Fallout 3 / New Vegas 0.267
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Re: Fallout 3 / New Vegas 0.267
I don't have game installed atm and will not fix your issue, because do not use new drivers and ignore their features entirely. Mod can't work properly if it don't know real resolutions of surfaces, including own, so it's 100% fail with no chance to fix.
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Re: Fallout 3 / New Vegas 0.267
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Re: Fallout 3 / New Vegas 0.267
Looks like another buggy crap on Gamebryo and it's not just me who identified engine.
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Re: Fallout 3 / New Vegas 0.267
Oh man, I am so pumped for this game ... even if Boris is not
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Re: Fallout 3 / New Vegas 0.267
If it really is Gamebryo I swear... Bethesda acquired id software! Why would they not use id tech?! For serious!
EDIT: I just watched the trailer for the first time (I'm outta town on my phone atm) and it looks to me like Boris is right. I'm guessing they will label it "Creation Engine" with maybe a 2.0 or something but... Yeah Gamebryo... Still looks to be an awesome game! We'll see though. It intrigues me that they actually had the character who seems to be the protagonist speak... This indicate speaking?
EDIT: I just watched the trailer for the first time (I'm outta town on my phone atm) and it looks to me like Boris is right. I'm guessing they will label it "Creation Engine" with maybe a 2.0 or something but... Yeah Gamebryo... Still looks to be an awesome game! We'll see though. It intrigues me that they actually had the character who seems to be the protagonist speak... This indicate speaking?
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Re: Fallout 3 / New Vegas 0.267
The are some assets from F3/NV, that's for sure. But that's definitely NOT a gamebryo engine. If something, that could be the Creation engine from Skyrim but I suspect that it is the Id Tech 5 that was used in other Bethesda games like Rage and The Evil Within, the lighting looks more advance than in Skyrim and you can see some new effects like Ambient Occlusion or Light Shafts.ENBSeries wrote:Looks like another buggy crap on Gamebryo and it's not just me who identified engine.
@Tapioks
The graphic is ugly and very oldgen-ish, basically that's how the Fallout 3 in 2007 should look like. But hell, the trailer definitely got me hyped as well. World seems to be more believable, seems that there will be more big cities with bigger population, shading looks much more interesting, no more green/brown tint, animations looks better, locations look interesting with much more assets, everything simply looks more polished, epic and more like a real AAA sandbox game similar to Far Cry or The Wither, rather than the awful, repetitive couple of assets put all over the world on the most awful 3D engine known to the mankind with barely working "gunplay" mechanism that after all was the core mechanism of F3/NV... YES, it will be buggy. After all it's a Bethesda game. But that also means that most probably there also will be full modding support and amazing characters/storytelling that Bethesda is so well known for... Considering all of that, I think that there is a really big chance that they won't fuck it up this time. Time will tell, on the 14th of July they will release a gameplay preview...
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Re: Fallout 3 / New Vegas 0.267
Also, this was posted about a year ago on Reddit:
Before you all say: "TROLL!" "LIAR!", etc, you can all can your mouths and ask one of the Bethesda Employees about Me (my username is my name) and they will confirm I worked for Bethesda. I am strictly posting this in "Revenge" for them firing me. Anyways, I worked at Bethesda Game Studios in Maryland up until last month before I was fired for releasing confidential information (but it was an accident!) and so here I am, sitting unemployed with my 2 kids thanks to those fools. So, I wanted to say: I worked on, and played, Fallout 4. Yes, I did. I want to confirm that the recent leaks about Fallout 4 are true. In Fallout 4, you are in Boston, and it takes place in the year 2287, exactly 10 years after Fallout 3. In Fallout 4, mixing things up, we are making the game more "Story Based" and the player character will finally talk, and narrate his storyline. At the beginning of the game, you create your character (You can only be a male in the main story), and afterward, you start the game with a blast. After the blast, you awake to see the building you are standing inside blown apart and your wife, Lydia, dead. Robots and Androids are storming the place, killing and kidnapping the people inside. You, known as "The Officer", must escape and get revenge. LOCATION: Fallout 4 is set in and around Boston and the surrounding countryside. The downtown area is entirely controlled by "The Institute", a group of techies and scholars, as well as researchers, who devote their lives to technology. The countryside area is a "Wasteland" with small towns and settlements, as well as vaults here and there. Logan International Airport is taken over by the Brotherhood of steel, who are there trying to control the technology, and are currently waging a war against the institute, as they both have disagreements as to who should be in control of the technology in the area. Meanwhile, Vault 79, located outside of Boston, is under the control by "The Railroad", a group of people dedicated to helping Androids escape the institute. The map of Fallout 4 is about 3 times the size of Skyrim. The reason for this is to make a much more realistic and interactive world, that players can always find new things, even if they have played it for years after release. FACTIONS: The Railroad returns from Fallout 3, where you only had a small glimpse of it during the "Replicated man" quest. In this game, they are a full faction and are much larger. The Brotherhood Of Steel returns and control Logan Airport. This BOS is not the same as seen in Fallout 3. Instead, a similar BOS to the ones seen in the classic Fallout games as well as Fallout New Vegas make an appearance, only caring about technology, and will obtain it by force if they have to. The Institute returns from Fallout 3, and is headed by a man named Thomas Littleton. They are the primary antagonists of the game, and control most of Boston Downtown. Their patrols in Downtown Boston are the counterpart in this game to the Super Mutants in Downtown DC in Fallout 3. Talon Company also returns, but in a much smaller force. They base operations outside of a bunker located in Downtown Boston. Raiders return too. CREATURES: Super Mutants return, in the same form as the ones from Fallout 3, keeping in line with the "East Coast" mutants. Feral Ghouls return as well. Vicious Dogs return. Feral Cats are new, and exclusively located in one of the vaults. Spore Carriers return from Fallout New Vegas, and are located in sewers. RETURNING CHARACTERS: Madison Li returns from Fallout 3. 10 years prior to Fallout 4, she left D.C after the Loss of James and having thought she lost the lone wanderer as well. Having had enough, she left to Boston, as it is home to one of the biggest Scientific facilities. Madison will once again be voiced by Jennifer Massey. Three Dog returns as well, although he is only heard on the radio, and not seen in person. People believe the radio is not actually live, and that it is simply a looped recording. (Based on the fact that you CAN kill him in Fallout 3.) He is voiced by Erik Todd Dellums. Bryan Wilks returns from Fallout 3. Yes, the little boy you saved from Grayditch. He is now 19 years old and is a mercenary, working with Talon Company. He bases his reason as to working with them on "Once someone saved me, and I wanted to be just like them!" He is voiced by Jerry Jewell. Other Fallout 3 characters return as well, but only through save transfer (Detailed below). PLATFORMS: Fallout 4 will be available for a wide range of platforms after launch. The first version that will be released is being developed for Playstation 4, Xbox One and PC. This version uses a brand new engine built from the ground up to take advantage of the power of next gen systems. Absolutely everything is new, and no assets or scrips are being used from Fallout 3/NV or Skyrim. Fallout 4 will also be available on Playstation 3 and Xbox 360. This version is also being developed by Bethesda Game Studios, but will release a year after the advanced version. This version runs on the Creation Engine, the same engine that powered Skyrim. This is being done so that PS3/360 users can play the game without problem. Everything will be the same in this version as the advanced version, except for the graphics, gameplay and some additional features. Also, Fallout 4 on PS3 and Xbox 360, last I knew, was around 20GB+. This means that it will most definitely require install. Also, players of the PS3/360 version will be pleased to know that Fallout 4 will be able to import your Fallout 3 save, and adapt choices you made from that game for Fallout 4. This means that some additional characters could pop up, depending on if you killed them or not in Fallout 3. Also, some story references from Fallout 3 will be mentioned. Did the BOS save the capitol wasteland? Or did it fall? Did Sarah turn on the purifier and die? Or did the lone wanderer do it? It might get mentioned depending on your choices! DEVELOPERS: Fallout 4 is being developed by Bethesda Game Studios, the same developer behind Fallout 3. GAMEPLAY: Fallout 4 plays similar to Fallout 3 and New Vegas. You can play in Third Person or First Person, or on the PC version, a new "Classic Mode" that will put the game into birds eye view and play similar to the classic Fallout Games. (Although by my experience, it actually looked and played more like the PS2/Xbox Fallout: Brotherhood of steel.) Unlike Fallout 3 and Fallout New Vegas, you can only play as a man. This is due to the storyline requiring it. However, after the main story is over, you can have a gender change. BGS did not rule out Females for possible standalone DLC, however. Additionally, full support for Trophies/Achievements are present on all console versions, and full steamworks support is present for the PC version. PROGRESS: By my estimate, Fallout 4's PS4/XboxOne/PC version is about 40% complete, while the PS3/Xbox360 version is about 15% complete. Both versions are being developed by BGS. RELEASE DATE: BGS has a "Roadmap" already planned out for Fallout 4 and a spinoff. I already was informed about it from the studio when I worked there, and I read it. Basically, the roadmap is this: June 2015 - Fallout 4 reveal at E3, trailer only July 2015 - First gameplay trailers August 2015 - More information October 2015 - PS4/Xbox One/PC release November 2015 - First DLC December 2015 - Second DLC, as well as PS3/360 version release January 2016 - Third DLC March 2016 - Forth DLC April 2016 - Fifth and Final DLC June 2016 - Fallout Spinoff revealed, in development by Behaviour Interactive. October 2016 - Fallout Spinoff released for PS4/Xbox One/PC PROOF: As I said, ask about me, but don't ask about this. If you do, it will 100% be denied. Bethesda will not comment on rumors. PS. I leaked some of the first Fallout 4 info by accident, and it ended up in the hands of Kotaku. Oops.
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Re: Fallout 3 / New Vegas 0.267
Question to Boris.
Man I know this question was asked so many times before that you will probably release the Kraken on me after reading this, but...
Note that this is not a request, I'm not saying "go and do it" or "please please I beg you can you add this?". It's just a question from pure curiosity. I know you're sick of modding this game and fallout ENB isn't popular at all, but right now, when F4 is announced - people are buying F3 and FNV like it's a sweet candy they haven't seen before. And probably it will boost up Fallout mod downloads.
So... Is there any possibility to add some damn shadows into this crappy engine? Maybe if we change something in game files (tweaking meshes\models for example, and if some mesh have some shader on - it can cast shadow, and yes, I'm ready to spend time and gather whole team of well known modders to completely rework those meshes) or doing something with static meshes in the geck (so you can work with separated objects only, and that kind of stuff). Or maybe some scripted way where I can loop through all objects around and do with them... something you need to make those objects recognized by the mod (btw I can do it for any objects you want, for any reason, for example if you need to separate fire light source from other light sources).
What do you think?
Just don't ban me please =D
Man I know this question was asked so many times before that you will probably release the Kraken on me after reading this, but...
Note that this is not a request, I'm not saying "go and do it" or "please please I beg you can you add this?". It's just a question from pure curiosity. I know you're sick of modding this game and fallout ENB isn't popular at all, but right now, when F4 is announced - people are buying F3 and FNV like it's a sweet candy they haven't seen before. And probably it will boost up Fallout mod downloads.
So... Is there any possibility to add some damn shadows into this crappy engine? Maybe if we change something in game files (tweaking meshes\models for example, and if some mesh have some shader on - it can cast shadow, and yes, I'm ready to spend time and gather whole team of well known modders to completely rework those meshes) or doing something with static meshes in the geck (so you can work with separated objects only, and that kind of stuff). Or maybe some scripted way where I can loop through all objects around and do with them... something you need to make those objects recognized by the mod (btw I can do it for any objects you want, for any reason, for example if you need to separate fire light source from other light sources).
What do you think?
Just don't ban me please =D
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Re: Fallout 3 / New Vegas 0.267
Although the Reddit user claiming FO4 to use an entirely new engine, I'm still guessing it uses Skyrim's engine.
FO3 used a modified Oblivion engine and Skyrim used a completely new one. I hope Beth will skip the current console gen and wait for next gen consoles before making the next Elder Scrolls.
FO4 looked quite flat but very atmospheric. Those trees looks great! Too bad there wasn't Nvidia fur tech on that dog.
FO3 used a modified Oblivion engine and Skyrim used a completely new one. I hope Beth will skip the current console gen and wait for next gen consoles before making the next Elder Scrolls.
FO4 looked quite flat but very atmospheric. Those trees looks great! Too bad there wasn't Nvidia fur tech on that dog.
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Re: Fallout 3 / New Vegas 0.267
Xilandro
To draw shadows i need to get rid of prehistoric multipass rendering, which not just prevent detection what to draw, but adding issues to blending shadows to the screen. As you may notice, detailed shadows have errors when blending, because i'm trying to split data in to albedo and standart colors, restore lighting later from this data and ambient color, apply detailed shadow, pack math back to colors = fail for transparent objects, etc. Even if i'll do prepass on screen quad to draw shadows and apply them on objects like in Skyrim, i can't apply them per object, because game heavily use 2_0 shaders model which is very limited so inserting additional instructions in shaders (code of shadow) simply impossible. Seems existing buggy way is the only possible. Another problem is performance, bethesda games sucks from bugs and bad optimization, the "dip bottleneck" is the worse thing ever made by MS (it not such annoying on Wine, so it's obvious who done the shit), drawing scene objects several times more is very bad idea. May be the only good solution would be to batch objects to much bigger meshes and draw them at once, but this lags a lot when objects moving or loading (lods switching), so users will be mad from stuttering. Fully static batched meshes premade just for shadows for entire scene means that modded objects will not cast shadows and will be fake shadows where something changed or lod switched.
To draw shadows i need to get rid of prehistoric multipass rendering, which not just prevent detection what to draw, but adding issues to blending shadows to the screen. As you may notice, detailed shadows have errors when blending, because i'm trying to split data in to albedo and standart colors, restore lighting later from this data and ambient color, apply detailed shadow, pack math back to colors = fail for transparent objects, etc. Even if i'll do prepass on screen quad to draw shadows and apply them on objects like in Skyrim, i can't apply them per object, because game heavily use 2_0 shaders model which is very limited so inserting additional instructions in shaders (code of shadow) simply impossible. Seems existing buggy way is the only possible. Another problem is performance, bethesda games sucks from bugs and bad optimization, the "dip bottleneck" is the worse thing ever made by MS (it not such annoying on Wine, so it's obvious who done the shit), drawing scene objects several times more is very bad idea. May be the only good solution would be to batch objects to much bigger meshes and draw them at once, but this lags a lot when objects moving or loading (lods switching), so users will be mad from stuttering. Fully static batched meshes premade just for shadows for entire scene means that modded objects will not cast shadows and will be fake shadows where something changed or lod switched.
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