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User information for Jason Morales

Real Name Jason Morales   
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Nickname Jason Morales
Email jason.morales@gmail.com
ICQ 3821837
Description Programmer @ Casual Collective
Homepage http://www.casualcollective.com
Signed On Jul 2, 2003, 23:42
Total Comments 16 (Suspect)
User ID 17654
 
User comment history
< Newer [ 1 ] Older >


News Comments > Savage 2: A Supported Penguin
8. LAN Play Mar 16, 2006, 13:58  Jason Morales 
 
I think there was a bit of a misunderstanding, we would never consider removing LAN play, the decision we were discussing was weather to allow an entire LAN game to run off of only one copy of the game (as you could with the original Savage), which we haven't settled yet.

This comment was edited on Mar 16, 14:01.
 
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News Comments > Savage 2 Announced
42. Re: No subject Sep 1, 2005, 07:01  Jason Morales 
 
The shadows are all real time, in order to make the leaves shadow properly, we're telling SpeedTree that the camera is at the light's position when we do the shadow pass, then moving it back to it's actual position for the rest of it. Drop me an email if you want to chat any more about it, I actually just finished with all the SpeedTree code recently, so it's fresh in my mind (jason@s2games.com). You can hit up our other programmer for more detailed info about the shadows, as that is his code (I'll give you his email addy, he probably doesn't want me posting it all over without his knowledge


 
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News Comments > Savage 2 Announced
35. No subject Aug 31, 2005, 19:32  Jason Morales 
 
Yes, it is our own engine, developed completely in house. We are not at all related to project offset, other than we're still friends with the guys.


 
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News Comments > Savage 2 Announced
26. Re: No subject Aug 31, 2005, 15:43  Jason Morales 
 
It currently runs well enough that we could capture that video real time on a high end machine with all the highest quality settings at a solid 60 fps, and we still have a fair amount of optimizing to do. The goal is to get it to run all the way down to a geforce 2 or so level card. (Obviously it wouldn't be as pretty, there are just certain things you can't do with older hardware).

Due to the nature of the renderer, rendering additional player models is actually not a big deal, poly count isn't where were limited right now. There weren't many players in the game because it's just a teaser

 
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News Comments > On DOOM 3 Framerates
79. Re: WHY FRAMES > TIC = GOOD EXPLAINED Oct 23, 2003, 17:20  Jason Morales 
 
islander, you forget a small thing in the explanation that you gave: If the game logic is not running, that means your view direction isn't going to change either. In order for you to look in a new direction, the game has to process your client's input, which is part of the game logic.

 
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News Comments > On DOOM 3 Framerates
53. Re: . Oct 22, 2003, 23:28  Jason Morales 
 
Alright, I'm going to try and break this down... there are actually 3 entirely seperate things people are talking about here: simulation frame rate, rendering frame rate, and monitor refresh rate.

'Hurtz' or 'hz' are a universal term that just means "X whatevers per second", so having 60FPS means your card is rendering at 60hz.

Now, in the post Carmack says nothing about monitor refresh rate, so that really isn't anything to worry about. Your monitor will still refresh at whatever you want it to refresh at, within it's capabilities. The other two things, the simulation rate and the rendering rate are both going to be locked at 60hz/FPS.

Let me try an analogy. Let's say you are in a room, and next door there is a chess match. The frequency at which the chess pieces are moved is the simulation or game rate. Now if you have someone taking a polaroid snapshot at a certain rate, that is the rendering rate, what everyone knows as FPS. If someone else is taking those photographs and bringing them to you, that is like your monitors refresh rate.

This isn't a perfect analogy, but it's good enough to illustrate the point: if the chess pieces only move once per minute, no matter how often someone takes a picture of it, it will always look the same.

60hz is a big leap for the games simulation rate though, if i recall correctly quake 3 ran at around 20 to 25 by default, but you would see inbetween stuff due to a trick called interpolation. The statement in the article seems to imply that doom 3 won't be doing any interpolation, which I think is the most interesting aspect of the comment.


 
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News Comments > Savage Demo
95. Re: Extreme lag Oct 11, 2003, 02:55  Jason Morales 
 
Are you running any firewall software? ZoneAlarm can do some mean things to the game, but mostly it just affects the server list. I'm betting that it has to with something in your school's network though, maybe bugging one of the admins about it would get you somewhere?


 
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News Comments > Savage Demo
78. Re: No subject Oct 8, 2003, 03:31  Jason Morales 
 
If you could use some tips, check out:

http://www.3dactionplanet.com/savage/
http://savage.mrfixitonline.com
http://www.savagegaming.com/tutorials.php

Lots of good info from people who have been around since the beta.

 
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News Comments > Savage Demo
74. Re: I GOT IT Oct 8, 2003, 00:23  Jason Morales 
 
Yes, we learned that anything that looks like it's outside must be an MMORPG, since everybody knows that FPS games are always in space and/or abandonned cities

-Jason
Programmer, S2 Games

 
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News Comments > Savage Demo Update
19. Re: Linux version? Oct 7, 2003, 04:07  Jason Morales 
 
Yeah, our website is out of date in a few places, but the Linux version is available for download if you purchase online, and also shipped on the same CD as the Windows version to retail.

And while nothing is official yet at all...
http://support.s2games.com/6/ubb.x?a=tpc&s=959609965&f=5486089804&m=9596024234&r=1606095144#1606095144


-Jason
Programmer, S2 Games
This comment was edited on Oct 7, 04:07.
 
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News Comments > Savage Demo Soon
25. Re: No subject Oct 3, 2003, 20:17  Jason Morales 
 
iGames, our publisher, is working out distribution deals for Europe as well as other parts of the world. If you can wait, it's also available to purchase and download from our web site.

-Jason
Programmer, S2 Games

This comment was edited on Oct 3, 20:19.
 
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News Comments > Wolf ET Patch
4. Re: Servers? Sep 11, 2003, 07:05  Jason Morales 
 
Hehe, i think updating early wasn't the best plan. I got to play my first 1v1 match though, that was entertaining, i guess.


 
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News Comments > Ships Ahoy: Savage
27. Re: No subject Sep 10, 2003, 07:24  Jason Morales 
 
waxthirteen, there are two reasons you see us posting a lot. First off, we're a small independant studio making our first game with a first time publisher so one of our biggest hurdles has been just getting people to hear of us, so we're doing whatever we can to spread the word. Second, we're all serious gamers so we read these sites and various forums anyway

 
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News Comments > Ships Ahoy: Savage
17. Re: No subject Sep 9, 2003, 22:29  Jason Morales 
 
The current plan for the demo is to include two maps and the full human race. the full game is shipping with 14 maps and you also get the beast race, with a whole different tech tree.

 
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News Comments > Ships Ahoy: Savage
16. Re: more or less fun than Allegiance? Sep 9, 2003, 22:26  Jason Morales 
 
We have our own integrated server browser, but we're also adding support for All Seeing Eye and talking with them to make sure it works. We haven't really done anything with GS yet, but we'll most likely do whatever we need to so that you can browse with their software as well.

Over the coruse of the beta there were often points in time where people would rush for one "game ender" in the tech tree, but we seem to have ironed it out such that all the different weapons/items/units are seeing use now. There are siege weapons that are great at knocking down structures, but they really do need the support of well equipped foot soldiers to be effective.

/* Jason
Programmer, S2 Games */

 
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News Comments > Savage Release Date
14. Re: Risky Pre-order Beta thing Jul 2, 2003, 19:47  Jason Morales 
 
Yeah, if people don't like the game, they don't like it. We're not about forcing people to buy something they don't want

We're confident though that anyone interested enough to pre-order will enjoy the game. Besides, this gives them the opportunity to make their voice heard prior to release, so we can get feedback from people that we know are going to be playing the game in it's final form.

 
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