English Stranded III Dev. Blog - Comments

1,530 replies
Goto Page
To the start Previous 1 2 ... 75 76 77 Next To the start
13.11.16 10:25:52 pm
Up
VADemon
User
Offline Off
Dust screenshot - the sun is too photorealistic

And the beach's ground looks too empty. Some coconut shell stripes, dead leaves and loose grass is something I've never seen in a video game. Everybody seems to think that green grass is the only prop you can cover ground with.
Stranded 3 development     |     Looking for volunteers for CS2D-Archive. PM me.
14.11.16 07:12:35 am
Up
Desperado
User
Offline Off
it looks so gorgeous man!
it really is Stranded 2 better than ever before; needless to say im very impressed, and excited to see where this goes.
14.11.16 04:08:17 pm
Up
Assassin moder
User
Offline Off
Those hand draw textures are amazing ! It looks like SII
14.11.16 05:47:40 pm
Up
kerker
User
Offline Off
Everything looks beautiful, but in the evening the dirt is too brown.I guess you have not prepared texture.
user Ahmad has written:
I love how ithaline is basically keeping unrealsoftware alive with his shit threads
15.11.16 01:25:39 am
Up
Desperado
User
Offline Off
user Assassin moder has written:
Those hand draw textures are amazing ! It looks like SII


Arent they just?
its Stranded II better than ever; im very excited to see where this goes... makes me want to play S2 again; but obviously the lack of shadows & hi quality models & textures put me off somewhat
16.11.16 04:30:47 pm
Up
YuriNikolai
User
Offline Off
user Desperado has written:
makes me want to play S2 again; but obviously the lack of shadows & hi quality models & textures put me off somewhat


The fun is in modding and improving the game towards realism You can also download one of the big mods to save time & effort.
17.11.16 04:12:42 pm
Up
Desperado
User
Offline Off
@user YuriNikolai:
Yes but... again... Shadows... The Stranded 2 engine was never really built to have shadows; and only someone who knows their way around a shading engine can really do that... aka: i cant render shadows, and as far as i can tell, nor have many others.
21.11.16 01:00:03 pm
Up
Klirkz
User
Offline Off
Aren’t those daylight-shadows too dark? A few more trees and it’s dark as night in the jungle. Is the ground under a tree as dark as in the night?, because it should be way brighter. Beside from realism, I like games with a bright, joyful atmosphere The night is long enough for darkness
I really love the atmosphere of the dusk and also of the dawn! And the Comic-Style! Especially the texture of the trunk of the beach-palm-tree. The other palm tree isn’t final, right?
Anyway, good job, keep it up!
Truth is not an opinion.
21.11.16 01:03:17 pm
Up
Yates
Reviewer
Offline Off
Support for 4K 21:9?
21.11.16 05:38:00 pm
Up
Assassin moder
User
Offline Off
@user Yates: You forgot about 60FPS!
And yeah, Unity supports it
21.11.16 07:00:37 pm
Up
Black Wolf
User
Offline Off
why are you working all alone, im sure there are many people who would like to work with you
come 1n1 skype
21.11.16 07:46:55 pm
Up
ZxC
Moderator
Offline Off
@user Black Wolf: Because he has everything in-depth with the Stranded III development and people (maybe not all?) would expect him to pay for the work they're doing. This is his own decision.
Running CS2D in ReactOS like a boss | Good ol' music | Contact me via PM for cheater reports, avoid the forum! ~ Read thread cs2d Official Statement On Hacks.
21.11.16 08:29:47 pm
Up
Mc Leaf
Super User
Offline Off
user DC has written:
This is pretty impressive. Great job.
Maybe I should simply steal some of those models for Stranded III and save hours of work...

btw: from where did you get those textures? Are they free to use?

(from here)
What about your plans?

(especially since - and I now it's really evil - I never finished that damn update of SII )
user DC has written:
I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
22.11.16 12:52:33 am
Up
Desperado
User
Offline Off
@user Mc Leaf: im still waiting on that
havent seen anything from you in ages; any thought in continuing it?
22.11.16 01:03:29 am
Up
xsiN
User
Offline Off
I literally have no idea of what you guys are talking about, still, SIII is looking great so far.
22.11.16 10:16:52 pm
Up
Assassin moder
User
Offline Off
@user Mc Leaf: There is another very good, light and simple too called Tree It which I use. If you are interested or @user DC: or even some other people it's good to check it out
05.12.16 04:27:05 am
Up
Lion_Hearted
User
Offline Off
While I know that I have been silent for pretty much the entirety of the creation of this project. I just want to say DC that I watch with intent interest, and many of my family members who loved Stranded 2 also watch with interest as you release your updates. Every step you get closer to releasing an alpha seems like a day closer to Christmas for our family.
View my models! Also, check out the realistic hunting and rotting meat system in my mod. Lion_Hearted's Mod
31.12.16 05:53:48 pm
Up
Starkkz
Moderator
Offline Off
@user DC: I read it somewhere that the Lua binding for C# was somewhat slow, so that you decided to use MoonSharp instead.

I was testing MoonSharp on Unity because I was curious if it was a good idea to use it on CS2D Overhaul too, then I used this Lua script.

Code:
1
2
3
4
5
6
7
8
local n = os.clock()
local ticks = 200000000

for i = 1, ticks do
end

local t = os.clock() - n
print('ticks: ' .. (ticks / t ) .. ' real ticks: ' .. ticks .. ' in ' .. (t * 1000) .. ' ms')


Which measures how much time does it take doing 200000000 assignations, re-adjusting that value to get how many assignations can it do in a second.
(Note that this results are the ones I got on a Intel Core i3-3240 processor)

Quote:
ticks: 161681487.46968 real ticks: 200000000 in 1237 ms (in Lua 5.1)
ticks: 2857142857.1429 real ticks: 200000000 in 70 ms (in LuaJIT)
ticks: 1095757.83927073 real ticks: 1000000 in 912.6104 ms (in MoonSharp)


So, I even had to adjust the amount of values to assign on MoonSharp's test to a smaller value because the process literally froze.

The ratio I calculated with that is, Lua 5.1 is 147-182 times faster than MoonSharp, and LuaJIT 17-20 times faster than Lua 5.1 (then LuaJIT is about 2500-2600 times faster than MoonSharp).

I know that switching into another Lua engine means changing too many things, but do you think there are other possibilities to programming the game at part from MoonSharp?

Space Engineers uses something to let it use C# programming within itself. This could be a possibility as a secondary programming language.

Edit: I found this small article which implements runtime compilation and execution of C# code.
edited 1×, last 01.01.17 12:27:51 am
lol
03.01.17 10:54:20 pm
Up
DC
Admin
Online On
@user Starkkz: Your test doesn't cover a very crucial thing: The communication between C# and Lua. I mean like passing values from C# to Lua scripts or calling C# functions in your Lua scripts.

Also it's still like 1000 times faster (random number, didn't test) than Stranded II script I guess. I don't see performance issues there.

I did however consider already to use C# for modding. I know that executing arbitrary C# code at runtime is possible. I didn't research this topic in depth though. Therefore I'm not sure if it's possible to do secure sand boxing so users aren't able to mess around with system stuff and the file system etc.
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
04.01.17 02:28:54 am
Up
VADemon
User
Offline Off
user DC has written:
The communication between C# and Lua.

That's what Moonsharp focuses on as they say themselves.
What about NLua? Did you consider it? It seems to run original binaries inside own internal VM.
Stranded 3 development     |     Looking for volunteers for CS2D-Archive. PM me.
To the start Previous 1 2 ... 75 76 77 Next To the start