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Vapourware Sui Generis + Exanima Early Access

Technomancer

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Dec 24, 2018
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Just wait - the near relativistic speed of material projections due to thaumaturgical spells will necessitate a rewrite of the Newtonian physics system. Further, real space distortions due to said projections will mean that new pixel shaders will need to be developed that account for the conditional non-Euclidean geometric trajectory of particles.
Well, it's not like that unfortunate render hiatus happened strictly by choice. As I understand this, card makers literally stopped supporting the tech the game was using for its lighting so there was absolutely no choice but to do it even if the devs were reluctant. But I guess it is fair to say that they deved it long enough for it to happen. On the plus side the performance is tripled in some cases!
 
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Technomancer

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22/2/21

Before we even start with the week, we want to tell you that the renderer update should be going live on the beta branch later today. It's in the beta branch because it's basically the first part of a larger update, but this part is mostly ready and we know some of you are hungry for updates. Some things have been cut for now, and we're going to want to do lots of tweaking things for the new renderer and itemisation systems, so you can expect various patches over the coming days.

During this week we've mostly been updating more assets for the new renderer. We generally have a choice between doing something quick and dirty recycling existing assets, or a proper remaster for the new renderer and material system, which looks much better. Eventually we want to update everything properly, so we've mostly been thorough. The main exception is weapons which will soon be replaced anyway.

We re-implemented our electricity effects for the new renderer. There wasn't really anything to improve visually, but this ended up becoming a whole framework for effects that require special behaviour and rendering, which will be very useful.

We also added the first small bit of interaction with items by allowing you to clean dirty items with a brush, which will be extended with further mechanics. It's the simplest item interaction, but still an important first step because it introduces modifying items in game and using items on other items for the first time.

We got through a lot of other little refinements and fixes now that the pressure to complete the big stuff is off, so we can look at some of less urgent, but still important things. We'll be doing more of this now and keeping the beta branch up-to-date.

So, barring any natural disasters and the like, we'll catch you later with some proper release notes. These for now will be posted in the forums rather than the news section, so be sure to check them out.

Have a beautifully rendered week!
-the BM team
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,708
This is major incline. You know what I've always wanted to do whenever I found a new sword or a piece of armor? Take my brush and clean it. Yeah, get all that grime and dust off, make it shine. Here's hoping they'll let me launder the clothing I find.
 

Technomancer

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Exanima 0.8.1.5 - Beta Branch

NOTE ABOUT SAVES

We have tried to maintain compatibility with old saves, especially for arena which will receive an actual wipe soon, however the hub has changed and before you update if you have any items lying around in your hub you should put them in your arsenal or they will be lost.

Story saves technically still work, but a lot has changed or been replaced and existing saves will have incorrect lighting, old props, items may look wrong and various other weird things. To see the game the way it's supposed to you should start a new game. Strongly recommended.

You may also want to back your saves just in case something goes wrong. They can be found in %APPDATA%\Exanima (put this in the run or file explorer address box).



ALL NEW RENDERING ENGINE

Our next update was supposed to just be some improvements and additions to arena gameplay systems and procedural weapons, making a new rendering engine is not something we saw ourselves doing at this stage in development, or any really, but we've been running into compatibility issues, driver updates have been steadily degrading our unconventional renderer's performance and causing ugly artefacts. We also keep pushing what we do with content and graphics, and these issues were preventing us from moving forward.

Much as we wanted to avoid it, we needed a fundamental change. To solve all these issues, we had to build a new rendering engine. And you know us, if we're going to do something, we're going to do it properly.

The main goals here were to reduce driver CPU bottlenecks, also a growing problem as GPU performance races ahead of CPUs, handle hundreds of detailed unique procedural objects efficiently, and get away from visual artefacts that were ruining our shiny new art. But there quite a few things we wish we had done better, wanted to improve or raised questions for the future.

Our material system was cumbersome and complex to use, overhauling it is something we've considered many times. We need artists to make correct materials easily and intuitively, and without consuming a bunch of resources. Our new material system is pretty much fool proof, and can handle complex materials much more efficiently.

Here's an example of better materials and shading, as a direct comparison to the previous version:


Renderer Comparison 1
A screenshot comparing the old renderer to the new taken by one of our testers, Sorbo.



The other big topic was global illumination. We had something crude in place so that we could handle light and darkness without light leaking through walls, but that was it. Without direct light everything looked very flat and disconnected, and light would still leak even through doors. It was also limiting the size and layout of our environments, turning off beyond a certain distance or depth. Outdoors we had to use another solution entirely, with its own limitations.

Any kind of baking is a content pipeline nightmare and of course can't handle dynamic lights or objects anyway. AO just darkens corners that shouldn't have been lit in the in the first place, and real time solutions are glitchy screen space things that don't work well with a forward renderer. Raytracing solutions have silly hardware requirements, are still cumbersome to use and not as detailed as you might think.

So, we just needed a new GI solution that could capture even small details in a huge volume of space, is fully dynamic, and blindingly fast. It sounded impossible, but we did pretty well.

This doesn't mean you'll suddenly be bedazzled by crazy effects, it can do that too when appropriate, but it's not our style anyway. It means things looks more realistic and less... wrong. The following screenshots clearly demonstrate what the GI system does for lighting.

First, this is what things look like with a constant ambient term. This is the typical look of rendering without any kind of GI. It can be slightly improved with effects like AO, but you still have flat lighting everywhere, even where there shouldn't be any.:


Ambient / No Global Illumination
Typical rendering without any kind global illumination. It looks very flat, there's light even where there should be darkness and it's hard to make out objects and where they are in the scene.



In the old renderer we were actually so unhappy with how this particular environment looked that we broke our rule and baked in some AO to complement the flat lighting. But our new GI gives much better results than we could have hoped for with our previous baked solution:


Gloabl Illumination
Our new real-time global illumination adds lots of depth and realism to lighting.



This is a drastic improvement. There's lots of depth, more detail, very soft shadows, lights actually look bright. It looks much more realistic and it's much easier to understand the 3D space. This is completely real-time, no baking or even configuring, it just works with fully dynamic scenes and lights.

It also does wonders with emissive objects. The glowing jar here is not a light source, but it creates realistic lighting and even soft shadows. These emissives can have any shape, and will look spectacular with the upcoming force thaumaturgy.


GI Emissives
Light emitted by a glowing object with our new global illumination system (this is not a light source). A crate is moved to show how it can capture fine details and even cast nice soft shadows.



The rendering improvements don't stop there. Everything is new and improved. Better shading, shadows, reflections, subsurface scattering, hair, displacement mapping, post-processing and support for various new features. It's better, faster and can handle whatever we might throw at it in the future, like large streaming outdoor environments.



ITEMISATION CHANGES

As you may know we've been working towards replacing all weapons with new more realistic ones that are also procedural and always unique, along with various improvements to weapon mechanics. These will be added soon along with an arena overhaul, but much of what we've developed here and some general itemisation changes are already applied to armour in this update.

Previously armour came in some randomised colours and with a handful of fixed modifiers, such as rusted, crude, superior etc. Items now have very realistic procedural materials with variable quality, condition and dirt. These all work independently, and items can also have additional traits. The same item can be made from different materials now, and materials can add their own traits.


New item quality and condition
A few examples of varying item quality and condition. There aren't fixed levels but independently varying values.



There are many detailed parameters defining how each item can be made, or how entire outfits should be assembled based on context, wealth etc. Other improvements include supporting dyes and paints that give us more flexibility in colours and materials, and will allow players to customise their items. we've increased our previous limit of 4 materials per item to 8 so we can do some fancy new things. We have more detailed, procedurally generated text descriptions.

So there's a lot more of that subtle realism which is an important part of the Exanima experience here, more variation, more world building tools and some deeper player interaction. Besides dyes, we'll allow you to clean dirty items, and in the story there will be a way to improve the condition of items, which is very important. All those useless and identical rusty items now vary in quality and traits, and with some investment could become your best. It's no longer a matter of simply collecting the best and discarding the rest, but deciding which items you want to invest in. Even items found very early in the game could be valuable.



HUGE ASSET REMASTER

A new rendering engine and new material system meant almost all our existing assets no longer worked. We introduced a compatibility mode for old materials, but it limited and even when it works it doesn't look very good. This means we've been redoing most of our materials and textures, and in the case of the early content in the game, we just remade most assets from scratch, including tilesets. We kept the original design and aesthetic, but rebuilt assets leveraging our new tools and methods and making various improvements along the way.

Character assets have also received a significant update, humans and creatures have all been improved, with particular attention given to the undead.

We've covered almost everything, but it is an ongoing process, and many more assets will be properly updated or improved further. Weapons will soon be replaced with their new procedural counterparts.

All our lighting will also receive an update in future, when we did our lighting we were working with a much more limited lighting engine, we can do much more interesting and diverse lighting now with the new features.



BETA BRANCH - INCOMPLETE

We've had to cut some content that was still giving us issues at the last minute, namely the market and sewers, but this will be reintroduced over the next week or so with patches.

As mentioned, not all assets have been updated for the new renderer, and while everything should work, we still need to really tweak how it all comes together.

Most of our optimisations have been targeting mid to high range hardware, and the GI performed so well on our target hardware that we stopped optimising it. However, we are aware that on very low end GPUs and minimum settings the GI can still have a bit of an overhead, not to worry though as there's lots of room for high level optimisation and you can expect big performance improvements.

At least some AMD setups/drivers are performing much worse than they should. We still need to investigate the issue properly and we expect to see much better performance when resolved.

Some intel drivers launch the game showing strange bright colours when in full screen. We'll try to fix this, but in the meantime simply toggling in and out of windowed mode (alt+enter) seems to fix it.

You can expect some stutters the first time you play, but these will go away. Once everything has been properly sorted out and updated we should be able to get rid of them permanently.

We have made sweeping changes to itemisation, and had to configure literally thousands of parameters in one go and many complex randomisation mechanics. It will take some time for us to get a proper idea of how it should all be working and also to properly take advantage of all the new features. Feedback on these features is welcome.

If you do have feedback or issues to report feel free to join us on our Discord channel https://discord.com/invite/Z5aV2bF we're there all day every day and it's a great community.


Changelog for version 0.8.1.5:

• All new rendering engine

• Dramatically improved performance

• Fully dynamic indirect lighting

• Realistic procedural material system

• Improved shading for all material types

• Improved reflections

• Improved shadows

• Huge remaster of most assets, major updates to early content

• Remastered character assets, creatures, undead

• Items now have independently varying quality, condition and traits

• Items can now be made from varying materials, materials can add traits

• Detailed and intelligent item and outfit randomisation features

• Support for various modifications to items

• Support for more complex item material configurations

• Accurate procedural item descriptions

• You can now clean dirty items with a brush (more mechanics coming)

• New music track for early game levels added

• Fixed and improved all camera rotation controls

• Reduced GPU and CPU activity while the game is minimised

• Fixed character being spun around when prone

• Fixed unstable muscle behaviours in ogres

• Fixed camera vibrating at low speeds

• Many other bug fixes and improvements


That's it for now. We'll be patching this regularly and adding some more features and items. The arena and procedural weapon update is coming soon.

Best,

Bare Mettle
 

agris

Arcane
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This is major incline. You know what I've always wanted to do whenever I found a new sword or a piece of armor? Take my brush and clean it. Yeah, get all that grime and dust off, make it shine. Here's hoping they'll let me launder the clothing I find.
unscented dryer sheets will be a rare drop
 

Technomancer

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Dec 24, 2018
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1/3/21

So the beta has been up for a week and we've been fixing various issues, looking at feedback, watching live streams and generally seeing how it's all come together and making adjustments and tweaks. We released a couple of hotfixes, and we have a few more tricky issues fixed now and ready, but we also want to include more content that was omitted from the first release. Altogether it's been a surprisingly smooth release, especially considering the scale of the changes.

While we were getting sewers ready we thought, some fog here would look really nice. When Madoc was designing the GI system he took a certain approach because it would allow us to eventually add volumetric lighting. This would be fairly complex to add and cost some performance, but a little more thinking outside the box now and he realised it could be done quite cheaply. We immediately tried it out, got some pretty impressive looking results and decided it had to be done. We thought this would only take a couple more days, but turns out a lot of our target GPUs don't support the approach we thought to use.

Madoc did come up with a workaround that will work on anything, but this is a bit more complex to implement, and there are some other yet unresolved issues. We hoped to have this in with the first release of the updated sewers, but it may have to come a bit later.

Here's a couple of screenshots of the volumetric lighting in action. The effect here is mostly exaggerated so you can see it more clearly, don't worry, we're not going to cover the game in impenetrable fog.


Volumetric lighting 1
An example of volumetric lighting, The effect is somewhat exaggerated for clarity. This is fully dynamic, objects and characters cast shadows in the fog.




Volumetric lighting 2
Another example of volumetric lighting.




Volumetric lighting 3
Another example of volumetric lighting.



This isn't really a pointlessly fancy effect. With the game's view, If we want any kind of fog in dark environments then it needs volumetric lighting, you can't just have glowing fog in the darkness. It certainly adds a lot to the game's creepy atmosphere so we're eager to see it added.

Fog or no fog, we'll have another patch ready very soon with various improvements and at least the sewers. We are also looking to add some features and new items in the coming days.

Have a great week!
-the BM team
 

gurugeorge

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Aug 3, 2019
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London, UK
Strap Yourselves In
This is major incline. You know what I've always wanted to do whenever I found a new sword or a piece of armor? Take my brush and clean it. Yeah, get all that grime and dust off, make it shine. Here's hoping they'll let me launder the clothing I find.

You may laugh, but I've always felt that urge with things like "rusty sword." :)
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,320
Best example of autistic devs. At least they don't have to worry about their Sui Generis backers, most of those people must have already forgotten about pledging to this vaporware project. It's been almost 10 years since their Kickstarter campaign.
 

agris

Arcane
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Apr 16, 2004
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6,927
rare drops from new update

0518ab60b72beddae701c003bb93e400.jpg
 

Technomancer

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Dec 24, 2018
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Exanima 0.8.1.6 Beta

Been a super busy week and we wanted to get an updated beta out before it's over. We've finished updating the sewers for the new renderer and they are in again, some nice new features to make the new itemisation feel more complete and there's a whole lot of fixes and improvements.

Cumulative changelog for 0.8.1.6:

• Fully remastered sewers are now accessible in the beta

• Introduced an important new consumable item

• Increased the effects of quality, condition and most traits

• Improved numerous assets

• Various adjustments to lighting

• Fixed missing sockets on some special items

• Fixed some character texture errors

• Fixed a common cause of errors

• Improved some collision mechanics for humans

• Fixed game not defaulting to Nvidia GPUs over integrated

• Fixed blood effects on characters and items not rendering correctly

• Fixed errors when exiting a match or game with the inventory open

• Fixed an old compatibility option breaking rendering

• Adjusted characters masses after a failed attempt in initial release

• Many content and other fixes


IMPROVING ITEM CONDITION

Throughout the game, including various locations that may have previously not really been worth searching, you may now find a new consumable item that will improve the condition of armour. When procedural weapons are introduced, this will apply to those too.

In the new procedural system items have quality, condition and traits. Most items found in Exanima's depths are not well preserved. The idea is that even a badly rusted item may have a valuable combination of quality and traits. You should look out for these items, and choose which to invest in rather than simply equip the overall best you find. Larger items that are in poor condition may require multiple consumables to restore, so condition is still a factor to consider for the investment required.

We have also adjusted quality, condition and traits to have a more significant effect on item stats. These mechanics will be expanded on and tweaked over time, so as always give us your feedback.


Best,

Bare Mettle
 

Technomancer

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8/3/21

We released a patch for the beta this week which reintroduces the sewers remastered for the new renderer, some new important itemisation mechanics and lots of improvements and fixes.

We're still hunting some elusive bug that's causing issues in the arena mode, but we think we're very close to finding it now. We've been working on finalising outdoor lighting for the new renderer, and solved the main issues we had with shadows and the GI. There's a couple of things to sort out for the markets, and once those are done we should be done with the beta and this part of the update.

We have also been looking at some ways to further improve performance. The new renderer deals with driver CPU bottlenecks so that the GPU isn't just waiting for the CPU to feed it work, and is very well optimised at the low level, so that the work is done very efficiently. We have given less attention so far to high level optimisation, which is basically doing less work in the first place, particularly for the GI. This is stuff like not updating GI in parts of a map that are currently hidden behind a wall, or updating what's off screen at a lower rate, more aggressively excluding empty space etc. Now being fully GPU bound, these optimisations can really improve things on lower end systems, help with high refresh rates and resolution, and give us some headroom for new effects like the volumetric lighting.

Our focus is also shifting towards getting the full update completed. The main topic here is procedural weapons. We had a strong start with tools for our 3D modellers to create factories for the models, and then we started on the material system and came to the unfortunate realisation that our old renderer just wasn't going to cut it. Now that's all sorted and integrated with the new renderer, our armour is already running on the same system, along with all the relevant itemisation features. At this point we've got to finalise the more gameplay focused features of the new weapon system and migrate everything over to it.

That's it for this week, we'll probably do one more big patch for the beta some time this week, see you next week. Have a great week.
-the BM team
 

Old Hans

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Oct 10, 2011
Messages
2,124
This is major incline. You know what I've always wanted to do whenever I found a new sword or a piece of armor? Take my brush and clean it. Yeah, get all that grime and dust off, make it shine. Here's hoping they'll let me launder the clothing I find.
that's how they did it back in the old days. A lot of people still think they used sharpening stones and all that CRAP. nope. they cleaned chainmail with little brushes
 

Technomancer

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IMPROVING ITEM CONDITION

Thought it was the brush. Basically they added a new thing in addition to it, the item is techno-magical in nature, rare and powerful in effect.
 
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Its really a shame this will never happen. So much promise. The melee is pretty great once you have learned the principles. The Thaumaturgy concepts looked really fascinating, and I was very excited for them. Too bad it'll never happen.
 

ERYFKRAD

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Its really a shame this will never happen. So much promise. The melee is pretty great once you have learned the principles. The Thaumaturgy concepts looked really fascinating, and I was very excited for them. Too bad it'll never happen.
I'm waiting on them to improve the velvet cloth.
 

Technomancer

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Dec 24, 2018
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15/3/21

We've got the markets and market sewers ready for the beta, fixed a bunch of stuff and made various improvements. The markets are really looking fantastic with the new rendering and updated assets. We should be patching this into the beta later today, or tomorrow if we can't quite make it.

Last week we talked about some GPU specific optimisations, and now we've completed our first round of them. They were targeted at lower end systems, but we saw some surprising improvements on the high end too. So far we've focused on the worst case, big open spaces with lots vertical variation and light sources, but we can still do more. You should see improvements mostly in large complex environments for now. Of course this is exactly what the markets is, which is a well known performance killer.

We've started adding some new sound features we've had our eye on for a while. We can now easily control the sound environment, something we'll be doing in more detail in future. We've also added a new layer of sounds for feet impacting different ground, which you'll hear very notably featured in the sewers. We found these features really contribute to immersion and we look forward to doing more with them.

We've also been finalising some lore writing that hadn't make it into the game yet, and you'll see some of it featured in this patch.

With this patch the beta should be pretty solid and complete and there should be no reason not to switch over if you haven't already. There's still a few small things to do, and we think we'll continue to use it to gradually introduce some new features until the full arena and weapon update is ready. We won't have anything really big to work on in future, so we'll try smaller frequent updates on for size.

Have a great week!
-the BM team
 

Technomancer

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Dec 24, 2018
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22/3/21

We released another beta patch after the last diary which went really well. There's a couple of thaumaturgy related bugs we'll be hotfixing soon, and otherwise some reports of pre-existing bugs, but nothing too serious. People have been telling us of very big performance gains from our first GPU optimisation pass and seem to be really liking the updated content and itemisation features.

Right now we're focusing on procedural weapons again, we're trying to get the material and randomisation system finalised, and to actually get the weapons generated and functioning in game. We are thinking of gradually introducing the weapons into the beta even if they are not yet feature complete, so we can get some early feedback and testing. It's very useful for us to see people exchanging screenshots and discussion of the items they find in game.

There's quite a lot we want to update with weapons besides making them procedural. We want to refine the damage and other interaction mechanics to make them behave more accurately like their real world counterparts, allow changing grips and using the same weapon in different ways. There's a lot of complexity in how the procedural elements affect the behaviour of the weapon, but we don't need all of this to be complete to start introducing some of the new weapons.

There's a few other bits and bobs we're working on, and we'll continue to update the beta. Proc weapons will be the main focus for now, but there's various arena gameplay and interface systems we're overhauling that we can introduce along the way too.

Have a great week!
-the BM team
 
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The difference with SC being that you can play Exanima for quite a long time. There's story, quite a lot of levels, excellent combat-focused mode (arena), a solid foundation of a leveling system, etc. Also, Bare Mettle is not selling jpgs, or digital wheelcarts, for $20/200/2000 a pop. From what I've seen, they haven't asked any backer money after original kickstarter. They have 3 employees, they go through their available cash at a very, very modest speed, and have enough assets to continue at that pace for couple more years.
I imagine that with all the money BM has already spent on this game Chris Roberts wouldn't even be able to make a single splash screen.
 

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