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Filip Doksansky

BI Developer
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Everything posted by Filip Doksansky

  1. Filip Doksansky

    Graphics: LOD

    The latest patch has a few more levels of grass detail so you can enlarge distance where is grass rendered.
  2. Try to run game with -alwaysupdate option in command line. I'm not sure if this will help when in fullscreen mode, as leaving focus of fullscreen window forces application to lost direct3d device and it tries to recreate it again. In windowed mode it works for sure.
  3. We did many changes to pathfinding in the latest patch. The first one is fixed bug in navigation-space generator which accidentally created paths down from the cliffs, or contrary, up the steep hill. This solved problems on certain islands where the walruses were totally hopeless. If you can report certain island or certain spot on the island where the problem persists we will appreciate it. That what you were asking for, so yes, please - feedback is welcome. Another problem is dynamic obstacle avoidance which was extremely pessimistic and one walrus ahead of another rendered completely blocked pathway and forced the one behind to look for other way. This hasn't been solved completely yet but improved a lot. We are still working on it. Last big problem is assist AI action which is sometimes stressed with constantly changing terrain, width of pathway, dynamic obstacles, different speeds of vehicles etc. It has been improved a lot but some problems still remain. It's the top most priority now. best regards,
  4. Filip Doksansky

    Real Anti-aliasing?

    In the latest beta patch you have 3 options, so you can switch the FXAA completely off. Hardware AA is still not here and cannot be done any quickly as it comes with many limitations so the rendering pipeline must be reworked in some areas. That's why many developers avoid AA and use FXAA instead. We will consider to add it in future patches. best regards
  5. Filip Doksansky

    [MOD] Island Mod

    First of all I'd like to say that I sincerely appreciate all of your findings. It's amazing how ingenious the BI community is! Keeping with tradition, all BI games support modability, as is the case with planned support for CCGM. To make your lives easier, we are planning to release our developer tools in a few weeks. Some preliminary manuals will be released on the BIWiki soon. We are observing your needs and will try to address these in the next patch, so feel free to state what you feel is missing. Don't stop asking questions, we take them into account when writing tutorials. best regards,
  6. Filip Doksansky

    Mod Script Findings

    First of all I'd like to say that I sincerely appreciate all of your findings. It's amazing how ingenious the BI community is! Keeping with tradition, all BI games support modability, as is the case with planned support for CCGM. To make your lives easier, we are planning to release our developer tools in a few weeks. Some preliminary manuals will be released on the BIWiki soon. We are observing your needs and will try to address these in the next patch, so feel free to state what you feel is missing. Don't stop asking questions, we take them into account when writing tutorials. best regards,
  7. Heh, nice observation :D I suppose it's joke from our graphics department...
  8. Filip Doksansky

    Real Anti-aliasing?

    The game renders directly in selected resolution, there is not any upscaling from a lower one. Yes, there is FXAA applied, both on PC and Xbox. We will consider to add option to switch it off. We were somehow convinced that FXAA is still better than no AA at all and that's why it is non-switchable. best regards,
  9. Only xbox360 joypad for PC is supported at the moment. There are two layouts of control setup and no possibility to set each axis/slider/button etc. what is problem with any other joystick with various layout and number of controls. best regards,
  10. Filip Doksansky

    Graphics: LOD

    Hello, No, there is not such possibility (yet). There is steep geometric progression of consumption over distance, both memory-wise and performance-wise, so every meter will cost more and more. We can enlarge the maximum distance at least a little bit.
  11. Filip Doksansky

    Graphics Issues

    When graphic card settings are force-overridden by control panel and game engine do not know about it, then anything can get wrong. Graphic card manufacturers usually creates compatible profile for every game they test, so that's why they approve it. If you change these settings, then you're going into hazard of issues. If you didn't changed anything then we can contact nVidia and let them know, that the default game profile is bad, but I doubt it's the case as we've tested the game on various nVidia cards without the problem you described.
  12. What graphic card do you use? Do you have v-sync on in the game settings? Don't you have nVidia and adaptive v-sync switched on?
  13. Hello, Do you have installed patch 1.2? I know this crash and AFAIK it has been fixed. If not, we will have to look at it again and resolve it in the next one. best regards
  14. Hello, Unfortunately not. We were not able to get the exact notebook model so we bought the same specs from Toshiba (AMD combined with Intel on-board) and it works fine. It seems to be related to certain producer drivers. We are trying to get the exact specs hardware to reproduce this problem. best regards,
  15. Hello, Most of the game cutscenes are realtime in-game scenes, not rendered video so they won't be affected. Also -nosplash switch affects only startup videos, not these in-game. They can be skipped by numpad minus key. Anyway, the game uses standard Microsoft WMV decoder so it points to some OS-related issue. Maybe WMV codec is overridden by some 3rd party one. Try to remove all 3rd party codec packs, or disable just the WMV one. best regards,
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