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FanFoehver

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Posts posted by FanFoehver


  1. I agree, the engine is running on 64 bit now, should increase the limits for everything, including friends list, decals/layers limit etc.

     

    But I don't know how the server would handle slightly increased data.

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  2. I agree with everyone that 2 is the best choice. Improve the traffic so it doesn't get stuck, that way we can find vehicles after respawning, and quickly drive towards the objective.

     

    It would be better that empty vehicles would disappear quickly, to avoid blocking the road or blocking traffic.


  3. Hey everyone! This post is about suggesting new behaviors for Traffic AI logic, including sidewalk pedestrians, and AI drivers' logic.

     

    I will start first!

     

    1. New hostile Pedestrian behavior: When AI is antagonized or being shot at (not hearing gunshots) AI proceeds to throw 8-balls or bricks at the shooter (or any possible way to fight back) against the shooter.

     

    2. Driver Random Emergency Response: AI traffic always gets stuck when someone collides with them, or shoots directly at their vehicles. In this case, AI needs to have a timer to make a decision, one of their random decisions should be:

     

    A. Get the hell out of here ASAP (Floor it!)

    B. Get out of the vehicle and run away!

    C. Stay in the vehicle and Panic for a bit! (Like they usually do, but not stay there forever!). 

    D. Run over the shooter, and escape!

     

    After the timer checks if it is okay to return to normal driving behavior, then AI will continue driving normally, Or go to the despawner (Underground parking zone).

     

    3. AI Criminal Behavior: AI will very rarely steal items from the stores, only Enforcers will be able to arrest them. On the other hand, Criminals will be able to use Criminal AI to assist them in moving heavy items, bags etc. to make missions a bit easier, this tactic may not work on all Peds!.

     

     

    I think that's all what AI needs. This may sound too much, but it won't hurt someone to make some suggestions!

     

    Bring yours below!


  4. 7 hours ago, Yapopal said:

    The visual part of version 2.0 was done in haste, by little interested people. I was very annoyed by the ship in version 2.0 of the engine. Textures are terrible, palm trees in concrete. The lifting mechanisms of the bridges are taken from some steampunk post-apocalyptic game. The textures of the walls of the buildings in Asylum are seamless in the live version. In version 2.0 they are of terrible quality Crl+v, Crl+c. Unnecessary bloom, as if the camera lens was wrapped with stretch film. The contrast and brightness settings are too high. The color temperature is too warm. In clear weather, there are no sharp shadows on the buildings. They glow from within. In general, I do not understand your admiration. Looks different but much worse.

    Yes, but LO can use AI to enhance textures, they can do it better if they choose to. Current Live version is much worse than the old Engine Upgrade. Look at vegetation, and grass is missing in current live version. There's like fake global illumination by increasing Sky Light intensity in the scene. They definitely can make it better than GamersFirst Engine upgrade.

     

    APBR_Comparison_Social02.jpg

     

    Current - Social District : There's grass textures but no foliage, this looks really bad.

     

    Engine Upgrade - Social District : There's over exposure in post processing, we don't need that, we just need inspiration from the screenshot above, not copy and paste it. Post processing has overexposure, always lit foliage in the middle (not affected by built lightmaps)

     

     

    This post is not about copy pasting the old engine, it is about taking notes and improving upon it's mistakes. APB definitely needs something that refreshens it is style to look like a brand new game (Not by completely ruining the nostalgic aesthetic)


  5. 3 minutes ago, TheMessiah said:

    this guy dont get it..this is not happenin this are screenhots G1 back then from unreal 3.5

    Yes I know that, it is not about directly bringing stuff from unrecoverable old engine. Just make a new one similar to the screenshots above. Basically Improve the game visuals to make them more fun and less stressful.

     

    This includes Post processing and lighting, Textures, Materials, UI, Tutorials, Bug fixing.


  6. Hello, this is the first time I've visited APB forums since 2015. I remember APB Reloaded Engine Upgrade and the Failed promises of Gamersfirst. I've seen Matt saying that 64-bit upgrade code is compatible with 2.x versions. This is reallllllllllly good news, lets gooooo! 

     

    Here's the old Footage: https://www.youtube.com/watch?v=9KPC8BAka4w&ab_channel=GamersFirst

     

    The old engine upgrade looks decent, it just needs more polishing and it should be perfect!

     

    Side note: Add heavy depth of field at 100m to demonstrate effective and moveable objects/meshes range. (Optional Graphics)

    Biggest problem with the old engine upgrade: Performance, especially on old gen consoles, gives bad impressions about it. Ex. OMG it sucks, nooo we dont want it!

     

    Pictures:

     

    Social District

     

    social1.jpg&ehk=ruoEUbre7O3VTD1dGFa5h88Q

     

    Post processing in the old lighting looks like a foggy overlay rendered on top of screen. The new lighting seems to have nailed color-balance, but the shadows look dark.

    APBR_Comparison_Social02.jpg

     

    Character meshes look more highlighted, should make it easier to aim at during combat. Decals look more jagged on the newer version.

    APBR_Comparison_Social01.jpg

     

     

    Financial

     

    Top: Beautiful shader reflections around low roughness materials, and shadows are no longer super dark. I wanna play this 24/7 if it ever happens :O
    Bottom: The classic lighting that gives me nausea and stomach

     

    kg&pid=ImgRaw&r=0

    APBR_Comparison_Waterfront02.jpg

     

     

    Waterfront

     

    APBR_Comparison_Waterfront01.jpg

     

     

     

     

     

    Abington Towers

     

    APBR_Comparison_Asylum01.jpg

     

     

    END

     

     

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