Tagged: Auto Post to Facebook Group
- April 12, 2016 at 1:10 am #7063
I just stumbled onto the Sol Contingency forums and found out that the developers of Sol Contingency are releasing Sol Contingency Proving Grounds on April 15th! I am excited :). The videos that I were posted during the beta several months ago on youtube look good so I can’t wait to try it out.
I am so glad 6DoF games are coming back.April 12, 2016 at 11:11 am #7070
Beat me to it! I was just going to put up a post about SolC… 😉
I was lucky enough to fly in Sol Contingency’s closed beta this winter and I’ve got to say that it’s probably my favorite multiplayer experience to date in any game. It’s very fast paced and the flight feels great.
Fair warning: The Proving Grounds release that is coming out on Friday will have somewhat limited content.
-2 functionally identical ships
-5 primary weapons
-4 secondary weapons
-2 game modes, Anarchy and Team Anarchy
That said, everything works wonderfully together (I love that Vertigo map) and with their recent announcement the team have expressed interest in further supporting this release with more content down the road.
I myself am very happy with what we will be getting and I’m hoping that they are swamped with downloads on Friday so that we can all get in on the action!April 13, 2016 at 11:58 am #7101SiriusKickstarter BackerTopics: 9
I’m still a little concerned about the visual overload – it was legitimately hard to see what was going on – but will try it anyway, it could have come a long way 🙂April 13, 2016 at 12:14 pm #7104
I’ll be curious to hear your opinion Sirius. Throughout the Beta process I had no trouble with visibility beyond what was intentionally added (smoking dumbfire missiles and the like). I was just reading their new manual and in the troubleshooting section I found something that might help you:
If you have a low-end / non-gaming video chipset, then you can try opening the console (press ~ or ö), typing SCALE LOWEND and hitting Return (close the console with ESC). This puts the engine in “retro mode” and turns off ALL eye
candy. It looks like Unreal Engine 2 now, but it does help performance! (This setting will not be saved when you exit the game and needs to be typed in after
I have never tried this myself so I cant say what it looks like but it might give you an experience more to your taste.April 13, 2016 at 5:25 pm #7109
There is a note in the manual for the upcoming Sol Contingency Proving Grounds that mentions Xinput USB devices are only supported and only 1 device is supported. DirectPlay USB devices are not supported from what I read. I suspect that will give me problems. While I read that there is a third party app called XOutput which can be a bridge API to translate DirectInput to Xinput, I have a feeling that might be a problem as I use CH Manager to combine axis and such on my joysticks and they might conflict or something. I will find out Friday I guess. I am not looking forward to running a translation program to get my joysticks working but I will do it if it plays decent. It definitely makes me appreciate that d1x, d2x, Overload, Geocore, etc work great with varied input devices.April 15, 2016 at 7:14 pm #7168MarleyMooParticipantTopics: 0
I just tried it. Xinput is problematic because the game doesn’t recognize the twist handle axis on my TM T16000. I need to come back to it later…April 16, 2016 at 11:12 pm #7169SiriusKickstarter BackerTopics: 9
Yeah, turning effects down (probably mainly bloom combined with higher FPS from leaving out the other stuff) helped quite a lot. I’m still not a fan of the level design – far too much obstacle-dodging, which is not really a strength of 6DOF. If they used a more Overload-like approach to the levels (not so much the decal system, just the idea that the level “segments” are a space to fly in, rather than a space to fill with stuff), it would be a much better game.
But it could be fun. Netcode seemed to work well tonight. I don’t know whether the weapons are great, but they aren’t terrible (with the possible exception of dispersion; couldn’t figure that one out), and once I could see what I was doing the dogfighting strategies came right back too.
Edit: Oh. One other thing. Respawning shield pickups is really bad for parity. When I was playing 1v1, I pretty much never died because I just kept picking up more shields.April 16, 2016 at 11:21 pm #7170pipsqueakKickstarter BackerTopics: 0
I am so glad 6DoF games are coming back.
Yup, its looking like a Descent World once again.
New York City Rocks! Always has, Always will.April 17, 2016 at 11:00 am #7188
I put together a guide last night to getting non-supported controllers working in SolC.
It’s a bit of a process but well worth it as far as I’m concerned! There have been lots of people playing over the last couple of days and the action is frantic and satisfying!April 20, 2016 at 2:59 pm #7300
I ended up getting all the Axis and buttons working that I needed using x360ce. Once I understood how it worked it was not difficult. Once setup you don’t have to run the utility for it to work. You just run the game after setup. You plop the exe in the binary directory first where the game .exe is located and after running and configuring it, a .dll that gets created and stored in the game .exe directory that gets loaded by the game which intercepts DirectInput and translates it to Xinput.June 29, 2017 at 2:24 pm #14424ZeetherParticipantTopics: 3
So I heard apparently that development on this stopped? One of the devs posted on their Facebook saying that they have no further plans for the assets or something like that.June 29, 2017 at 5:55 pm #14425CDN_MerlinKickstarter BackerTopics: 15
It never worked with my 3d Pro so I gave up on it.June 29, 2017 at 8:28 pm #14427DarkwingDivaKickstarter BackerTopics: 29
If that’s true, I’m not surprised. Last I heard they were basically recreating it in UE4 (the proving grounds was still using UE3). Wouldn’t be surprised if they felt it was too much. A shame though, since their proving grounds demo was pretty neat. Heads and shoulders above anything D:U is trying to do. Not sure I’m a fan of the cel shading direction they seemed to want to take Sol: Contingency though.
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