• Friday Devblog 8
    16 replies, posted
[url]http://playrust.com/friday-devblog-8/[/url]
It's starting to shape up nicely now.
[QUOTE=kimr120;44825992]It's starting to shape up nicely now.[/QUOTE] Talking about Tom's stuff eh?
"Silenced M4A1 Sherman"
That graphics settings menu is so stupidly obvious and simple, it makes me wonder why more games don't do that.
I like the idea of map navigation being player dependant rather than meta-dependant. That's actually a really neat idea.
Rust is becoming better with each passing day.
[QUOTE=Clavus;44827205]That graphics settings menu is so stupidly obvious and simple, it makes me wonder why more games don't do that.[/QUOTE] Because the brains of some of those game creators are also stupidly obvious and simple.
I do hope that once the procedural generated maps are at a "good" state, that work is made to make the landscape very hostile to the player - similar in a way to how Don't Starve is. Nothing like having to face other players and the harsh world outside to make for a good survival game.
[QUOTE=Clavus;44827205]That graphics settings menu is so stupidly obvious and simple, it makes me wonder why more games don't do that.[/QUOTE] it's great for postprocess effects like all of the options in that video, but for more significant graphical settings you'll either need to restart the game / renderer. At that point you might as well hide those options in the pause menu because the changes certainly won't be in real time take Rust's Unity3D engine, for example: You can modify postprocesses in runtime (like in that video) but for things like resolution and texture settings you'll still probably have to restart the engine. [QUOTE=gk99;44827893]Because the brains of some of those game creators are also stupidly obvious and simple.[/QUOTE] sick [img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img][img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img][img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img]
[QUOTE=Juniez;44829521]it's great for postprocess effects like all of the options in that video, but for more significant graphical settings you'll either need to restart the game / renderer. At that point you might as well hide those options in the pause menu because the changes certainly won't be in real time take Rust's Unity3D engine, for example: You can modify postprocesses in runtime (like in that video) but for things like resolution and texture settings you'll still probably have to restart the engine. sick [img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img][img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img][img]http://i.somethingawful.com/forumsystem/emoticons/emot-respek.gif[/img][/QUOTE] No you can change the resolution, AA, AF, texture settings, all at runtime. There should be no reason to have to restart to change settings.
[QUOTE=garry;44830420]No you can change the resolution, AA, AF, texture settings, all at runtime. There should be no reason to have to restart to change settings.[/QUOTE] Yeah, I'm pretty sure that Overgrowth by Wolfram Alpha also has completely dynamic video settings that you can change on the fly. Makes me wonder why we still have the old "Graphics -> change shit -> apply -> game locks up until its done" way of setting graphics.
[QUOTE=ZestyLemons;44830462]Makes me wonder why we still have the old "Graphics -> change shit -> apply -> game locks up until its done" way of setting graphics.[/QUOTE] It's worse where you have to change the settings from a launcher. You've gotta quit the game, start up the launcher, change the settings and start the game again, which is a massive pain in the ass when you're tweaking the settings for performance.
[QUOTE=ZestyLemons;44830462]Yeah, I'm pretty sure that Overgrowth by Wolfram Alpha also has completely dynamic video settings that you can change on the fly. Makes me wonder why we still have the old "Graphics -> change shit -> apply -> game locks up until its done" way of setting graphics.[/QUOTE] A lot of the issue with res changes was that the user could technically change to a res that the monitor can't display - and then be unable to do anything. That's why we're keeping all the res options in the startup launcher in Rust, instead of in game.
This kinda blew me away [img]http://files.facepunch.com/garry/2014May16-19-35-15.jpg[/img] [editline]17th May 2014[/editline] Without the pixelation and with more plants in the water I would've taken it for a real picture.
[QUOTE=ZestyLemons;44830462]Yeah, I'm pretty sure that Overgrowth by Wolfram Alpha[/QUOTE] Isn't it Wolfire?
[IMG]http://i.imgur.com/hjYyLjk.png[/IMG] Anyone else notice that in that chat?
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