Questions and answers

Discuss everything related to Maniaplanet.

Moderator: English Moderator

Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Questions and answers

Post by Hylis »

Jojo_44 wrote:
Jojo_44 wrote:And Ubisoft were recently really present in the (german) press talking about the importance of Free2Play Games nowadays and that this will becoming even more popular in the next years, so any plans on that from your side ?
(30 Aug 2012)
Hylis wrote:F2P is one concept among others and is less adapted to the way Storm is played, for example. I like more others, like what we did with TMO or TMS demos or the TMN game.
(30 Aug 2012)
Nadeo wrote:Royal and Elite for free
(1 Sep 2012)
:roflol:
This is where you see why I wrote about the F2P 'concept', which is different than TMO or TMS demos, or TMN game ^^

Well see :thumbsup:
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: Questions and answers

Post by tcq »

Hylis wrote:This is where you see why I wrote about the F2P 'concept', which is different than TMO or TMS demos, or TMN game ^^

Well see :thumbsup:
Does this mean that there might be some F2P titles planned as some kind of advertisement for the main games? E.g. that there could be a special F2P game mode for valley (e.g. a valley platform mode) to advertise for the whole environment?

But this brings up another question. If valley (just one example for a new TM2 envi) is released, will it have an own platform title or will it be merged with the canyon platform title?
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Questions and answers

Post by Hylis »

Would be standalone platform, but I don't expect us to do one on the Valley gameplay

For free access to TM, there is still Forever at the moment. We will see later, but Storm access will also make more people to download maniaplanet client and potentially try TM2 ;)
sengepc
Posts: 14
Joined: 22 Jun 2012, 16:56

Re: Questions and answers

Post by sengepc »

Hylis wrote:Why would you like to know the exact number when I say that there is no such number in the engine? We decide of a vertical ratio that makes different ratio in consequence, computed by the engine, depending of the y/x aspect of the screen. So, maybe it falls between 90 and 100 on 16/9, but it would look like 93.2523423.

I'm sorry, Hylis. I really do not want to offend you, but either you have not understood my question, or you know surprisingly little about 3D shooters. (considering you guys are suppsoedly developing a 3D shooter, ained at the eSports crowd, even)

Let me rephrase my question:

Say, after I spawn in Elite mode. I stand still. I do not shoot. All I'm doing is looking into the world/map.
What is my Field of View angle number right now (in 16:9 aspect ratio)?

(you can also give my the number in other aspect ratios; I can easily calculate what it is in 16:9 as long as I know the exact number)

There absolutely is an exact number for this in your game. Your engine can - and does - handle various FOVs, yes. But there FOV is static in the above mentioned situation. The FOV does not fluctuate when the player stands still. Therefore it is static - and therefore there is an exact number for the standard, default FOV angle value.
The number is not 'fluid'. It is absolutely static. It does not change (in the situation I describe above). The number is likely to be somewhere between 90 and 100. Please give us the exact number.

I paid for this game. I do not think I'm being unfair to ask such a simple question. A simple question that has a very simple anwser. The answer has two; possibly three digits. Very easy.
Just ask one of your coders. They will know.

Again, I hope I have not offended you. But I have trouble understanding why this FOV thing is such a big secret with Nadeo.
In virtually any other FPS, the FOV is even given in the standard menus.

I could explain to you why it is important to know the exact FOV. But then my post will become too long, and you won't read it. :)
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Questions and answers

Post by Hylis »

I have myself the fov in the game, no need to think I don't know how it works. I am just saying that we set a vertical value instead of horizontal one, and depending on the screen ratio, it gives the horizontal FOV. I don't know what is the result, but one thing is sure, is that you can explain why you need it. There is even fov in racing games you know, and I am working on 3d gamers since around 15 years. I even set the splitscreens one on first Motoracer on playstation ;)
User avatar
Mandark
Posts: 1277
Joined: 15 Jul 2010, 17:58
Location: Romania

Re: Questions and answers

Post by Mandark »

Hylis wrote:I even set the splitscreens one on first Motoracer on playstation ;)
Off Topic:

I loved Motor Racer! :mrgreen:
It's interesting to hear that you had a part in this game aswell.
Specs
Motherboard: Asus ROG Maximus VII Formula
CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz
GPU: Nvidia GeForce GTX 980 Ti
RAM: 16GB
Operating System: Windows 10 Pro
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Questions and answers

Post by Hylis »

I was just on the Playstation port by the time I was at Delphine Software. In the studio, people were shouting: "Enter your name" from the menu sounds ^_^
sengepc
Posts: 14
Joined: 22 Jun 2012, 16:56

Re: Questions and answers

Post by sengepc »

Hylis wrote:I have myself the fov in the game, no need to think I don't know how it works. I am just saying that we set a vertical value instead of horizontal one, and depending on the screen ratio, it gives the horizontal FOV. I don't know what is the result, but one thing is sure, is that you can explain why you need it. There is even fov in racing games you know, and I am working on 3d gamers since around 15 years. I even set the splitscreens one on first Motoracer on playstation ;)

OMG, Moto Racer!
That's still the best motorbike game ever made.
I loved that game. (for PC)

OK, about the FOV. If you know the vertical FOV, then please give us that. I already wrote that I'm using a 16:9 aspect ratio. So now all we need to know what the vertical FOV is, so we can calculate the hortital FOV in the various aspect ratios. Thanks.

Why do I (and others) need this info?
Very simple:
I play other 3d Shooters.
UT, UT2004, Quake Live, Warsow.

In all of these, I have the same FOV set. I also have the same mouse sensitivity. Meaning that my mouse moves 12cm to do a 360 degree turn in the game - in all of the 3D games I just mentioned. That only works when you set the FOV to be identical in all games. If you do a 12cm@360 degree mouse sens in UT @ FOV 120, and then do a 12cm@360 in Warsow @ FOV 105, you end up with a completely different way of aiming/looking. You (I at least) lose my aim completely.

Anyway, I got sidetracked.
I know you cannot alter the FOV in SM.
However, in the other games I do play, I can alter the FOV (within limits).
So, once I know the correct, and exact FOV of SM, I can then change the FOV in UT, UT2004, QL and Warsow to match the FOV of SM.
So, if you, for example, tell me the FOV in SM is 97, I will then set the FOV in UT, UT2004, QL and Warsow to 97, as well.

Right now, switching between SM and the other four games, messes up my aim completely.
Say, I play 1 hour of SM, then go into UT, I cannot hit anything for the following 30 mins, until my brain has adapted back to the aiming of UT again.

But having the same FOV and sens in the games makes me able to go into any of these above games, and continue to have a smooth, unencumbered aim, without having to re-adjust.

Now you understand why such an 'insignificant' thing as knowing the correct FOV value in SM is very important to me and others.

Hope this clears it up.
Thanks.
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Questions and answers

Post by Hylis »

This is what he suggest. And I don't have the exact FOV atm.
Post Reply

Return to “Maniaplanet”

Who is online

Users browsing this forum: No registered users and 1 guest