matt milne
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Everything posted by matt milne
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WOFF GOLD? The last major release. :(
matt milne replied to Hellshade's topic in WOFF UE/PE - General Discussion
Don't forget the hour of completely new music for Woff: Gold (3), it alone is worth the price tag. Woff 3 will probably be my last ww1 soundtrack for a while, I too have been at this for a long time, since P2. Even with big anniversaries coming up, and despite my soundtracks for woff/off and 'rise of flight', game and film producers are still reluctant to ask me to do things , so no more ww1, but it has been a blast. -
I'm, in Aberdeen, Scotland, UK. Woff Dev I think best categorises me.
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WOFF overpriced. Is it just me?
matt milne replied to Blackadder33's topic in WOFF UE/PE - General Discussion
no, not in the slightest. -
WOFF overpriced. Is it just me?
matt milne replied to Blackadder33's topic in WOFF UE/PE - General Discussion
$70 or around £30 was the standard price for games in the 90s. add inflation and various other costs, it should be a lot more, you're getting an absolute bargain. the majority of people will pay 1-3 cents per hour of gameplay. about 300 times cheaper than a typical title. -
The Illustrated BOC News, December 11, 2013
matt milne replied to RAF_Louvert's topic in WOFF UE/PE - General Discussion
acceptance speech in process. Lou, you should write for the onion. -
I agree it's too much. As it was in 95, celebrating the end is a much better option, celebrating hope for a better future rather than highlighting the start of a long gloomy period of death and despair However, I would like to see some companies making some documentaries, games, films etc about it over the coming years, followed by the main celebrations in 2018, that would benefit a lot more people.
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automatic frequency scaling (turbo mode) is standard in virtually all post 2010 processors and GPUs. keep a close eye on the temperatures to ensure longer unit life (I set 50 C as the ceiling for mine, and use a lower voltage for the cpu.)
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WINGS Over Flanders Fields - Preview #4 movie
matt milne replied to Polovski's topic in WOFF UE/PE - General Discussion
anywho, on a preview related matter these are getting better and better. keep them coming. -
WINGS Over Flanders Fields - Preview #4 movie
matt milne replied to Polovski's topic in WOFF UE/PE - General Discussion
yea, that's getting to be annoying. A little research is always a good idea. I am not an actor, i'm a composer. For those of you who use the imdb, i am Matt Milne number 1. -
WOFF Release Date Is On The Calendar!
matt milne replied to RAF_Louvert's topic in WOFF UE/PE - General Discussion
surely me winning an oscar should be on there, how about between entropy reversing and never. -
Who is the oldest (and youngest) OFF'er
matt milne replied to JimAttrill's topic in WOFF UE/PE - General Discussion
this is fascinating. I suddenly feel very green in comparison. in a minority as usual, at 26. -
unfortunately if you keep adding to the list of features the product never gets finished. At some point a line has to be drawn under the core features, with the rest left for expansions or future releases.
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Looks like HQ was hit by a night bombing raid
matt milne replied to RAF_Louvert's topic in WOFF UE/PE - General Discussion
ah the joys of the modern industry. if there's a hosting company that is likely to still be in business 10 years from now, we should find it. Though i still love combat ace, can't we move back here? -
oh dear god no. The most difficult thing about scoring woff was avoiding clichés. But there's plenty melody there, as wings has.
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Great, excellent news.
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did we mention there were 20 something tracks, between 4 and 6 minutes each, it's in there somewhere. One of the main hallmarks of a score i write, is that there are 3-6 themes and sub themes in each track. you only get to hear a few seconds of one of those themes at the start and end of this video, the track it comes from is just under 6 minutes. I would love to score with the LSO, and london voices, with the harlem boys choir if they're also available, recorded in large music halls and mixed at abbey road.
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i sense an 'and finally' segment.
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I've got some windows start up and shut down music somewhere.
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I did write a song for the woff credit track, but couldn't find anybody to sing it. If i can find a husky-voiced male then i can release it as a bonus track some time in the future.
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even still, I would stay incognito unc.
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yay, i'm back too. As fine as simhq is, i prefer this interface and layout. Way to go with the site recovery guys, thankyou.
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hear hear. CA must be doing something right. Paradoxically, for a site about combat it seems to have a far less confrontational style than other forums. There's a strong community ethic of self censorship and a low tolerance for trolling, the playing field is level. It's much better for the online community as a whole. as for the future; as long as we remember why the site was started, it should continue. As long as the community continues to support it, it should survive what the next ten years will throw at it.
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Disappearing prop disc and time compression frustration
matt milne replied to redpiano's topic in WOFF UE/PE - General Discussion
also make sure scenery and terrain detail sliders aren't on maximum, sometimes they accidentally get put on max. Make sure you've got high-resolution z buffer ticked, think about reducing the clip settings as well. olham has a screen capture with suggested graphics settings. try lower settings if you keep having graphics glitches. some sliders should be kept at minimum or less than maximum, regardless of the rig. As a general rule of thumb for any game, the more you can see in a world, the less well you will see it: the z buffer has a limited number of places, and all objects infront of the camera have to fit in them. z fighting occurs when more than one object tries to occupy the same space. usually greater clip distances and detail = lower quality. less is more, as they say. -
Disappearing prop disc and time compression frustration
matt milne replied to redpiano's topic in WOFF UE/PE - General Discussion
take any game with an adjustable draw distance or level of detail, and lower the settings to minimum. You'll see these effects no problem. Most common in simulation, strategy and fps games. I seem to remember a transparent building issue in sc4, popping fire effects in medal of honor, and anything else in id tech 3, the occasional fsx cloud issue, also model and texture issues in the lord of the rings games, as well as similar problems in the star wars games, also gta 3 onwards had similar issues. Like I said, it's a programming and design nightmare even for the best. Water is a common problem, where it z fights with the edge of the terrain. Glass windows are another example, where the pane z fights with the frame. TIR enhances the phenomena by turning a smoother more restricted camera into a freer rotating one, so objects coming into and out of the field of view are easier to see before they've fully rendered. Generally moving a camera quickly in any rendering environment will cause a precision issue. -
Disappearing prop disc and time compression frustration
matt milne replied to redpiano's topic in WOFF UE/PE - General Discussion
see http://en.wikipedia.org/wiki/Clipping_(computer_graphics) Clipping is a 3d and 2d nightmare, 'popping' as it's called in the business is incredibly common right up to the latest engines. Also early culling on the clip plane (where the polys on the nearest surface to you clip out because the camera is looking through it is another common headache. the z buffer and the clip system will disagree on where the surface is and so the engine will not draw it. This can be much more noticeable with 2d transparent textures and effects. sometimes in a fps if you are near to a wall and turn slightly, the wall will disappear and you will see through it. This is because the surface of the wall is closer to the camera than the near clip plane, so it is not drawn. modern fps games resolve this issue by setting the wall's collision distance greater than the near clip plane. With spherical clipping the problem is worse where objects are partly in the clip sphere and partly out (one corner of a cloud for example could be sticking out of a sphere causing the whole object to disappear) where you have a large number of 2d sprites in the same area, the computer struggles to determine which is infront and which is behind (see z buffer fighting) where the object has a z buffer and a clipping issue, the engine will fight with the graphics card for supremacy. Most current graphics cards struggle beyond 1000 individual objects, and/or 100k polys, subsequently clip planes and lod (levels of detail) are the only way to reduce the load. until we all have supercomputers on our desks this will always be the case. there are hundreds of other tricks. Forests for example are usually a collection of 2d planes (little cut out trees) but up close they are replaced by 3d trees. both look the same up close and at distance, but one is a thousand times less information than the other. if each tree was drawn in full detail you'd be down to 1 frame a second after a hundred trees. And games such as off and rof, would be impossible, where forests of thousands of trees are shown. the human eye is thought to have a range of similar filtering techniques so that only important objects are focused on.