Congratulations!

30 04 2008

On April 27th at 7:04 pm, two of my very best friends in the world of online gaming (and heck, two of my friends in any context!), Kooli and Raynie Sneakytail, welcomed a newborn child into their lives!

And whats more.  I am so overwhelmed.  The child carries a second middle name which represents so much of our guild (the guild leader’s name, his dad’s in-game name, “Kooli”) (and I’ve seen the birth certificate that proves it, heeha!)

I am just utterly amazed and speechless and … just … dumbfounded with gratitude.  To think that there is going to be a  person in this world who represents all of our friendships and memories, even years from now, in a part of his name … that a mother thinks highly enough of her husband and her guild and the experiences she’s had in it …

When I joined this game 3.5 years ago I could not have wished to find, or imagined, finding a better group of friends.  I cannot believe some times that it is possible to have developed such strong ties through a virtual world … but when I really sit back and think about, these are people who I have spent days and nights with, hours upon hours — hundreds, thousands of hours — with some of them.  Although we tend to think of online adventuring as a detached “anonymous” medium … these people have become like real friends to me, people who in some ways know me better than many of my real-world acquaintances.

I am so happy for both of them!

Grats guys!





Kramer: Runnyeye to be a level 80 instance; GU 46?

29 04 2008

Steve Kramer recently updated the Dev Blog with the following:

http://eq2dev.wordpress.com/2008/04/28/revamp/

It will be an INSTANCED version of the old-world dungeon we all know and love (in the way you fondly remember an ex-girlfriend who you had great sex with but was otherwise a terrible bitch). !  ;)

And apparently it will be much “cleaner” — my suggestion is that the tints on the walls and the lighting gets a nice touch-up as well … I’m thinking purple and green for that truly “Alien” feel.  I always did think that RE was straight out of the imagination of HR Geiger.  The tunnels, the weird ribbed look to it … seemed like it should have been the zone leading to the Void or some portal to the Obelisk, not a mountain overrun by goblins …

INTERSTINGLY ENOUGH … on that same line of thought.  We do know the evil eyes have some connection to the Void … at least as secondaries.  Murals on the Obelisk ceilings have shown that much … and what a coincidence … RE is actually overseen by a giant Eyeball!  Yes … the goblins are really just the thralls.  It’s the eyeballs who run the show, there!

(and didn’t we all hate them when they wiped our group over, and over, and over at that nasty T-intersection.  You KNOW which one.  THAT one.)





EQ2 Video Showcase, Pt. 1: Neriak, City of Hate

28 04 2008

I was inspired.

Hope you all like ~

Wish YouTube didn’t cut back the quality QUITE so much … but ah well. Such is the price for free video hosting. ;)

Enjoy!





Warlock: Now With 0% Nil Crystal!

17 04 2008

Warlocks will no longer require Nil Crystals to cast spells from the Gift, Netheros and Rift lines.  Curse spells will no longer generate Nil Crystals.

I can hear the cheers.





Tweaks

14 04 2008

(Quick Reference Note:  Some Neat Tricks –

Force anti-aliasing

/r_aa_blit 1

via the in-game command (this must be typed once per session, and will use the settings you specify in the video card’s control panel — if you adjust your video card’s settings while running the game, you must exit the game and then open the program again, in order for this command to see the changes.)  Anisotropic filtering (sharpening of ground textures and distant textures) is supported if you have enabled it in your video card’s control panel, and needs no command to be activated.


Force super-dense ground coverage and flora:

/r_flora_density_scale X

- where X equals any number from 1-100 (or higher, but 100 is a ’safe’ cap for high-end systems.)

============-===============

Okay, onto the post:

IN a nutshell -

Complex Shaders at 35
Environment Textures = Maximum
Character Textures = High
LOD = Medium

Lighting Quality = High
Specular Enabled
Specular Light Sources = 3
Maximum Lights = 9

  • Additionally I have my contrast set at x.250 and gamma at x.250 and that makes the colors rich like they are in the screenies.  But adjust to your own taste.  Some find it too dark for comfort.  In that case, simply reduce the contrast … things will lighten but look more washed out … however attempting to use the Brighten will make things TOO bright with such high contrast … so you have to find that happy middle area.

Particle quality = High
Particle Sliders set to center
Max Spell Results = 2

Model Detail bias sliders all set about 3/4 to right
High Detail Models = 10
Low Detail Model slider is all the way to the left

Animation sliders set to just left of center

Cloaks disbaled (this is more personal choice as I prefer to see armor over cloaks — but during raids disabling cloaks can give a nice FPS boost)

Cloth Sim Off  (only noticeable if you have Particle Bias set to very far, anyway)

No Flora
No Atmospheric Effects (except for screenshots)

Hardware-forced anti-aliasing (via Nvidia control panel, select EQ2 from dropdown and adjust AA) set to 2x

  • I don’t find that, at such a high resolution, anti-aliasing is really much more noticeable beyond 2x … as for anisotrpic filtering … if you enable it, choose at least 4x, and then turn down Environment Textures to High or Medium … the AF will usually make up for lack of high quality textures … but different video cards react to the performance hit in different ways.  You can try Max Textures and 4x AF but the visual discrepancy will be rather unnoticeable while still taking a performance hit.

Resolution is Widescreen 1440 x 900

TIPS:

  • Turning Complex Shaders to {-1} disables all lighting and bump map effects.  Great for a quick “fix” to sluggish performance in crowded situations.
  • Max Spell Results = 0 will only show YOUR spell effects, and only 1 at a time (i.e. you will not see 3 spell effects linger while you cast your fourth, etc. — each new spell graphic overwrites the old spell graphic being displayed).
  • Spell Quality = Minimum will get rid of the Dirge/Troubador “music notes” floaty effect in groups/raids which can be quite annoying after 10 minutes let alone several hours.
  • Model Detail settings control how far you see objects like boulders, rocks, shrubs, houses, and NPC armors.  Model Detail settings control the pop-up effect on some objects and creatures, like orcs in Faydark, for exmaple.  The further to the right you have the sliders, the less pop-up you get, traded for possibly slower rendering or stuttering game play.
  • Particle Detail settings control how far you see spell effects and “shinies” as well as some things like certain bridges, and ‘false’ objects (tree branches are a good example) i.e. things made to look like polygonal objects but in fact nothing more than particle effects.
  • LOD textures control the size of the textures that will be stored/swapped in memory for far away objects and NPC’s.  It is most noticeable with large trees and NPC’s in cities.  Since 10 is the maximum of Characters that can be rendered in High Detail, no matter what, you will notice a change.  However setting it to High can make them look more pleasant, overall.  But beware – this can be an extremely intensive use of resources depending on your video card and RAM.  I find medium to be just fine.




Screenshots/Postcards

11 04 2008

All of these I took myself and posted with minimal/no editing in most cases.  You can find many posts by me over on the SOE fan art boards where all of my SS get posted originally … if you search back … but some have been lost with the old forums, so I want to use this blog as my main way of categorizing them from now on.

There are some truly amazing sights in this game when you take the time to appreciate the details of the landscapes and even some of the creatures.

I’ll try to archive more from my collection, over time.  These are the most recent of the collection.  Thumbnailing for ease. :)   Clickie-click!































My Pet Kicks Your Pet’s Ass

5 04 2008

Since it doesn’t seem like the EQ2 combat animations are in any way linked to actual damage output (hence we have hit numbers and hit text popping up when, for example, you are not physically swinging your weapon, landing a spell, or otherwise connecting physically to your opponent) it seems like it would be really cool if we had some ultra fast melee pets that ripped the baddies a new one!

Think of your dreadnaught going into a berserk rage, doing flips, wing slams, kicking its feet … and not at the snail pace we are used to, but at ultra high speed.  Like someone hit the fast forward button twice.  Like a Capcom arcade fighter from 1992.  That kind of speed.  Think of your 6-armed Shiva-elemental going nuts and whacking its limbs into the baddies at light-speed, explosions going off all over the place, big bass booms coming through your speakers …

So -

How much would that rock?

Just some food for thought.