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Storm 2.0 vs Storm 2.8

LordDrow

Pirate Geek Extraordinaire
Staff member
Storm Modder
Storm Modeller
With STORM 2.8, there are some updates that we've been asking and thinking about for build, such as a particle system for blood spray from combat. Whenever you or an enemy are hit, blood sprays, splattering everything around you.

There are also updated water effects and other interesting tidbits that really make the game so much more visually appealing.

Cap'n Drow
 
I'm still hoping for a proper list of what's added in Storm 2.8 vs. Storm 2.0. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Here's something for ya <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

ORIGINAL

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->По многочисленным просьбам публикую краткий обзор эволюции игрового движка Storm 2.0, используемого в "Возвращение Морской Легенды" до версии Storm 2.8, на которой была сделана игра "Корсары: Город Потерянных Кораблей".

Движок Storm 2.0, созданный для игры «Корсары 2», и используемый в "Возвращении Морской Легенды" был модифицирован в версию Storm 2.5 для «Корсаров 3», путём интеграции в движок процедурного моря, разработанного для движка Storm 3.0, который рассчитывается шейдером версии 2.0, отрисовка травы также переведена на шейдер версии 2.0., интеграцию инструментария для создания партикловых эффектов движка Storm 3.0, создан новый небесный свод с процедурными звёздами, которые могут мерцать, и среди которых при наличии хорошей подзорной трубы у игрового персонажа можно даже разыскать и рассмотреть некоторые планеты солнечной системы. Добавлен эффект морского прибоя и пены у берегов островов и у портов. Также были проведены многочисленные оптимизации программного кода.

Дальнейшая эволюция Storm 2.5 была продолжена при работе над «Корсары: Сундук Мертвеца», поэтому на момент релиза «Корсары: Возвращение Легенды», куда перешли на тот момент наработки студии Акелла, можно было бы поставить и цифру Storm 2.6. Так как была создана система динамического движения времени суток, и система движения небесных светил. Добавлена возможность покрывать острова в море процедурными спрайтовыми джунглями.

К моменту завершения работ над «Корсары: Сундук Мертвеца» движок приобрёл возможность делать видимыми нанесения повреждений персонажам, путём показа разбрызгивания крови, в том числе и на поверхности, изменена техника смешивания текстур с тенями, добавлена возможность динамического освещения локаций, подключены брызги от дождя на поверхностях. Добавлена возможность включать отражения городов и побережий в море. Плюс оптимизация. Поэтому Storm-у можно было бы придать версию Storm 2.7. Все эти наработки также вошли в "К:ГПК".

В движке Storm 2.8 для игры «Корсары: Город Потерянных Кораблей» в отличие от версии «Корсары: Сундук Мертвеца», присутствует инструментарий для геймдизайнеров и тестеров, в котором основные команды по редактированию текущих характеристик персонажа и локаций вынесены на особую панель с кнопками. Добавлена возможность наблюдать за погодными эффектами изнутри зданий, добавлены эффекты действия брызг дождя на море. Переделаны эффекты крови, дыма, переписаны все погоды и настройки освещения. Море было доработано для возможности показа его поверхности не только сверху, но и снизу. Добавлен новый класс локаций для подводных приключений. С возможностью подключения эффекта рефракции воды, анимированного освещения каустиками, плавающего планктона и процедурных объёмных лучей света. Анимация персонажей теперь учитывает край ограничения передвижения, чтобы предотвращать проникновение в стены при выпадах и ударах. Изменения системы игрового интеллекта стали достойны того, чтобы их использовать даже при разработке последующих игр морской тематики. Также список исправлений ошибок и оптимизации кода достиг очень внушительных размеров.

Дальнейшая эволюция движков серии Storm 2.* ни силами Seaward.Ru, ни силами Акелла не планируется. Движок серии Storm 3.* разрабатывается одной из студий Акеллы для проекта "Приключения Капитана Блада", и по ряду причин его использование в дальнейших проектах Seaward.Ru не предусматривается.<!--QuoteEnd--></div><!--QuoteEEnd-->

GOOGLE TRANSLATION:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Due to high demand, publish a brief overview of the evolution of the game engine Storm 2.0, used in "The Return of Marine Legends" version Storm 2.8, which was playing "Le Corsaire: City of Lost Ships."

Engine Storm 2.0, created for the game «Le Corsaire 2», and is used in "The Return of Marine Legends", was modified in the version of Storm 2.5 for «Le Corsaire 3», through the integration of procedural marine engine, developed for the engine Storm 3.0, which is calculated shader version 2.0 , rendering the grass is also available in the shaders version 2.0., integration tools for creating effects partiklovyh engine Storm 3.0, a new firmament of stars procedural that can blink, and among them in the presence of a good glass of the game character, you can even search for and examine some planet solar system. Added effect of tides and foam off the coast of the islands and ports. Were also conducted numerous optimization software code.

Further evolution of Storm 2.5 has continued with work on the «Le Corsaire: Dead Man's Chest», so at the time of release «Le Corsaire: Return of the Legend», which moved at a time works studio Akella, could put a figure and Storm 2.6. As a system of dynamic motion of the time, and the system of motion of celestial body. Added the ability to cover the island in the sea procedural spraytovymi jungle.

By the time of completion of the «Le Corsaire: Dead Man's Chest» engine gained an opportunity to make visible injury characters, by showing the splashing of blood, including the surface modified technique of mixing textures with shadows Added dynamic lighting locations, linked to the spray from the rain surfaces. Now it is possible to include a reflection of the cities and coasts in the sea. Plus optimization. Therefore, Storm-in could be the version Storm 2.7. All of these developments is also included in the "To: PCG.

In the Storm 2.8 engine for the game «Le Corsaire: City of Lost Ships» in contrast to the version of «Le Corsaire: Dead Man's Chest», a toolkit for geymdizaynerov and testers, in which the basic commands for editing the current characteristics of the character and location made for a special panel with buttons. Added the ability to monitor the weather effects inside the buildings, added effects of rain splashing on the sea. Altered the effects of blood, smoke, rewritten, all weather and lighting settings. The sea has been improved to be able to display its surface, not only from above but from below. Added a new class of locations for the underwater adventure. With possible effects of refraction of water, animated lighting caustics, floating plankton and procedural volumetric rays of light. Animation characters now take into account the edge of the movement restrictions to prevent the entry into the wall at the attacks and strokes. Change of the game have become worthy of intelligence to use them even in the development of subsequent games marine subjects. Also a list of bug fixes and code optimization has reached a very impressive size.

Further evolution of a series of engines Storm 2 .* or by Seaward.Ru, either by Akella not planned. Engine Series Storm 3 .* developed one of the studios Akella for the project "The Adventures of Captain Blood," and for a variety of reasons, its use in future projects Seaward.Ru no.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Thanks a lot. So the following would then be a summary of the additions of Storm 2.8 vs Storm 2.0, right?
- Calculated shader version 2.0 (what's that?)
- Rendering the grass (I'm pretty sure Storm 2.0 has grass too <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> )
- Integration tools for creating particle effects (Storm 2.0 has particle effects; what tools do they mean?)
- Updated night sky including blinking stars and planets (that would be nice if any celestial navigation would be involved <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> )
- Effect of tides (interesting; but only if there any shoals that you can only pass at high tide, of course)
- Foam off the coast of the islands and ports (Storm 2.0 has foam <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- Numerous optimization of software code (can never hurt, but what optimizations?)
- Dynamic motion of the time (???)
- System of motion of celestial body (see above)
- Ability to cover the island in the sea procedural spraytovymi jungle (I'm confused <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> )
- Visible injury to characters, by showing the splashing of blood (some people will like this; does it have a toggle?)
- Added dynamic lighting locations, linked to the spray from the rain surfaces (pretty; I think... what's the rain got to do with anything?)
- Include a reflection of the cities and coasts in the sea (that IS pretty)
- Toolkit for gamedesigners and testers (is that the "new cheatmode"?)
- Ability to monitor the weather effects inside the buildings (monitor...? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- Added effects of rain splashing on the sea (pretty too)
- Undersea locations support (fun, but what's the added gameplay value? Are submarines possible?)
- Animation of characters take into account presence of walls (no more hacking into walls? I'm going to miss that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

My personal evaluation of the above is that there's some nice graphical updates, but nothing earth-shattering on the gameplay area.
Or are the gameplay-enhancing updated included under the "code optimizations"? What about the ability to switch out the ship's texture files without having to switch the model files?
 
This topic has been split off from the <a href="http://forum.piratesahoy.net//index.php?showtopic=13604" target="_blank">COAS VS POTC</a> thread.
I'm rather hoping we can continue discussing the advantages of the Storm 2.8 engine here, so we'll have a better idea of the reasons to port to CoAS. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Personally I think the blood decals are way too big. After a fight it looks like I've lost like 10 pints of blood on the floor.
 
I do kind of agree with you there, Johnny. The blood spatters are a bit excessive at times almost to the point of hilarity at times.

Freaker - I don't think we can pull the engine files and use them for PotC. I'd say it would be easier to move the mod forward, rather than trying to make the new engine retrograde.

Cap'n Drow
 
I tried that with Storm 2.5 and it didn't work. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
With "didn't work" I mean that the game wouldn't even start. It just really did not work even in the slightest.
Replacing just ENGINE.exe didn't work, just MODULES folder didn't work and both didn't work either.
 
Stuck? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I tried it too, like lightyears ago. Somehow I got to a point, where AoP:CT would load what looks like the frontscreen, but all black. The AoP menus were there, but not visible and the interface where you chosse between Blaze and..erh..that girl, was not functioning. I could choose between the two but starting the game made it crash.
I am not trying to set you back, Cap'n, but the modules are hardcoded and I think the problem is with the interface, using them to call adresses, that we dont know - I mean, AoP is a completly different game from PotC...and the problem might not only be with the interface?
 
Not me that wanted to do it, but Freaker. I've already experimented in that direction and never even got as far as you. Always figured it would be easier bringing the Build mod into a new engine rather than making the engine fit the previous version of the game.

Cap'n Drow
 
I am sorry that was exactly what I meant, just expressing myself unclear here..Bringing PotC into the AoP engine.
If everything in the AoP PROGRAM folder is replaced with PotC content, it should work, but dont. This indicates interaction between the softcoded gamecode and the hardcoded interface - not a surprise to anybody. Only the hard part is figuring out where <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Aye, and that will be one of the many things I'll be investigating. I've already been poking around in the code some, just looking and comparing so far. Before too much longer though, I'm going to be adding some things and seeing how my experiments go. **grins**

Cap'n Drow
 
I'm curious, would porting potc build over to AoP2 be difficult? I just wonder, if 2.8 has a lot more available to work with, why not port the current build over now, just to see what happens? Like I said I don't know much about modding, but I understand the general consensus among the modders here is the finish the potc build mod and then port. I guess my point is that if you were to port it over now, would it be possible that 2.8 might open up a door that wasn't able to be opened previously? Or besides graphics is there not much of a difference between 2.0 and 2.8 do you think?

I apologize in advance if these are noobish questions.
 
Is it difficult? Well, it won't be EASY if that's what you mean. And it'd take a LOT of time.
It really is not reasonable to try and port properly before Build 14 is done. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

From what I understand from the engine update list earlier in this thread, most updates are graphical and not to gameplay.
And the graphics aren't THAT much better than PotC to really necessessitate us to move right now without us being ready.
 
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