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TheMostFrench posted:Something to tide people over until this comes out? Holy poo poo, MetalDestroyer actually released something?
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# ? Oct 24, 2014 16:45 |
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# ? Jun 2, 2024 21:35 |
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Highlight of my day so far was realizing I could play this video: https://www.youtube.com/watch?v=oSKeseN4uJk on my google cardboard thing.
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# ? Oct 26, 2014 01:21 |
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Fart Car '97 posted:Awesome, but is FS2 still a pain in the rear end to get running on modern machines? If you have FS2 on GoG or steam use https://www.fsoinstaller.com You've been missing out on a ton of good rear end mods if you haven't used Freespace Open before
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# ? Oct 26, 2014 05:23 |
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So with the latest exposure, is there any kind of preliminary release date? I'm probably not alone in wanting to throw dollars at you.
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# ? Nov 5, 2014 22:53 |
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I just want to play the game.
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# ? Nov 5, 2014 22:59 |
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Fishstick posted:So with the latest exposure, is there any kind of preliminary release date? I'm probably not alone in wanting to throw dollars at you. Sorry it's been quiet. It's a been a huge campaign month for me after all the trade shows died down. So I have been hiding and just working on stuff. Here's a shot of the campaign map right now (may all change -- lol): As far as a date, I am working as fast as possible but nothing solid yet. It has been one of the most productive months though, FWIW, since a lot of the lower level systems (shooting, AI, etc) are good enough for now. Has allowed me to work on stuff like cross-system movement for fleets.
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# ? Nov 6, 2014 00:02 |
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Looking sweet! Can't wait to get my paws on this.
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# ? Nov 6, 2014 21:24 |
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I bought a joystick, i've been using it with spaceplanes in KSP. Looking forward to using it with ESF.
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# ? Nov 9, 2014 06:03 |
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Playing the recent TIE Fighter release isn't helping me stave off the anticipation. I keep returning to the thought of being able to jump from system to system causing horrible amounts of damage. The only thing that would be better is a half-competing/half-cooperative shadowy organization issuing my squad additional orders on the sly...
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# ? Nov 11, 2014 05:58 |
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doctorfrog posted:Playing the recent TIE Fighter release isn't helping me stave off the anticipation. I keep returning to the thought of being able to jump from system to system causing horrible amounts of damage. The only thing that would be better is a half-competing/half-cooperative shadowy organization issuing my squad additional orders on the sly... Wait, is there a recent TIE Fighter release?
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# ? Nov 11, 2014 09:06 |
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Elentor posted:Wait, is there a recent TIE Fighter release? http://www.gog.com/game/star_wars_xwing_special_edition http://www.gog.com/game/star_wars_tie_fighter_special_edition
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# ? Nov 11, 2014 09:10 |
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MrYenko posted:http://www.gog.com/game/star_wars_xwing_special_edition Note that they don't have the collector's edition ms-dos cdrom version of Tie Fighter, you get the Windows version without imuse dynamic music and the plain floppy dos version with no expansions or voice packs. It's still a great game, but not quite an ideal release.
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# ? Nov 11, 2014 15:20 |
I thought this version of TIE Fighter was the 94 floppy release which did have iMUSE.
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# ? Nov 11, 2014 15:25 |
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Great Joe posted:I thought this version of TIE Fighter was the 94 floppy release which did have iMUSE. Yes, it's got the 94 floppy with Imuse, or the XvT engine release without. It doesn't have the 640x480 collectors CD which has the best of everything.
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# ? Nov 11, 2014 15:41 |
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Blog update about progress, the campaign, and other stuff.
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# ? Nov 18, 2014 20:21 |
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TychoCelchuuu posted:Blog update about progress, the campaign, and other stuff. Trying not to get my hopes about the 'early access' paragraph!
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# ? Nov 18, 2014 20:32 |
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I'll sell all my sperg citizen ships just to get on early access.
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# ? Nov 19, 2014 00:02 |
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I'd shell out dough for early access. I really want an excuse to try out a Rift and my coworker has a DK2.
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# ? Nov 19, 2014 02:27 |
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Is it out yet?
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# ? Nov 19, 2014 02:30 |
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Sweet blog update, all good news. I have a fresh new joystick and all i've been using it with is KSP so far, can't wait to find out how ESF is.
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# ? Nov 19, 2014 03:41 |
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Is any testing/development happening with joysticks or is this all gamepad or keyboard and mouse focused? I bought a proper hotas recently and love it with Elite and would hate to go back.
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# ? Nov 19, 2014 03:56 |
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orphean posted:Is any testing/development happening with joysticks or is this all gamepad or keyboard and mouse focused? I bought a proper hotas recently and love it with Elite and would hate to go back.
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# ? Nov 19, 2014 07:33 |
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orphean posted:Is any testing/development happening with joysticks or is this all gamepad or keyboard and mouse focused? I bought a proper hotas recently and love it with Elite and would hate to go back. mad.radhu posted:Sweet blog update, all good news. I have a fresh new joystick and all i've been using it with is KSP so far, can't wait to find out how ESF is. Until I get a binding menu in there, people can use XMLs to make their own configurations for methods that aren't KBAM/Gamepad. But I won't lie, in terms of priority, the control schemes go: 1) KBAM (everyone has one of these) 2) XBox360/XInput Gamepad (many people have these, and it works great for VR) 3) Everything else Almost 100% of ES's development has been done on the first two methods. I know people bought a bunch of crazy sticks to play Elite/SC, so you'll be able to use them. If they will be "officially" supported or not, I'm not sure.
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# ? Nov 19, 2014 18:53 |
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That's totally fine. As long as it can see the different axis the configuration can happen in the joystick utility thing most come with. Also wanted to say hotas setups work fine with a rift too!
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# ? Nov 19, 2014 19:03 |
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I think HOTAS setups will fall apart in the tactical mode, but I would love to be wrong. Imagine playing Homeworld (lite) with a flight stick and you can hopefully see where I'm coming from. It shouldn't be a problem in non-VR because you can just switch over to the mouse. A lot of time has been spent making custom controls for the gamepad (flick selection, helper diamonds showing what the face buttons do, etc), stuff that won't help on any number of other more expensive input devices. There's a bigger issue with VR at the moment -- there's no standard controller. There's a bunch of extremely cool input methods out there, but I believe it's not a good call to spend a lot of time on any of them other than the 360 controller. I'm positive that will change over time, though. But until then, I declare the standard VR controller to be an XInput gamepad (not that anyone cares). Edit: I know some flight sticks have mouse nubs but do any have trackballs? That could probably work well. Kairo fucked around with this message at 20:52 on Nov 19, 2014 |
# ? Nov 19, 2014 19:41 |
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At the very least, from Unity's perspective, a 360 controller is just another joystick.
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# ? Nov 19, 2014 19:47 |
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I am prepared for every contingency.
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# ? Nov 20, 2014 16:35 |
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Wouldn't a mouse work in tactical mode with VR and HOTAS? I doesn't need as much space as a keyboard so it can be close by and easy to reach. Maybe some kind of glove and a disembodied VR hand would be much better Edit: gently caress yeah https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor uXs fucked around with this message at 17:07 on Nov 20, 2014 |
# ? Nov 20, 2014 17:04 |
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uXs posted:Wouldn't a mouse work in tactical mode with VR and HOTAS? I doesn't need as much space as a keyboard so it can be close by and easy to reach. The mouse is really bad in tactical mode (VR) for a variety of reasons. It's fine in some of the other VR demos but (most of the time) you're interacting with the mouse cursor as it sits on a tangible physical plane (chalkboard, desktop, etc). 1) Software cursor, so it's noticeably laggy (especially in Unity for some reason) 2) The distance it's supposed to sit in focal space is... not readily figured out. Project it to infinity, and now the objects you want to pick sit on a different plane than the cursor, making you go cross-eyed to focus on the cursor vs the object. Projecting it closer requires rules that I haven't been able to figure out, but the depth problem still remains since all objects in the scene are not sitting at the same depth. I'm debating supporting it at all in VR because it's an awful time sink, and the results will likely be bad no matter what. That sure is a neat glove! Edit: I love the Surgeon Simulator screenshot right below this text: quote:Control VR has set out to change the world and provide the tools you need to control your world like you’ve always imagined and for developers to start making applications that will improve our lives for the better Kairo fucked around with this message at 18:01 on Nov 20, 2014 |
# ? Nov 20, 2014 17:34 |
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uXs posted:Edit: gently caress yeah https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vr-animation-and-mor I've messed with a few devices people are trying to use to get hands into VR, and man I don't think a full body suit of gizmos is it - I think we're much more likely to see something like a Leap Motion strapped to the front of a Rift, maybe with a ring or something on each hand. I don't think another piece of hardware full of moving parts is the answer. Mouse pointer in tactical mode sounds like a horribly tough nut to crack. Does the size or shape of the cursor change that effect at all? instead of a pointer make it a semi-opaque selection circle or something?
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# ? Nov 21, 2014 06:58 |
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Kairo posted:The mouse is really bad in tactical mode (VR) for a variety of reasons. It's fine in some of the other VR demos but (most of the time) you're interacting with the mouse cursor as it sits on a tangible physical plane (chalkboard, desktop, etc). Well I was just guessing, I have no idea really how this poo poo actually works or doesn't work. But it sounds like you know exactly what you're doing, trying out stuff and dropping it if it can't work well, so that's great!
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# ? Nov 21, 2014 10:30 |
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uXs posted:Well I was just guessing, I have no idea really how this poo poo actually works or doesn't work. It's all good! It's always good to re-think stuff like that so thanks for bringing it up. quote:I think we're much more likely to see something like a Leap Motion strapped to the front of a Rift, maybe with a ring or something on each hand. Yeah the Leap Motion is really interesting because it integrates so seamlessly with the HMD itself. STEM system is great for prop-based input too, but requires extra space and a recharging pod.
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# ? Nov 21, 2014 19:24 |
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Is it possible that the tactical view could be flattened for mouse support? I mean, it's already in 2D if you're not using a head rig; maybe when you go to the tactical map, it projects as a flat surface in front of the cockpit view or whatever? (Disclaimer: I haven't watched many of the Enemy Starfighter videos, so I don't know how the tactical view actually works.)
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# ? Nov 21, 2014 21:05 |
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The STEM system is really nice, but the buy-in for doable VR has to be less on the hardware cost front - $300 for a Rift is an allowable cost, but it assumes you have the PC to run it. An extra $75 for a Leap is acceptable, but I think few people want to go spend hundreds of dollars on a specialized controller. I can't imagine the headache that game devs must get right now with all the people asking if the games they're making will be compatible with $obscure_kickstarted_controller.
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# ? Nov 21, 2014 21:08 |
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mad.radhu posted:The STEM system is really nice, but the buy-in for doable VR has to be less on the hardware cost front - $300 for a Rift is an allowable cost, but it assumes you have the PC to run it. An extra $75 for a Leap is acceptable, but I think few people want to go spend hundreds of dollars on a specialized controller. I can't imagine the headache that game devs must get right now with all the people asking if the games they're making will be compatible with $obscure_kickstarted_controller. It's a good thing that the Rift company spent so much time sharing their tech with Valve and others working in the VR market because I can easily see a non-standardized system/code causing huge problems due to having to code for multiple VR devices.
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# ? Nov 21, 2014 23:56 |
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Gif from twitter
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# ? Nov 22, 2014 19:56 |
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why must you torment me
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# ? Nov 22, 2014 21:08 |
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webm URL: http://gfycat.com/FrailEthicalKingfisher
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# ? Nov 22, 2014 21:37 |
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Again, that curved space road is such a perfect design for communicating motion in space. Is that an original feature? Most of the games I played used random space particles to convey the same idea.
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# ? Nov 22, 2014 21:53 |
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# ? Jun 2, 2024 21:35 |
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7c Nickel posted:Again, that curved space road is such a perfect design for communicating motion in space. Is that an original feature? Most of the games I played used random space particles to convey the same idea. It seems like it only tells you speed, not direction so it's not really doing the same thing space dust does.
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# ? Nov 22, 2014 22:25 |