Hello!

It looks like you’re new here. To join in the discussion, click the register link below to get started.

Badges

First Anniversary100 Comments10 CommentsName DropperPhotogenicFirst Comment
Welcome to the brand new Codemasters Forums! Be sure to check the FAQ and Forum Rules before you get started.

SkyRex Race Steward

About

Username
SkyRex
Joined
Visits
1,550
Last Active
Roles
Member
Points
435
Badges
6
  • Re: DiRTy Gossip Thread

    CM, listen up, might have a great idea for future YourStage:

    Generating might be the best way to mold the road itself, since it creates the actual road-mesh and believable nature of the road (like necesary terrain-molding for roads, you can´t just draw a gravel texture over terrain), but the actual character of a track most of the time requires creativity you can`t achieve automated (unless training high level neural networks). So how about something like this:
    Additionally to making the tiles smaller, best would be half-corner-tile-size, how about when generating a strip of road, show way more details with zoom options, surface type and so on in the preview picture. And offer the ability to the player to lock-down a specific stretch of road he likes and just re-generate the rest. This way you'd keep the simple nature of the generator, while giving the audience much more power in creating a stage that looks how they want it.
    After having generated the layout they want, you could offer to Auto-prop it with roadside objects or to manual-prop:
    For the latter you'd actually load up the generated stage, but with no props at all, all freely available to be placed anywhere. There the player can let go with creativity placing fences, houses, trees, Haystacks, barriers, spectators, banners, fires, Hinkelsteine, Trucks, cars, guardrails, logpiles, flags, etc. with road-placed props being actively included in pacenotes ("chicane", "caution"). This could allow to create stages with character and journey by the users and still keep the ease of the generator.

    Saving a custom stage wouldn't need more than currently, plus the number, type and location of the props. Don't know what the limit for consoles is in savegame size, but you could simply allow consoles to have only a few custom stages locally and the rest in cloud-save to circumvent this?
    Hope I expressed what I mean somewhat understandable. Just a(nother) suggestion to consider for follow-up rally-sim-game ;)
  • Re: DiRTy Gossip Thread

    sqdstr said:
    Finally figured out why all WRC7 videos look so utterly un-natural to me:

    First, I have to admit, WRC 7 looks to be way way better than I expected. Narrow stages, that are very long and seemingly a great overall stage-design, which captures the journey of going through a changing environment. The graphics of the cars and stages also look "good-enough" and even the physics look somewhat resembling a kind of real car so far.

    But: Sound and Co-Pilot are meh, as well as that "dampening" camera movements. But most disturbing, I found out now, is the road surface to me. In above video it becomes obvious, that there are very harsh 'digital`transitions on the road. Not only the texture makes line-edge-line-edge instead of smooth curves, but the road does as well and in three dimensions. The bumps and dips aren't smooth but harsh, clearly visible in the car movements. It seems like the surface is modelled with way to big triangles/polygons. Almost as if they just used one modelling resolution for the track surface and the surroundings combined.
    Normally you'd save triangles in the surroundings, since you don't need the precise fidelity there, and you'd increase the triangle-resolution drastically the closer you are to objects you are actually physically interacting with. In driving sims this is most importantly the surface you're driving on.
    As it is there in WRC 7, it`s just like driving in the PS2-era or like old RBR... 
    To me this totally breaks immersion. Roads are not build with absolute flat concrete plates stitched together, especially gravel roads.

    For those confused about what the heck I'm on about:

    This is how it should generally be to be resource efficient and precise:


    This is how it looks like WRC 7 models it:


    And this is the physical precision I would wish for in an offroad simulation:

  • Re: Future of DiRT 4 - The road ahead?

    mesa said:
    I'm tired to read paid comments about how D4 is better than Dirt Rally
    I will switch to WRC 7 / pCars2 soon, cause this game has no future
    Yet here you are, in a D4/DR Forum...  Good luck with WRC 7
  • Re: DIRT 4 - CUSTOM LIVERIES, MODS & TOOLS, DISCUSSION ETC.

    @Dirtgame on Twitter relpied that people with modded liveries Will be allowed to play clubs, so I think that online leaderboards and all the other stuff too
    Sorry guys, just to clarify on this - your in-game livery designs will be available to use, but anything created outside of the branding suite won't be, as it'll detect the game files that have been modded. Apologies for any confusion!
    This just renders all custom made liveries useless for PvP driving doesn't it?
    Are there at least more patterns for the branding suite on the horizon then?
  • DiRT 4 Successor - A new Business-Model (?)

    Dear Codemasters,
    well, wether you support D4 for longer or not, sooner or later you will start working on a successor game. (Remember I still wish Argentina and VR support in D4...) As I see it, you have either the option to go on as usual and go for a normal "AAA" game with big release, lotsa content and 60 bucks for it. OR you could try a new buisness model, more suited to a niche market, especially if you want to continue to develop a Simulation rather than arcade popcorn. For this, as an inspiration and suggestion, I want to outline an
     
    alternative Business Model:

    inspired by other niche-market games like Elite Dangerous, Assetto Corsa, Raceroom, Cities Skylines, etc.

    We start with a base-game, let's call it DiRT Total, with a very low entry price, like 10 bucks or so. This contains some 4-5 cars, one YourStage Location (let's say Australia) and one open compound like Dirtfish. Included are online rally modes, league systems (maybe ESL compatible), a dynamic career with team management and important(!) online party game modes for the open compound (You know, Infected and such stuff.)
    This, with a low entry barrier, will draw in a big number of potentially interested people, getting to feel the physics and atmosphere of the game and so on. 

    I'm assuming here, that you will finally develop a new somewhat future proof engine, with double-bit precision to ensure support of real-life long stages and advanced physics. Furthermore I assume a focus on simulation through and through, which will be made accessible by some assists for the newbies. Think of how Forza Motorsport does it, without having two driving modes.

    What will be the moneymaker, are additional packs you can buy, which all work together and add to the experience. Some examples:
    - 15 bucks, Iconic-Rally-Pack  (improved Yourstage locations of Wales, Sweden, Monte Carlo)
    - 15 bucks, Euro-Rally-Pack (" of Spain, Finland, Sardegna)
    - 15 bucks, Americas-Rally-Pack (" of Argentina, LSPR, Canada Rocky mountains rally.)
    - 15 bucks, Far East-Rally-Pack (" of  New Zealand, China, India)
    - 15 bucks, Dirty-Rally-Pack (" of Kenya, Azores, something from Arabs country)
    - 20 bucks, FIA RX Pack (Rallycross cars with 3 official tracks)
    - 20 bucks, Legends RX Pack (historic and entry Rallycross cars with 3 other official tracks)
    - 10 bucks, three more compounds for the party modes.
    - 10 bucks, Dudebro Fast n Furious Bullcrap pack. (Gymkhana Freestyle challenges and more party modes, like mario-kart style with weaponized cars or ****)
    Motorsport-Series packs:
    - 10 bucks, modern Rally Masters (R5, R4, R2 Car pack)
    - 10 bucks, Too Dangerous (Group B AWD, RWD and H3)
    - 10 bucks, Raid Pack (Bowler Nemesis and friends)
    - 10 bucks,  World Series Power (WRC cars form 2010+)
    so on...

    Obviously you don't have to release everything at once, that's the point. Getting a steady stream of income to further development and afford making free patches and support for the base game and physics for several years. You just start with like one rally-pack, two car packs and a RX pack (=55+10base = 65bucks everything at start) getting Trpile-A prices from those who want everything and getting a lot more attention from all those attracted by a low entry barrier to try the whole thing.
    Then over the years you support the game with constant flow of new packs together with free patches that improve the game and slowly building a great platform for Offroad-Simulation, a niche which doesn't have such a platform yet. Maybe with a schedule like CarPack-CarPack-LocationPack and repeat.

    This offers you a steady income stream and offers customers to focus on the disciplines they really want and cars they really want for a total price they would've paid for a AAA game anyway.

    Additional, as ESL and leagues would make modding hard anyway, you could implement consumer-friendly micro-transactions. Which means, paying for fancy visuals and never for unfair advantage. So don't sell ingame money! Ever! Or ultra-team-engineers! No gameplay effects at all!  Example being Elite Dangerous here, you can sell like official liveries for cars, like 1€ each, or some stupid bobble-heads, or some ugly drift-charms for the bumper, or some alternative driver or co-pilot models, you get the picture. Some people will buy that too, which will further secure ongoing development.

    Just as some suggestion if that wasn`t on your radar. Would really love a short aknowledge of a dev if you put it into consideration.
    And of course some comments from community, If you would support such a model over several years or you're rather an antagonist of such consumer-customisable business models?

    Cheers
    Skyrex