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There I was mocked for not having a better graphics card.
Hi PyroJockey —
You’re probably referring to my reply in the discord, as I can’t find any others after then. I wasn’t intended to be mocking, I’m genuinely surprised you’re running the game on a GTX 645. That card is 7 years old! Aside from turning down pretty much every graphics setting you can find in the game…I’m not sure what else can be done to improve your performance. Op-Ception is *definitely* one of the more intensive of the DLC maps — it’s not Pyre from the campaign, but it really starts chugging in there even on high-end processors and GPUs.
February 6, 2019 at 6:40 pm in reply to: Has Mike Kulas left Revival for Volition? What is the future for Revival? #19094Hey guys, following up on this with a pretty large post from Matt Toschlog on behalf of himself and Mike Kulas in the Discord server. This is not necessarily a final development update, but all signs are beginning to point that way ahead of the X1 and DLC2 prep and launch:
_______________________________________
For some time, we’ve wanted to provide an update on Revival and Overload. Some of us got busy and we kept waiting for the Xbox version to be done (update: it was submitted on Monday for approval), but here’s the status.
We founded Revival and built a team to make Overload, not really planning to create a lasting company that would build more games. We wanted to have fun creating a spiritual successor to Descent, and we’re very happy with the results.
We would have liked to do more with Overload — more DLC drops (we will do another community DLC pack), new features, maybe a sequel. Those things look very unlikely now. We’re gratified by Overload’s strong user reviews and we love the community that has formed around the game. Nonetheless, sales have been disappointing and can’t justify much additional work on the project.
We’re still spending time on Overload, but most of us have moved on. Roughly half the full-time team members are now working at Volition. (Props to Chelsea and Ed who leveraged their Overload experience into Associate Producer positions!) Luke is back to working full-steam at Radian Games. (Check out Scorcher, coming later this month!) Matt is working on ideas for a new (game-related) project. Mike had planned on loafing for several months and then deciding what to do, but suddenly and unexpectedly found himself rejoining Volition as General Manager.
We are proud of Overload and have many fond memories. The Kickstarter, which was as all-consuming as many had warned, was very satisfying in the end. We both enjoyed being (slightly rusty) programmers for the first time in years, and it meant a lot to be part of such a talented team. We were gratified by the community of both newcomers and Descent fans still committed a game we created over 20 years ago. And it’s particularly meaningful to see team members who got a career boost out of their work on Overload.
Maybe we’ll do it again in another 20 years.
– Mike and Matt
February 6, 2019 at 6:40 pm in reply to: Has Mike Kulas left Revival for Volition? What is the future for Revival? #19093Hey guys, following up on this with a pretty large post from Matt Toschlog on behalf of himself and Mike Kulas in the Discord server. This is not necessarily a final development update, but all signs are beginning to point that way ahead of the X1 and DLC2 prep and launch:
_______________________________________
For some time, we’ve wanted to provide an update on Revival and Overload. Some of us got busy and we kept waiting for the Xbox version to be done (update: it was submitted on Monday for approval), but here’s the status.
We founded Revival and built a team to make Overload, not really planning to create a lasting company that would build more games. We wanted to have fun creating a spiritual successor to Descent, and we’re very happy with the results.
We would have liked to do more with Overload — more DLC drops (we will do another community DLC pack), new features, maybe a sequel. Those things look very unlikely now. We’re gratified by Overload’s strong user reviews and we love the community that has formed around the game. Nonetheless, sales have been disappointing and can’t justify much additional work on the project.
We’re still spending time on Overload, but most of us have moved on. Roughly half the full-time team members are now working at Volition. (Props to Chelsea and Ed who leveraged their Overload experience into Associate Producer positions!) Luke is back to working full-steam at Radian Games. (Check out Scorcher, coming later this month!) Matt is working on ideas for a new (game-related) project. Mike had planned on loafing for several months and then deciding what to do, but suddenly and unexpectedly found himself rejoining Volition as General Manager.
We are proud of Overload and have many fond memories. The Kickstarter, which was as all-consuming as many had warned, was very satisfying in the end. We both enjoyed being (slightly rusty) programmers for the first time in years, and it meant a lot to be part of such a talented team. We were gratified by the community of both newcomers and Descent fans still committed a game we created over 20 years ago. And it’s particularly meaningful to see team members who got a career boost out of their work on Overload.
Maybe we’ll do it again in another 20 years.
– Mike & Matt
You misunderstand me — if you’re interested in frequent contact from the team, they’re often personally in touch with the nearly 1000 users on the Discord server. We’re unlikely to see editor updates until after the upcoming console launch because their limited resources are — as you quoted from my paraphrasing from them — being put into said console launch. With the campaign already finished, it’s probably not a pragmatic business decision to update the editor at this time. Not to say they won’t update the editor, just that it’s not a priority.
But there is another reason why I’m not going to keep persisting with the problems. Look around. Revival is not interested in it’s community.
that’s where you’re wrong, kiddo
https://discordapp.com/invite/fJbKNsU
I think the overwhelmingly vast majority of the team’s resources are being routed into the upcoming console launch, hence the relative silence on the editor (which works/worked well enough for their purposes). Lots of folks — many of whom mastered editing for Descent 1/2 and are thus very skilled in using Overload’s editor off the bat — are taking apart the editor’s quirks and helping people put together some seriously good SP/CM maps. Come hang out!
As far as I’ve seen on the Discord discussions, nobody knows the cause or the cure for this…but it doesn’t seem to have an effect on exports aside from the message itself.
The situation you’re describing and size of the maps you’re suggesting here is similar to one of my own projects in the last few weeks, which was just a small cube of 16-4-16s. I think it may have to do with simply not enough segments being in a level before it exports. I was able to solve the issue by creating ‘burner’ segments — extruding out then deleting the connections to the new areas. Give that a spin?
What kind of information are you looking for? I have tutorial videos on my yt channel that may be of interest if you haven’t done a dive through the options menu yet (https://www.youtube.com/watch?v=tjZlIBE279c and https://www.youtube.com/watch?v=jMxWfiSU3xA), but if you’re looking for gameplay mechanics and such those fall outside the realm of what I’ve covered. Planning to have two more videos covering trichord settings and weapon upgrades by the end of the week-ish. Plenty of pilots are always available to chat and share knowledge on the Discord server (https://discord.playoverload.com), if you’re looking for more immediate answers.
I for one am utterly disgusted.
I’ve been playing Descent long enough (from age 5 or 6, when Descent 1 came out, IIRC) to be a top-tier player, I’ve just never put in the time or disciplined myself to get there. That changes now. 🙂
A familiar story. 😉
See you at the top!
We’re not abandoning it (yet anyway 😉 )
don’t leave me bb ;_;
no yeah come hang though it’s a real mega-dank time
do people even say dank anymore or is it just me
Recently changed mice from an old wheel mouse optical 1.1a to a Zowie FK2 — not much has changed but a few tweaks were made to compensate.
Setup: Mouse and Keyboard
DPI: 800, formerly 400
Mouse Limiting: None
Mouse Smoothing: Off
Mouse Rolling: Off, have used Weak in the distant past
Sensitivity: 36, formerly 87
Turn Rate: +3Auto-Leveling: Off
Aim Assist: Off
Movement Speed Config: HybridComments: ‘Snappy’ is the one word I’d describe this with. Great for flyby secondaries and covering angles quickly. Quick snaps can sometimes require correction and lead to overcorrection because of turn momentum. Some engagements can look artificial, especially with quick aim motion on a target. Excellent for work with anything covering distance quickly — driller, crusher, cyclone, and every secondary. Would probably be a lot better for Fusion/Thunderbolt if I didn’t have slide up/down on the left and right mouse buttons. A side button is mapped to primary fire but I’m hardly practiced on it.
I have mine set on normal, might switch to weak. Sensitivity is at 7
is your dpi like twelve billion or something holy crap dude
Enthusiasm’s great! A fair amount of this has actually been implemented in the campaign (RPG elements, easter eggs and secrets, level select/replay, practice levels, fan tributes, etc, and of course challenge mode’s been a huge hit) or are in the works for MP as far as we know ((limited) visual customization, low weapon redundancy). I think co-op is unfortunately out of the cards for now but if the game does well there might be some exploration of adding it back in.
Posting this so it doesn’t get lost in the discord feed:
just went back to b104 to look at the control issue, got a cool ‘there is a new update available’ text block at the main menu, so that works, FYI. only to 106 though so it might just step forward one public #, idk
so the control issue from last post is endemic, not epidemic, though the PT3 codebase mightve changed it subtly (I do notice pitch controls are a bit heavier!!), it’s in every build going back to PT2
tl;dr it’s a non-issue but it weirds me out man. might have to do with the hard upper limit on turn rate (even when uncapped) for emulation of the legacy flight model. not in favor of changing it but also not in favor of not changing it after all this time since it does work and it does feel pretty good once you’re in it and practiced…idk, I’d have to test both this and traditional fps controls out and see what I like to make sound judgement on it and we’re kinda 10 patch cycles past that point lol. something something heightens the skill ceiling? here’s the vid: https://www.youtube.com/watch?v=040r-7Zo1Bo
EDIT:::::::: I think it’s best without the turn ramping thing. If there is a limit-even-though-it-says-there-is-no-limiting with mouse sensitivity though, turn speed should be capped, not toss inputs. It’s workable and without ramping I don’t really notice the pitch ‘weight’ I’ve mentioned a few times as much.
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