Are we still banging on about doors?![]()
Well, its not like we've got anything to talk about. Waiting for the next whaling event or for CIG to say something stupid again.
Not long now i guess.
Are we still banging on about doors?![]()
Can't believe we've gone so long about doors without posting a pic of the $20K door.
What's happening here is....Just lol. Bugs increase exponentially with the number of mechanisms that can interfere with the doors and the number of doors's type you have.
Source: https://www.youtube.com/watch?v=-s44atD58KY
Wait a minute! CIG did not said that it was CIG team that painted the door. And by the t-shirt one can clearly see that the man is part of Sherwin Williams team, not some loner! And he clearly is in CIG office, painting some doors. So CIG did not lie a word, you hater! "Painted by the [Sherwin Williams] team!"Ah, the door that CIG said wasn't expensive and was thrown together by someone in the office, or to quote CIG directly "its simply some wood and a garage door opener painted by the team, so you can rest assured that it was done in the most economical way possible"
Interesting that the CIG employee (team) referred to is wearing a Sherwin Williams t-shirt, who just happen to be a company that specializes in painting doors.
For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.
warp tunnels in SC will not be "loading screen" as used in the game industry. If you think so, just give us your arguments.
For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.
The elevators were scenes where longer party banter would occur in ME1. In ME3 the ship was multipart. The conference section with many cutscenes and the bridge just for command deck. Transition seemed seemless but they hid a loading screen in the animation going through a checkpoint.In the days of the ZX Spectrum there was a game where you could actually play a mini-game as the game itself loaded.
IIRC, in one of the Mass Effect games, the elevators were loading screens, but you could still move around inside the elevator.
Its not a loading screen per se, its a loading (and transfer) effect. But nothing wrong with calling it a loading screen and no need to get defensive about it.
SSDs help thanks to their random access patterns. However, the fundamental problem still is that one cannot fit an entire game into CPU/GPU RAM and that even if we could, it would take far too long. SSDs helped with streaming approaches (continuous "loading screen" instead of an explicit one), but this will not change in general. In older games even level layouts had hidden loading screens, like a long corridor / canyon between two sections of a map.The elevators were scenes where longer party banter would occur in ME1. In ME3 the ship was multipart. The conference section with many cutscenes and the bridge just for command deck. Transition seemed seemless but they hid a loading screen in the animation going through a checkpoint.
Not sure if the increased use of SSD will make it obsolete one day. Simple interactive loadscreens feature minigames often. Like Warframes ships interacting. The clou there is that it's still MP.
The next step would be having the loading screen or whatever masks the loading and being able to keep playing (examine map, manage inventory, perks, progression). I hear AC does it?
Even in lesser inferior already done before Unity games loading screens are basically that: you're still in the same main scene but elements are removed and other scenes are imported. The screen/elevator/whatever obstructing your view is there to hide the swap and/or the possible fframerate hiccups that can appear during the process.In the days of the ZX Spectrum there was a game where you could actually play a mini-game as the game itself loaded.
IIRC, in one of the Mass Effect games, the elevators were loading screens, but you could still move around inside the elevator.
Its not a loading screen per se, its a loading (and transfer) effect. But nothing wrong with calling it a loading screen and no need to get defensive about it.
Ill be 110 riddled with alzheimer's and dementia and have no idea who or what anything is and ill still remember Doom door sounds.Thanks, now the Doom music plays in my head. And I hear the door sounds, too.
It's theater, circus, smoke and mirrors. As long as the illusion does the trick it doesn't need to be the real thing.Even in lesser inferior already done before Unity games loading screens are basically that: you're still in the same main scene but elements are removed and other scenes are imported. The screen/elevator/whatever obstructing your view is there to hide the swap and/or the possible fframerate hiccups that can appear during the process.
Ill be 110 riddled with alzheimer's and dementia and have no idea who or what anything is and ill still remember Doom door sounds.
Open:Scchhhhggggwwwwwoooooollllllk
Close:HHhhhwwwwllllllooooooookkkkkk
Exactly, that's basically one of the definitions of simulationIt's theater, circus, smoke and mirrors. As long as the illusion does the trick it doesn't need to be the real thing.
See, you don’t need a brochure!!!For what is planned, a "loading screen" with bad consequences if you get out of the warp tunnel and where you should be able to acess the inside of the ship and do stuff as usual...
And SC is constantly loading assets wherever you are in the system.
The "loading screens" you talk about are moments with zero impact on the normal gameplay of a game.