User information for Jason Morales

Real Name
Jason Morales
Nickname
Jason Morales
Description
Programmer @ Casual Collective
Signed On
July 2, 2003
Supporter
-
Total Posts
16 (Suspect)
User ID
17654
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16 Comments. 1 pages. Viewing page 1.
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8.
 
LAN Play
Mar 16, 2006, 13:58
8.
LAN Play Mar 16, 2006, 13:58
Mar 16, 2006, 13:58
 
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.
42.
 
Re: No subject
Sep 1, 2005, 07:01
42.
Re: No subject Sep 1, 2005, 07:01
Sep 1, 2005, 07:01
 
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


35.
 
No subject
Aug 31, 2005, 19:32
35.
No subject Aug 31, 2005, 19:32
Aug 31, 2005, 19:32
 
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.


26.
 
Re: No subject
Aug 31, 2005, 15:43
26.
Re: No subject Aug 31, 2005, 15:43
Aug 31, 2005, 15:43
 
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

79.
 
Re: WHY FRAMES > TIC = GOOD EXPLAINED
Oct 23, 2003, 17:20
79.
Re: WHY FRAMES > TIC = GOOD EXPLAINED Oct 23, 2003, 17:20
Oct 23, 2003, 17:20
 
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.

53.
 
Re: .
Oct 22, 2003, 23:28
53.
Re: . Oct 22, 2003, 23:28
Oct 22, 2003, 23:28
 
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.


95.
 
Re: Extreme lag
Oct 11, 2003, 02:55
95.
Re: Extreme lag Oct 11, 2003, 02:55
Oct 11, 2003, 02:55
 
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?


78.
 
Re: No subject
Oct 8, 2003, 03:31
78.
Re: No subject Oct 8, 2003, 03:31
Oct 8, 2003, 03:31
 
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.

74.
 
Re: I GOT IT
Oct 8, 2003, 00:23
74.
Re: I GOT IT Oct 8, 2003, 00:23
Oct 8, 2003, 00:23
 
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

19.
 
Re: Linux version?
Oct 7, 2003, 04:07
19.
Re: Linux version? Oct 7, 2003, 04:07
Oct 7, 2003, 04:07
 
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.
25.
 
Re: No subject
Oct 3, 2003, 20:17
25.
Re: No subject Oct 3, 2003, 20:17
Oct 3, 2003, 20:17
 
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.
4.
 
Re: Servers?
Sep 11, 2003, 07:05
4.
Re: Servers? Sep 11, 2003, 07:05
Sep 11, 2003, 07:05
 
Hehe, i think updating early wasn't the best plan. I got to play my first 1v1 match though, that was entertaining, i guess.


27.
 
Re: No subject
Sep 10, 2003, 07:24
27.
Re: No subject Sep 10, 2003, 07:24
Sep 10, 2003, 07:24
 
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

17.
 
Re: No subject
Sep 9, 2003, 22:29
17.
Re: No subject Sep 9, 2003, 22:29
Sep 9, 2003, 22:29
 
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.

16.
 
Re: more or less fun than Allegiance?
Sep 9, 2003, 22:26
16.
Re: more or less fun than Allegiance? Sep 9, 2003, 22:26
Sep 9, 2003, 22:26
 
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 */

14.
 
Re: Risky Pre-order Beta thing
Jul 2, 2003, 19:47
14.
Re: Risky Pre-order Beta thing Jul 2, 2003, 19:47
Jul 2, 2003, 19:47
 
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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