The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.
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Projeear
Posts: 950
Joined: Tue Jan 11, 2011 2:02 am
Location: Jolly ol' England

Re: The Ghost of Christmas Future, II

Post by Projeear »

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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ULGMsean
Posts: 159
Joined: Mon Apr 23, 2012 10:56 am

Re: The Ghost of Christmas Future, II

Post by ULGMsean »

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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Oddity
Posts: 1983
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: The Ghost of Christmas Future, II

Post by Oddity »

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
amasarac
Posts: 57
Joined: Fri Jun 14, 2013 9:53 pm

Re: The Ghost of Christmas Future, II

Post by amasarac »

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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MagicManICT
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: The Ghost of Christmas Future, II

Post by MagicManICT »

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.
Pro_Superstar
Posts: 17
Joined: Fri Jul 06, 2012 5:28 pm

Re: The Ghost of Christmas Future, II

Post by Pro_Superstar »

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!)
"Everyone can be a pro in their own way"
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tardy0
Posts: 123
Joined: Mon Jul 18, 2011 11:46 pm

Re: The Ghost of Christmas Future, II

Post by tardy0 »

Looks cool. I like the stacks of wood and what appears to be ore in the mine. :)
"Once upon a time there were two noobs. One day a greifer came by and killed them both"
~The end
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MrGemini
Posts: 426
Joined: Thu Mar 21, 2013 10:10 am

Re: The Ghost of Christmas Future, II

Post by MrGemini »

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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Wolfang
Posts: 1255
Joined: Sat Feb 06, 2010 2:26 pm

Re: The Ghost of Christmas Future, II

Post by Wolfang »

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.
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Geido
Posts: 62
Joined: Wed Jul 06, 2011 10:49 am
Location: Estonia

Re: The Ghost of Christmas Future, II

Post by Geido »

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

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