The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Projeear » Wed Dec 31, 2014 10:39 pm

My every-week-of-checking-for-updates has finally paid off.

Hail Jorbtar.
Grand Walker of World 1 (w1).
Ex-Lawspeaker of New London, Deadwood and New Deadwood (w3).
Witness of the World 4 Great Explosion (w4).
Ex-Lawspeaker of Gregminster (w5).
Ex-Lawspeaker of Laketown (w6).
Squatter and Rebuilder of Templus Pacis (w6).
Hermit thereafter.
Lawspeaker of Tachbrookshire (Hafen 2)
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Re: The Ghost of Christmas Future, II

Postby ULGMsean » Thu Jan 01, 2015 11:05 am

Looks so good >__< I can't wait for its release.

And is the camera controls the same as salem or haven?
マイルズ
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Re: The Ghost of Christmas Future, II

Postby Oddity » Thu Jan 01, 2015 2:21 pm

slipper wrote:Native scripting language, when?

What do you mean?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: The Ghost of Christmas Future, II

Postby amasarac » Thu Jan 01, 2015 7:22 pm

Watching the video again, I like the way at 00:16 he clicks to make the guy run away from the log, to select the saw option. Classic HnH play style.

Sometimes I do this, like when I clean glass. After spraying I quickly jog a few steps away, in order to better facilitate swapping the hand in which I hold the spray and cloth, then jog back to wipe.

Was that a chicken bone saw?
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Re: The Ghost of Christmas Future, II

Postby MagicManICT » Thu Jan 01, 2015 9:25 pm

I was able to grab loftar's attention on hardware requirements. Nothing specific for minimum abilities of processing speed and memory have been nailed down yet, and may be left to us after release to determine how bottom end we can go and get an acceptable frame rate. He did pass along the following:

loftar wrote:It is going to require OpenGL 2.0, at least, as I'm dropping support for the fixed-function pipe. As for actual system specs, that's a good question, but the OpenGL 2.0 requirement does at least leave people with ancient Intel GMAs out.

loftar wrote:More precisely, the client doesn't require OpenGL 2.0 per se, but rather the ARB_fragment_shader and ARB_vertex_shaders extensions, but no card that supports this is likely to support any lesser OpenGL core version than 2.0, however. Though it's probably a good idea to have a card with unified shaders anyway. :)

MagicManICT wrote:Care if I share this, then, since you don't have it nailed down quite yet?

I don't mind if you share that. It's extremely unlikely to change. I may also decide to deprecate cards that don't support FBOs also, but not sure yet. I think pretty much all OpenGL 2.0 GPUs also support FBOs, though.

This is not to say anything about what kind of hardware is necessary to reach acceptable levels of performance, however, since I don't really know that; it's just the qualitative aspects required for the client to even boot.


Borka was kind enough to dig up a listing of cards that support OGL v2.0

borka wrote:Not supporting OGL 2.0
Intel
Graphic chips
GMA900,950,3000,3100

in chipsets
910GL, 915G, 915GL, 915GM, 915GMS, 915GV, 945G, 945GC, 945GM, 945GMS, 945GSE, 945GT, 945GZ, 946GZ, Q963, Q965, G31, G33, Q33, Q35

Nvidia
FX 52xx - 59xx (NV3x)
61xx - 68xx (NV4x)

ATI
Radeon 9000, 9000Pro, 9100, 9200, 9200SE, 9250, 9250SE (R200, RV250, RV280)
-------------------------------------------------------------------------------------------------------------
So for Intel it starts with X3000 (965 chipset), Nvidia with 7xxx Series (NV44, G7x), Ati with Radeon 9500 (R300) and OGL 2.0
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: The Ghost of Christmas Future, II

Postby Pro_Superstar » Fri Jan 02, 2015 5:53 am

And thus, with the new cliff jumping feature, I rejoice and cower at the same time for ease of movement and loss of invincible walls.
(Really, you actually use cliffs to your advantage. Give it a try before the update!)
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Re: The Ghost of Christmas Future, II

Postby tardy0 » Fri Jan 02, 2015 7:05 am

Looks cool. I like the stacks of wood and what appears to be ore in the mine. :)
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~The end
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Re: The Ghost of Christmas Future, II

Postby MrGemini » Fri Jan 02, 2015 11:31 am

Im in love !!
Best game 2015 !!

/pras!
Greetings, Gemini & Tinkababe


jorb wrote:Given your obvious merits I'm not convinced that that's a loss, but... you would be more helpful if you stated what it is you dislike about this, and why. I can't do much with "QQstopkillinggaembye".
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Re: The Ghost of Christmas Future, II

Postby Wolfang » Fri Jan 02, 2015 6:43 pm

Is it normal my peepee did a weewee in my lederhosen when watching the gameplay? :oops:
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

Image
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Re: The Ghost of Christmas Future, II

Postby Geido » Fri Jan 02, 2015 8:36 pm

Well.. This is something new :shock:
Removin´ stumps..
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