NEWS: Screenshots of the Week - [no new Screenshots]

General discussions about X Rebirth.

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DiabloTigerSix
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Post by DiabloTigerSix »

Alan Phipps wrote: <I have no idea what that means. :? Would you explain for us oldies please. Alan Phipps>
A game where you control RC models most of the time.
RC model = http://en.wikipedia.org/wiki/RC_model

Also, I'm just kidding. Please don't ban me? <Thanks for clearing that up. :) Oh, and don't worry about me (Worry about CBJ!) Alan Phipps>
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Killjaeden
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Post by Killjaeden »

dphantom wrote:
CBJ wrote:(...)The model is then created with that in mind, after which it is exported for use in the game. I have already told you that these showcase images are produced at the end of that process.
This got me thinking: this might mean that this screenshot (and probably the ones to come after it) is about has old as the ones we got before this last SOTW break.
It does not. Models are completed the hole time, and placed ingame once finished, one at a time. Why should development cease until every model is finished?
You guys should take a deep puff of space weed and relax, you are reading way to much into those screens/renders :D

The dying ship picture looks weird, me thinks that awesome scene would only come across in motion (noo, i'm not suggestion a teaser snippet, no way :mrgreen: )
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bluenog143
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Post by bluenog143 »

I think what he's trying to say is that this screenshot (weed farm screenshot) is like the ones we got before the dying ship picture, from the way they look, when the screens were taken/made and everything (these images look like they came before Gamescom 2011). The dying ship picture looks newer in my opinion (my guess is Gamescom 2011 or newer).

Also, Iifrit said the dying ship picture came from a "test video", which would lead me to think that it was from actual gameplay. Here is the quote:
Iifrit Tambuur-san wrote:This screen taken from a test video is one of my favorites. It shows two identical capital ships after a long and hard fight. Well the right one is done. It is just one second before it is going to fade away in an epic explosion. You can see there a lot of debris all around. And if you look close enough you may discover some fighter wrecks. So those big ships know how to handle fighter attacks.
The left ship survived until now but I don’t know if it can go on after the right is gone. No one knows.
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lsc9x
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New screenshot!

Post by lsc9x »

In case you haven't seen the "spaceweed production module":

http://www.facebook.com/XRebirth

http://www.facebook.com/photo.php?fbid= ... =1&theater

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Iifrit Tambuur-san
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Post by Iifrit Tambuur-san »

Passierschein A38.5 gefunden!
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dphantom
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Post by dphantom »

Killjaeden wrote:It does not. Models are completed the hole time, and placed ingame once finished, one at a time. Why should development cease until every model is finished?
What I mean is simply that in a more or less regular game development models are probably finished more towards the beginning of the game, so that they can be properly incorporated in the gameplay, and feel well integrated and properly balanced in the overall game scope. After coming up with early drafts and ideas and concepts that define the gameplay style/story arc, developers probably already heave a fairly good idea of what needs to be modeled.The later stages always feel like more polishing and "playing with numbers" than actual asset creation.

If some modeler comes up with a new ship type or module in mid production it might end up felling like an appendage or an addition not properly balanced or integrated in the game.

Also if you think about it, most games we see previews of before launch have screenshots and even gameplay videos pretty early, some times far before (years) of launch date, and these already look very similar to the final content, yet you rarely see new concept art come up in later stages of development.

Just my opinion, I am not a game developer, I do make 3D models for a living and this is just my impression from what I've seen. :)
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Post by CBJ »

Well..... no. Just no. It would be ludicrous for artists to cram most of their work in at the beginning, leaving developers twiddling their thumbs waiting for finished models for one half of the project and then artists twiddling theirs for the other half. No. Developers work with placeholder models (cubes or teapots in the worst case!) for as long as necessary, and artists provide better and better approximations to the final assets while the development continues. Any attempt to derive a date for the image based on your assumptions is doomed to failure!
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Gazz
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Post by Gazz »

Alan Phipps wrote:Also wouldn't every planet have its own local intoxicants and narcotics that will be different to the necessarily universal standard for stuff solely farmed/produced in, and distributed from, space?
Totally!
But will the effects / addictions of all these narcotics on the pilot be modeled correctly? =)
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dphantom
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Post by dphantom »

CBJ wrote:Well..... no. Just no. It would be ludicrous for artists to cram most of their work in at the beginning, leaving developers twiddling their thumbs waiting for finished models for one half of the project and then artists twiddling theirs for the other half. No. Developers work with placeholder models (cubes or teapots in the worst case!) for as long as necessary, and artists provide better and better approximations to the final assets while the development continues. Any attempt to derive a date for the image based on your assumptions is doomed to failure!
Ah thanks for the clarification, had no idea. Good thing no teapot or cube showed up in any of the screenshots then :lol:
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Gazz
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Post by Gazz »

Maybe pot carriers are being held back for DLC.
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UberWaffe
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Post by UberWaffe »

[Troll]
A Star-Trek mod will probably put the cubes back though. :xenon:
[/Troll]
Anyway, amazing screenshots. It is going to mean a lot more effort for modders to get/make models of acceptable quality though.
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Dr2i
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Post by Dr2i »

There is a chance for this game to be so great that it won't need mods :roll:
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Ketraar
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Post by Ketraar »

UberWaffe wrote: It is going to mean a lot more effort for modders to get/make models of acceptable quality though.
I hope you are not suggesting that Egosoft should make lower quality models just so its easier for the modder community to maintain the standard. :roll:

In any case I'm sure sooner or later there will rise those that match or even top the standard. Usually a solid hard starting standard just makes for inspiration to make it better. And thats a good thing.

MFG

Ketraar

PS.: X never "needed" mods, did not stop anyone doing them regardless.
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Post by bluenog143 »

squirrelrider wrote:There is a chance for this game to be so great that it won't need mods :roll:
Not if GoD is making a comeback, then I'll script it out and patch-up whatever it did wrong (in the form of a mod).
Ketraar wrote:...I hope you are not suggesting that Egosoft should make lower quality models just so its easier for the modder community to maintain the standard...
+1 Quality is a boss.
SinisterDeath wrote:This reminds me of something...

"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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Post by thrangar »

squirrelrider wrote:There is a chance for this game to be so great that it won't need mods :roll:
For me this statement holds more promise than I could ever explain,oh how I hope your right

I so hope the plot is not the only way to get certain game elements in this game ( I hate playing plots) also....I hate having to learn days of coding/moding just to get a players HQ in my game :evil:
Please make game comeplete and playable for us sandboxers :wink:
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Observe
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Post by Observe »

squirrelrider wrote:There is a chance for this game to be so great that it won't need mods :roll:
It's not so much a matter of a game "needing" mods, it's more a matter of some games experience extended longevity because they attract dedicated modders - who through their efforts and interests can help keep the game going long after it would otherwise have fallen by the wayside.

Most modders apply their efforts for the primary reason that they love modding. This group (modders) are (I think) a significant part of the fan-base for Egosoft games, and a part of the reason for the almost eternal dedication we see toward Egosoft. :)
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Post by A5PECT »

What he said.

Ideally, mods don't "fix" games. That's what patches are for.

Mods emphasize and broaden certain aspects of the game to appeal to players with different tastes.

Everyone who plays X3 has some general interest in space ships, laser guns, large explosions, trade empires, and making oodles of imaginary money. The differences come in specifically what parts of the game they enjoy; third-party modifications manipulate and amplify those specific elements of the game so the individual player can derive even more enjoyment from it.
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notaterran
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Post by notaterran »

Mods are like getting a car: you can change the paint, drop a bigger engine in it, or even stretch it!
ThommoHawk
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Post by ThommoHawk »

^ No matter how excellent and perfect Rebirth turns out to be, Modders over at the S&M section would still have to mod it. Because they can. (I personally have the strong impression that a lot of modders don't actuall play the games much - because Modding in itself is gameplay for them...) :P to everyone elses benefit of course...
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Gazz
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Post by Gazz »

ThommoHawk wrote:I personally have the strong impression that a lot of modders don't actuall play the games much - because Modding in itself is gameplay for them...
That is correct.
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