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JBeckman
VIP Member
Posts: 35114
Location: Sweden
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Posted: Mon, 20th Feb 2012 18:59 Post subject: |
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I did not really change anything special but the console command screen (last image uploaded) does show how I removed the HUD, it's the same as before so ctrl+alt+~ (tilde) pressed quickly together will bring it down.
VERSION=3
FORCESPECTATOR=0
SND_ENABLE=1
SND_ENABLE_DEBUGPAGES=0
SHOW_DEVELOPMENT=1 - Both of these were enabled but I don't think it's needed.
SHOW_CONFIDENTIAL=1
#DISABLE_SHADER_USAGE_LOGGER=1
//AUTOLAUNCHMAP=
SKIPINTRO=0 - This seems to have done nothing, need blank WMV and OGG file for it.
DEFAULTGAME=P8
XWC_GAME=P8
XWC_GAMEPATH=Content\
XWC_WAVESOURCEPATH=Z:\Files\Audio\SoundContainers\P8\
#XWC_WAVESOURCEPATH=S:\Projects\P8\Sounds\
XWC_WAVE_ENCODE_USE_QUALITY_TABLES=1
XWC_WAVE_ENCODE_NON_STREAMING_AS_MPG2=0
R_DYNAMICLOADMIPS=0
VID_RENDER=D3D9 - OpenGL might work as a alternate name here, no DX10+ though.
VID_GAMMA=0.500000
VID_BRIGHTNESS=0.500000
VID_BLACKLEVEL=0.500000
VID_PIXELASPECT=1.000000
VID_VSYNC=0
VID_FULLSCREEN=1
VID_FULLSCREEN_WINDOWED_TOGGLE_ENABLED=0
VID_DWIDTH=1920
VID_DHEIGHT=1200
XR_CHARSHADOWS=2
XR_SHADERMODE=11
XR_POSTAAQUALITY=1.000000
R_ANISOTROPY=1.000000
XWC_POSITION=671, 16
VID_GAMMARAMP=0.000000
DEFAULTGAMEPATH=Content
VID_CABLEPROFILE=0
XR_SURFOPTIONS=16
XR_FLARES=-1
XR_WALLMARKS=-1
R_PICMIP0=0
R_PICMIP1=0
R_PICMIP2=0
R_PICMIP3=0
R_PICMIP4=0
R_PICMIP5=0
R_PICMIP6=0
R_PICMIP7=0
R_PICMIP8=0
R_PICMIP9=0
R_PICMIP10=0
R_PICMIP11=0
R_PICMIP12=0
R_PICMIP13=0
R_PICMIP14=0
R_PICMIP15=0
XR_LODOFFSET=-1000000.000000
R_BACKBUFFERFORMAT=16384
R_ANTIALIAS=0 - This might be MSAA (As FXAA is already on.) but I did not try it.
XR_MOTIONBLUR_DOF=1 - This can be disabled but I left it alone.
XR_GRAIN=1
XWC_OVERRIDELIGHTMAP=1
XWC_OVERRIDELIGHTGRID=1
XWC_LIGHTRES=64
XWC_LIGHTOCTTREERES=64
XWC_LIGHTOS=2
XWC_LIGHTMAPS=1
XWC_LIGHTLINEAR=0
XWC_LIGHTGRID=1
XWC_LIGHTGRIDOVERSAMPLE=0
XWC_ENABLEDISTRIBUTION=0
XWC_REDOFILES=S:\Projects\P8\Sounds\VO_S11.xwsc;
XWC_CALCPHYS=0
PREVIEW_CAMERA_POS=102.229301,357.239105,106.025482
PREVIEW_CAMERA_ANGLES=-0.227441,0.5,-3.952526
XR_ADAPTIVEQUALITYMODE=2
XWC_USETHEBEAST=1
XWC_SAVE_PROFILE_DATA=0
LANGUAGE=Eng
VID_BITDEPTH=1
MAXTEXTUREQUALITY=3
GPU_PERF_METRIC=614
VIDEO_DEFAULTS_SET=1
XWC_OPTQ=1
GAME_LASTVALIDPROFILE=default
VOIP_DEVICE_OUTPUT=-1
VOIP_DEVICE_INPUT=-1
CON_HISTORY0=cmd(godmode) - Yeah sorry, I wanted to see if it still existed, it did and they added to it so it has three modes now.
CON_HISTORY1=cl_toggleshowhud - I used this frequently, planning combining with the bind console command for convenience.
(xr_ is most of the engine commands such as xr_fxaa or xr_ssao.)
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ClaudeFTW
Posts: 5074
Location: Bucharest, Romania
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Posted: Mon, 20th Feb 2012 19:12 Post subject: |
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Is the graphical engine related in any way with the Quake engine?
I distinctly remember Riddick running a version of the Quake 4 engine and from what I can recall, Assault on Dark Athena was using an even more updated one?
R7 2700x @4GHz / MSI B450 Tomahawk / beQuiet! Dark Rock 4 / 32GB @3000 MHz / MSI RTX 2060 Gaming Z / Samsung 850 EVO 250GB / Western Digital 1TB / Fractal Design Meshify C Dark / SuperFlower Leadex Gold 650W / DELL whatever 27 inch IPS
I usually stream stuff: http://www.twitch.tv/claudeftw
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Posted: Mon, 20th Feb 2012 19:13 Post subject: |
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Are you sure about that Claude? To the best of my knowledge, the Riddick titles - both Butcher Bay and Dark Athena - are running on inhouse Starbreeze engines.
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ClaudeFTW
Posts: 5074
Location: Bucharest, Romania
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Posted: Mon, 20th Feb 2012 19:18 Post subject: |
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I distinctly remember playing Butcher Bay and the stencil shadows and some material quality was as in Quake 4. But then again, I may be wrong, as that happened a long time ago.
Oh well, I should be covered now, as in the meantime I bought a GTX 560 and am no longer rolling with an AMD graphic card.
R7 2700x @4GHz / MSI B450 Tomahawk / beQuiet! Dark Rock 4 / 32GB @3000 MHz / MSI RTX 2060 Gaming Z / Samsung 850 EVO 250GB / Western Digital 1TB / Fractal Design Meshify C Dark / SuperFlower Leadex Gold 650W / DELL whatever 27 inch IPS
I usually stream stuff: http://www.twitch.tv/claudeftw
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ixigia
[Moderator] Consigliere
Posts: 65123
Location: Italy
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Posted: Mon, 20th Feb 2012 19:33 Post subject: |
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Nice stuff JB, let's hope for a FOV plugin like in TDII 
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JBeckman
VIP Member
Posts: 35114
Location: Sweden
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Posted: Mon, 20th Feb 2012 19:51 Post subject: |
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| ClaudeFTW wrote: | I distinctly remember playing Butcher Bay and the stencil shadows and some material quality was as in Quake 4. But then again, I may be wrong, as that happened a long time ago.
Oh well, I should be covered now, as in the meantime I bought a GTX 560 and am no longer rolling with an AMD graphic card. |
Riddick 1 on their engine and Doom 3 on IDTech both used similar (Well, in appearance.) hardware shadow maps / stencil shadowing although Riddick added a (NV exclusive at that time.) soft-shadow option (It really hit performance on that generations GPU's though.) but other than that it had similar looks with full dynamic shadow systems.
It's not the Tech engine although it does mimic features from a variety of popular engines or more accurately techniques seen in many of these such as anamorphic light flares, shadows (including SSAO) bloom (hdr), blur, dof, film grain and a number of other stuff (water effects too.) it is pretty clear that the engine is similar as (can be seen briefly in my images earlier.) the movement is near identical as is animations for gun positioning and contact awareness plus a semi first-person body awareness all of which is nearly identical to Escape from Butcher Bay and of course the Dark Athena "upgrade" of it.
(The neck snap kill animation too.)
EDIT: A FoV option would be very useful, it's not too bad but it could improve (plus it's very individual.), I'll have to re-check that there wasn't a console command for it though.
EDIT: Gore decals and such are very similar too.
(Compared both to Dark Athena and Q4 actually.)
EDIT: Wonder when we can make full holes and such wounds though, Dead Island had that skin tear system and titles like Soldier of Fortune animate their effects but I was thinking tessellation to simulate depth instead of fake decals (Parallax bullet holes was a neat touch in Fear though.) and of course fully physics aware gore and blood, PhysX and Havok should both be able to handle that.
(Instead of animated effects or particle shaders.)
(Yes uniforms or well body armor and such minimize external appearance of wounds but when you hit a guy with a RPG7 or a AW-50 you'd think there would be a bit more than a little red "poof" effect and small red stain, Sniper Elite and VietCong did OK here.)
(Not to mention running over stuff in vehicles or mechs, should perhaps mimic the splat effect in Duke3D when a entity got caught in a closing door and then opening said door again resulted in this really weird smear.)
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proekaan
VIP Member
Posts: 3650
Location: Finland
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Posted: Mon, 20th Feb 2012 20:09 Post subject: |
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JBeckman
VIP Member
Posts: 35114
Location: Sweden
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notmeagain
Posts: 233
Location: BF3 Soldier: WhiteCoat
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Posted: Mon, 20th Feb 2012 20:34 Post subject: |
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There is a particular part in the game where you get to make a choice:
Spoiler: | Kill the black chick or not |
Does it actually effect the outcome of the game? I really cba replaying after i've just completed it.
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ClaudeFTW
Posts: 5074
Location: Bucharest, Romania
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Posted: Mon, 20th Feb 2012 21:34 Post subject: |
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| JBeckman wrote: | | ClaudeFTW wrote: | I distinctly remember playing Butcher Bay and the stencil shadows and some material quality was as in Quake 4. But then again, I may be wrong, as that happened a long time ago.
Oh well, I should be covered now, as in the meantime I bought a GTX 560 and am no longer rolling with an AMD graphic card. |
Riddick 1 on their engine and Doom 3 on IDTech both used similar (Well, in appearance.) hardware shadow maps / stencil shadowing although Riddick added a (NV exclusive at that time.) soft-shadow option (It really hit performance on that generations GPU's though.) but other than that it had similar looks with full dynamic shadow systems.
It's not the Tech engine although it does mimic features from a variety of popular engines or more accurately techniques seen in many of these such as anamorphic light flares, shadows (including SSAO) bloom (hdr), blur, dof, film grain and a number of other stuff (water effects too.) it is pretty clear that the engine is similar as (can be seen briefly in my images earlier.) the movement is near identical as is animations for gun positioning and contact awareness plus a semi first-person body awareness all of which is nearly identical to Escape from Butcher Bay and of course the Dark Athena "upgrade" of it.
(The neck snap kill animation too.)
EDIT: A FoV option would be very useful, it's not too bad but it could improve (plus it's very individual.), I'll have to re-check that there wasn't a console command for it though.
EDIT: Gore decals and such are very similar too.
(Compared both to Dark Athena and Q4 actually.)
EDIT: Wonder when we can make full holes and such wounds though, Dead Island had that skin tear system and titles like Soldier of Fortune animate their effects but I was thinking tessellation to simulate depth instead of fake decals (Parallax bullet holes was a neat touch in Fear though.) and of course fully physics aware gore and blood, PhysX and Havok should both be able to handle that.
(Instead of animated effects or particle shaders.)
(Yes uniforms or well body armor and such minimize external appearance of wounds but when you hit a guy with a RPG7 or a AW-50 you'd think there would be a bit more than a little red "poof" effect and small red stain, Sniper Elite and VietCong did OK here.)
(Not to mention running over stuff in vehicles or mechs, should perhaps mimic the splat effect in Duke3D when a entity got caught in a closing door and then opening said door again resulted in this really weird smear.) |
Thanks for the answer, JB, I can always count on you to give me a correct answer 
R7 2700x @4GHz / MSI B450 Tomahawk / beQuiet! Dark Rock 4 / 32GB @3000 MHz / MSI RTX 2060 Gaming Z / Samsung 850 EVO 250GB / Western Digital 1TB / Fractal Design Meshify C Dark / SuperFlower Leadex Gold 650W / DELL whatever 27 inch IPS
I usually stream stuff: http://www.twitch.tv/claudeftw
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proekaan
VIP Member
Posts: 3650
Location: Finland
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JBeckman
VIP Member
Posts: 35114
Location: Sweden
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Posted: Mon, 20th Feb 2012 23:19 Post subject: |
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Heh I try to provide some early info on the game but I often sidetrack and tinker with config files or console command, if I can I do try to be of help though I didn't do that much here, suspected they used a release date check and after testing a few VPN connections finding the one with the earliest unlock date and then post it here so others might try the same.
Strange that even with the decrypted exe available since the end of last week we've seen no release of the game but this secondary date check might have been preventing even that, pretty clever actually albeit those who got the game delivered to them last week were likely not too amused by it.
(Aside from the console owners, heh.)
I'm using the Feb 14th 12.3 preview drivers currently and I just got a GPU reset error (Well it crashed entirely as it failed to reset.) but 12.3 isn't all that stable (But neither is the latest NV beta driver though the re-release did fix the faulty PhysX runtimes.) but it's beta for a reason and 12.3 does have a Syndicate.exe profile, nothing for the OpenGL render mode however so no wonder D3D9 performs much better and minimizes stuttering in comparison.
(Plus ATI/AMD being behind with OpenGL in a number of ways in comparison to NVidia.)
The game gets very action packed early on and there's not much of a squad either but technically this is just the first real mission.
(And it crashed right at the end section of it but the checkpoint system is pretty frequent so by luck I only lost a few minutes of time thankfully which is pretty rare.)
A number of unique weapons and some room for exploration but otherwise very linear, environments are nice but also quite clean and light on detail (he he, light. ) but overall it provides a very good feel for the game world and environment and they don't shy away from controversial themes either like in some of the messages or underlying tones presented.
I would assume they've kept the core parts of Syndicate (But not the core gameplay itself.) what with the bleak futuristic envision and mega corporations being very influential while at the same time altering much to fit on a more personal level as you are only one single nearly anonymous agent, they've also copied a bit from similar games like Deus Ex but at the same time retained much of the mechanics present in the Riddick games although this might be more out of convenience as the engine is very similar.
Game also collects background info that you discover as you play which you can then view similar to the Mass Effect codex entries and overall the levels work quite OK but some are a bit silly like using vents or some little platform puzzle.
Powers are nice too but apparently there's not that many, you do get some different ability points via certain events that can also be used to customize what sort of character you prefer although there's only 14 of them.
(And they're a bit simple but it works though it's probably not especially balanced.)
Haven't seen that many different types of characters or enemies other than the usual private security guards and some few bots along with a number of civilians, also some of the sequences in the game are pretty neat though also rather scripted.
(You can also manipulate some things but so far it's mostly been to alter stuff for cover.)
Cutscenes are pretty well done too and seem to keep to a first person perspective other than the pre-made intro movie and of course the hud element movies you see as new data is processed or when interfacing with certain objects.
Most NPC's drop ammo and weapons upon death but it also takes a fair amount of rounds to the body to take them down and they move around and try to work or give the illusion of working together but it's not as well choreographed as say Fear 1 but it does add a bit of challenge, of course headshots are very effective and the dart overlay provides a advantage as well but the game is quite challenging on the hard difficulty level which is nice, although it's how it should be.
What else can I say, visuals are a bit dated sure and the light techniques are nearly blinding in some instances, great performance though and not that many issues other than that start up runtime thing and the unexpected GPU crash but again that's likely the beta drivers.
EDIT: It's a solid FPS by all rights but I'm unsure if it can hold as a reboot to the syndicate franchise, based upon Syndicate would have been better instead of using the full name and labeling it as a successor perhaps?
(I can recommend downloading it and trying out the scene / P2P release when available though at near 10 GB - probably a bit less when compressed - it might not be that simple for everyone.)
(Calling it Agent or Corporations or what else might have worked but it would not have had the same marketing weight as labeling it like a existing franchise people already know about, I suppose Starbreeze did what they could withing the FPS ramifications using what they've done / learned for earlier games.)
Last edited by JBeckman on Mon, 20th Feb 2012 23:28; edited 3 times in total
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locke89
Posts: 2812
Location: Poland
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Posted: Mon, 20th Feb 2012 23:47 Post subject: |
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Raccoon
Posts: 3160
Location: Poland
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Posted: Tue, 21st Feb 2012 00:52 Post subject: |
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Just played it for 20 minutes now. Typical FPS in a sci-fi atmosphere, like it much.
Very nice graphics in fact, not ugly at all and also very stable on my old computer, with vertical synchro activated, but this "God ray" is terrible for eyes, lol.
By the way, to kill ennemies with the Dart Interface becomes easy, I think (will see it later, maybe it could be tougher with big bosses, who knows).
Another good surprise this month, after KoA:R. Worth the money spent on it, tell you.
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locke89
Posts: 2812
Location: Poland
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Raccoon
Posts: 3160
Location: Poland
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Posted: Tue, 21st Feb 2012 02:03 Post subject: |
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Posted: Tue, 21st Feb 2012 02:04 Post subject: |
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Well said, sir, well said.
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Posted: Tue, 21st Feb 2012 03:03 Post subject: |
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indeed, it's what I hate about all FPS: gameplay time is so........short, fuck.
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Posted: Tue, 21st Feb 2012 03:22 Post subject: |
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crack is out or you all buy the game?
Why walk, when you can ride.
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Posted: Tue, 21st Feb 2012 03:51 Post subject: |
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They probably bought it. There's not scene crack yet and haven't heard about any P2P crack either.
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
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StarSpeak
Posts: 423
Location: Fascism's Paradise
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Posted: Tue, 21st Feb 2012 04:09 Post subject: |
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heh, witty of them to do that.
piracy isn't a hobby, it's a way of life
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Posted: Tue, 21st Feb 2012 04:14 Post subject: |
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| tolanri wrote: | | They probably bought it. There's not scene crack yet and haven't heard about any P2P crack either. |
yeah, preordered the game last month (was in promo)
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| Page 23 of 48 |
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