We have doors, but we use them very sparingly, specifically to create tactical stuff for teams to fight over for control. Exedore could go into more detail, but I think that’s the long and the short of it…
Brink Q&A
I think Christophe Heral can make a good music for BRINK, his work for Beyond Good And Evil is amazing. But, it will be nice if BRINK make a competition where fan can submit their work and the winner, will have their song played in the game.
Have you found time to unlock the animations and sounds? Sorry if this has been answered. I didn’t see it answered it a reply from SD.
It’s simple. Most client logic still tics at 30Hz, even though some parts are decoupled with the unlocked FPS. This way your mouse input, movement and ‘looking around’ feels smoother, but the game code doesn’t have to re-run the whole frame logic.
Because unlocked FPS was added at a fairly late stage, it only hooks into some of the systems. Because the animations are used by more than just visual effects (physics, particles and sounds for example) they weren’t an easy candidate to have interpolated on all the actual drawn frames. To accomplish this, we would have to store twice the amount of state for each animation. It’s not something that is unsolvable (nothing tends to be), however it will add a lot of work and potential problems initially that make it not really worth it at this stage.
- How big does the texture resolution that SD use for virtual texturing? because ID use 128k X 128K megatexture, does SD use that number too? or higher?
- How many weapon will be in the game? Does the weapon is modifiable or upgradeable?
- How large the level will be (in meter)?
- Is BRINK use skill tree for unlockable skill? Example: Healing is branch into two condition, slow healing but full health or fast healing but half health.
- In one of the screenshot, i see a chopper in the background. Is the chopper some kind of reinforcement like in COD4?
Thank you for answering my questions
Does with Virtual texturing, the light is still pre baked on the texture? Or there are some improvement to it?
Are the weapons customisable just like the characters? (visually i mean, paint job etc)
Will weapons have different weights/bulkiness that affect your movement?
I.e. will you run faster with a pistol than a big bulky rifle?
Will their be upgrades that affect our movement? Speed us up, make us able to jump further, etc.
afaik, only heavies can carry heavy weapons and their movement is restricted compared to light (acrobatic bodies) and yes, I believe that upgrades include abilities
[QUOTE=maggol;195929]1. How big does the texture resolution that SD use for virtual texturing? because ID use 128k X 128K megatexture, does SD use that number too? or higher?
2. How many weapon will be in the game? Does the weapon is modifiable or upgradeable?
3. How large the level will be (in meter)?
4. Is BRINK use skill tree for unlockable skill? Example: Healing is branch into two condition, slow healing but full health or fast healing but half health.
5. In one of the screenshot, i see a chopper in the background. Is the chopper some kind of reinforcement like in COD4?
Thank you for answering my questions[/QUOTE]
Mag, good questions.
- I dunno. I’m a caveman, sorry. You’ll need a coder or level artist for this one
- We’re pre-alpha, so we don’t have a final number yet. But we are planning on being competetive here, with a strong weapon upgrade feature too
- Kind of Wolf:ET sized, on average
- Not really doing a big tech tree approach to leveling. It’s more about unlocking new features to buy as you reach higher levels.
- Nope, our combat is all about boots on the ground, face to face infantry combat. The chopper in the shot is how the security guys got to the action site.
YES! I think it’s important that all the classes get the chance to be the big hero every once in a awhile 
Looks like there’s some more technical questions here too, which again, are beyond my simple designer brain. Maybe a passing coder will deign to share their knowledge…
Thank you Mr. Rahdo for trying to answered my question. Sorry if my question is kinda more technical, hope there are passing coder to answer my question.
just wondering how hard mapping will be for Brink with having to take into account heights of things for S.M.A.R.T. movement or will custom maps even be possible ?