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