I doubt we'll get free maps. We had pay for the 2 map packs in Rfom, and they've only become free recently.
I don't even think competitive needs new maps. There are 70 different versions available. What it needs is a better rotation. Now it seems to favour Orick and Chicago, when there are many more available that you'll rarely get.
A few new gamemodes is what I'm hoping for. The current Skirmish and Core Controle aren't very good for clanwars. Skirmish is random and often can't provide a equal challenge, and Core Controle doesn't work well because it has an easy to defend and hard to defend side on most maps. I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.
I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.
The first DLC before those two map packs was a free map. Apparently people don't remember.I doubt we'll get free maps. We had pay for the 2 map packs in Rfom, and they've only become free recently.
My expectation is not based on number of maps, but Insomniac's previous approach and the fact that they can simple reuse a lot of assets to create new smaller "maps". God knows they can use some. If you are always play in a 2 or more squad party, I wouldn't expect you to notice those though.I don't even think competitive needs new maps. There are 70 different versions available. What it needs is a better rotation.
I don't think the game favours any maps at all. When it's a popular gaming time (like evening to night), it favours large regions even if you search small games.Now it seems to favour Orick and Chicago, when there are many more available that you'll rarely get.
10 player core conrol works great. 20 player sometimes works, 40 player is mostly hopeless unless teams are significantly unbalanced.A few new gamemodes is what I'm hoping for. The current Skirmish and Core Controle aren't very good for clanwars. Skirmish is random and often can't provide a equal challenge, and Core Controle doesn't work well because it has an easy to defend and hard to defend side on most maps.
I would like to see something where you can decide what objectives you want go for. Something like Skirmish, but being able to choose which beacons you want to capture and defend, and whoever holds the most for the longest time wins.
Ramez Exchange Algorithm
02/05/08 - 18:00 PST - Posted by Mike Day, Senior Engine Programmer
I was just telling Mark about some stuff I’ve been doing at home lately, and I thought I’d share. I’ve been trying my hand at the so-called Remez Exchange Algorithm, which is an iterative technique for finding coefficients of minimax polynomials (see example below). The results are promising… I’ve already got it to a state where we could actually use it, and once I’ve done a bit more work on it, maybe during post, I’ll put it up somewhere and write a wiki page on it.
Morphing
02/05/08 - 18:00 PST - Posted by Jonathan Garret, Senior Engine Programmer
For Resistance 2 we added vertex-morphing support to allow more expressive facial animation. This was augmented with a system for compositing textures on the SPU to support features such as animator-driven dynamic-wrinkles.
Prelighting
02/05/08 - 18:00 PST - Posted by Mike Acton, Engine Director
During the development of Resistance 2, one of the things we decided we wanted to do was improve our lighting model toward more of a focus on runtime light performance. With deferred rendering all the rage, we certainly considered it. But ultimately we thought it both too large and too risky for our development process. So we went with a kind of semi-deferred model that allowed us to get much of the benefit of fully deferred rendering without having to completely re-write our pipeline. Mark Lee (Master Engine Programmer) explained the approach during a presentation to the programmers.
I noticed the results page after a match pretty much works like a limited, temporary "recently played" list now, which is nice. Yet I still don't see an easy way to initiate messages from in-game player lists.
ps: thanks for the heads up patsu. Need to check all three soon.