[QUOTE=DOG-GY;49569662]PBR does not specify a method of rendering. It is a specification of light transport for a single bounce. Anything else is a separate extension of that theory to maintain the conservation of energy across [I]every[/I] bounce for a given rendering setup.[/QUOTE]
Equirectangular was just an example, the xyz+- cubemap format is just fine.
Either way though it's not really important whether it's fully real time or not, it just needs to be rendered in-engine and be able to respond to basic environmental changes light time of day, or weather conditions. There really should have been be an engine-captured cubemap of some kind, even HL2-style would have sufficed, especially for the interior cells where correct reflections are needed really badly. A lot of stuff looks outright fullbright in interior spaces because despite the ambient lighting and nearby light sources being very dark, it's showing very bright reflections of an outdoor scene. Energy conserving shaders don't really mean a whole lot when you outright feed them the wrong lighting for the scene the are in.
To be fair it is a hard problem to solve for a game of this scale, especially when project development needs to occur alongside engine development. They surely know but didn't have time.
Welp it's finally happened. I hit level 40 and I'm now burned out on Fallout 4 for now.
Gonna keep my character intact for when DLC comes out, hope it's good stuff!
[QUOTE=Pvt. Martin;49570577]Welp it's finally happened. I hit level 40 and I'm now burned out on Fallout 4 for now.
Gonna keep my character intact for when DLC comes out, hope it's good stuff![/QUOTE]
Level 76 here and I'm starting to get bored of Fallout 4, considering I've played it for about 220 hours, that is well worth the money.
I wish someone would made a mod which increases settlers' levels.Maybe have their levels scale up with your levels.Most settlers are level 2 right now and die so easily.
I'm waiting on GECK so someone can make a zombie mod with terrifying Fallout 4 ghouls.
[QUOTE=miroki;49570680]Level 76 here and I'm starting to get bored of Fallout 4, considering I've played it for about 220 hours, that is well worth the money.
I wish someone would made a mod which increases settlers' levels.Maybe have their levels scale up with your levels.Most settlers are level 2 right now and die so easily.[/QUOTE]
Settlers can die??? I didn't know that. Whenever I go to a settlement that's under attack they just do the unconscious thing (Survival mode). Only time I've lost any is the scripted losses if I ignore them when the radiant quests pop up.
you can kill your own settlers, that's about it
Half of the population of the commonwealth is invincible it seems
I was really surprised with the lack of any "you were the synth all along!" twist in fallout 4.
Before release i was really hoping they wouldn't do something so cliché, but now im thinking it would have made a brilliant mid-game twist, and the whole pick a faction thing would make more sense if you just found out your entire life up until that point was bullshit and it was time for you to accept that and work with the people who built you, or rebel and find your own way in the world.
[sp] i mean the PC get's over his/her son being an old man super quick and it's a bit of a quick switch from "I MUST FIND MY BEAUTIFUL BABY BOY" to "TIME TO NUKE SHAUN FOR THE BROTHERHOOD!" if you decide to side against him- maybe you being a synth would go some way to appease people who didn't want to play a straight married parent too, because no wonder that life seemed crap and ill-fitting for you, it wasn't real![/sp]
So, what do you guys think of this one?
[IMG]http://i.imgur.com/DprDt22.jpg[/IMG]
[QUOTE=Ganerumo;49569608]I wish there was a simpler way to convert all the junk into just the crafting materials than dumping them on the floor and scrapping them.[/QUOTE]
But there is...
[editline]20th January 2016[/editline]
[QUOTE=Kenneth;49571004]Settlers can die??? I didn't know that. Whenever I go to a settlement that's under attack they just do the unconscious thing (Survival mode). Only time I've lost any is the scripted losses if I ignore them when the radiant quests pop up.[/QUOTE]
Ya be careful if you do any of the minutemen endings, you can accidentally kill settlers and then they all turn on you, which in my case meant two flaming miniguns, a handful of flaming laser pistols, some rockets and a lot of combat rifles being shot my way
I was curious about Settlers dying, having found Ye Olde Vault Tec Rep face down on the floor at Mama Murphy's feet. Wonder how that happened.
I had a dream that the first DLC had to do with time travel, and not in the operation anchorage sort of way either. I mean actually going back in time.
It's kinda hazy, but the gist of the story was you and Nick go back to first save the original Nick, then team up with him to rewrite his own history in the short time before the bombs fall.
[QUOTE=Everything;49572068]I had a dream that the first DLC had to do with time travel, and not in the operation anchorage sort of way either. I mean actually going back in time.
It's kinda hazy, but the gist of the story was you and Nick go back to first save the original Nick, then team up with him to rewrite his own history in the short time before the bombs fall.[/QUOTE]
I'll be blunt and completely honest, that sounds absolutely rubbish, I also don't trust Bethesda anywhere near fucking time travel, you gotta have REALLY damn good writers to pull that shit off and that ain't Bethesda, especially rewriting [I]history[/I], crazy wacky 50's SCIENCE! abound I'm all for that, but keep the series FAR away from time travel please.
[QUOTE=TheRealRudy;49572208]the memory pods are neat, and there really should be done more with those in a future DLC, but absolutely [I][B]no to time travel[/B][/I][/QUOTE]
Delving into Nick's memories to find and confront the last of Kelogg could be interesting.
[QUOTE=TheRealRudy;49572208]please don't let bethesda introduce [B][I]time travel[/I][/B] in a fiction that's already full of all kinds of technology that might as well can be considered magic.
the memory pods are neat, and there really should be done more with those in a future DLC, but absolutely [I][B]no to time travel[/B][/I][/QUOTE]
That Cabot bollocks springs to mind. I know some people love Lovecraft or whatever that shit is but to me it was kust the wierdest and stupidest nonsense and was just completely ill-fitting to Fallout. Mothership Zeta was better.
I liked the Cabots for the same reason I liked dunwich borers.
[QUOTE=Everything;49572262]Delving into Nick's memories to find and confront the last of Kelogg could be interesting.[/QUOTE]
That's more sidequest material than a full DLC. I'd be disappointed if that's all it was.
i feel clever
[img]http://images.akamai.steamusercontent.com/ugc/608351564921892282/245C3C1D090B1ED2650204A76367C7B6CBF71A76/[/img]
You know what I think would be a neat mod? Randomly generated settler names (first/last), with randomly assigned modifiers (Mr./Ms./Mrs. [last], [first/last] Jr., etc) too, resulting in a good variety
Wouldn't really have any practical use aside from making it easier to figure out who is and isn't where they need to be, but it'd definitely add some personality to them.
[QUOTE=Everything;49572538]You know what I think would be a neat mod? Randomly generated settler names (first/last), with randomly assigned modifiers (Mr./Ms./Mrs. [last], [first/last] Jr., etc) too, resulting in a good variety
Wouldn't really have any practical use aside from making it easier to figure out who is and isn't where they need to be, but it'd definitely add some personality to them.[/QUOTE]
Like in Fallout Shelter? I'm surprised they took so little from that game.
[QUOTE=Everything;49572538]You know what I think would be a neat mod? Randomly generated settler names (first/last), with randomly assigned modifiers (Mr./Ms./Mrs. [last], [first/last] Jr., etc) too, resulting in a good variety
Wouldn't really have any practical use aside from making it easier to figure out who is and isn't where they need to be, but it'd definitely add some personality to them.[/QUOTE]
And random inventory/outfits
Like an ex-gunner with military outfit and a good gun, or a raider with a spiked metal bat and drugs.
And maybe very, very rarely you'd get a named character from a previous game, with as appropriate an inventory as possible.
Just as a little easter egg.
Hey is there a list of noteworthy mods that work with TTW?
[QUOTE=DiscoInferno;49572309]That Cabot bollocks springs to mind. I know some people love Lovecraft or whatever that shit is but to me it was kust the wierdest and stupidest nonsense and was just completely ill-fitting to Fallout. Mothership Zeta was better.[/QUOTE]
Yeah. For some reason people want a Lovecraftian DLC but I think that (along with time travel) would be the worst possible option for a DLC. Lovecraft stuff doesn't fit in the Fallout lore at all, it's fine to have a building with Lovecraft stuff in it because it's equivalent to the Doctor Who random encounter in Fallout, a neat non-canon thing you can enjoy and move on from.
I don't think Bethesda's writiers are anywhere near good enough to do a proper DLC out of that concept. Aside from the fact that I don't like Lovecraft and I don't think it fits Fallout at all, you know Emil Pagliarulo would write something terrible in there.
[editline]20th January 2016[/editline]
[QUOTE=TheRealRudy;49572636]if there's [B][I]anything[/I][/B] radiant/random I'd love to see as a mod, or even as real (optional) game feature, to keep the game fresh every time, it would be randomly generated dungeon layouts. caves, vaults, metros, etc.
like, the loot that's fixed in the original dungeon will stay fixed, but where it will be spread will be determineted in the newely randomly generated dungeon layout. There are lots of variables you could implement, with a part based on your stats, and the other just randomly. Things like what kind of NPCs, the new loot that will be generated alongside the random layout, what kind of traps and setpieces to connect it all, etc. there's lots of potentional here.[/QUOTE]
It should be remembered that Oblivion had computer generated dungeons and they were fucking awful. I'm not saying it can't work, just that you would have to put a lot of work into making it work properly and not be terrible.
[QUOTE=DiscoInferno;49572309]That Cabot bollocks springs to mind. I know some people love Lovecraft or whatever that shit is but to me it was kust the wierdest and stupidest nonsense and was just completely ill-fitting to Fallout. Mothership Zeta was better.[/QUOTE]
That's not really Lovecraft though, it's not really subtle enough- that's more [sp]"ancient aliens go with it!"[/sp]
The best lovecraftish Easter egg in fallout four is the tiny mire-lurk temple with the alter covered in black books, broken bones and dead fish... small stuff with no explanation that disturbs you slightly without completely taking you out of the game > MAYBE ALIEUMS STARTED THE WAR ALL ALONG????.
Maybe, just maybe the stuff like dunwich borers / the cabot quest aren't supposed to be taken seriously.
It's the same deal as shit like godzilla's footprint or the tardis showing up in fallout 1, or the fact you can time travel in fallout 2. You're supposed to take it with a grain of salt.
Fallout as a series is so memorable because it unapologetically embraces absurdity, satire and referential humor in almost every aspect of its world. You can't walk a hundred steps without seeing something objectively ridiculous.
It's the polar opposite of a gritty and serious post-apoc game. You're walking around in a miniature mech suit firing tiny nuclear bombs from a catapult, chugging soda and doing huge amounts of drugs to get more use out of your auto-aim and jetpack.
That's not to say you can't have a serious story with these things present, but being serious was never the priority of Fallout.
[QUOTE=Ganerumo;49572354]I liked the Cabots for the same reason I liked dunwich borers.[/QUOTE]
really great avoidable quest. still the cabots [I]should [/I] have been connected to dunwich somehow, i feel like they didn't have enough quests to totally trust me as much as they did
I always figured the humour was due to one part the obvious setup for political and social satire in a 50s vision of the future destroyed by nuclear war, and one part a device to make the wasteland really feel foreign to the player. After the bombs, the world just went mad; regardless of whether or not it completely makes sense, weird stuff like aliens, psychic kids, and giant ultrapatriotic war robots really gets that feeling across to the audience. Fallout is much farther on the symbolic/Rule of Cool side of sci-fi than other post-apocalyptic stuff like S.T.A.L.K.E.R. or even Mad Max (though Mad Max is nuts too).
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