Jump to content


Photo

Perfect Golf Physics Alpha Build


  • Please log in to reply
161 replies to this topic

#101 Mick-S

Mick-S

    Advanced Member

  • Members
  • PipPipPip
  • 397 posts
  • LocationDevon.u.k / born London

Posted 24 July 2013 - 07:55 PM

Hi golfcart03,

navigating the course is quite easy using a combination of the M key ( to rotate 360 degrees) hit the drive then using the W and S key go to where the ball landed and press the M key and a combination of the W,A,S and D keys to look back to the tee and watch the next shot land, not to good at explaining this sort of thing but hopefully you get the idea.


  • Erik Lugris likes this

#102 golfcart03

golfcart03

    Member

  • Members
  • PipPip
  • 22 posts
  • LocationDesert Southwest, USA

Posted 24 July 2013 - 08:26 PM

Hi Mick S.:

Thanks for your input.  I'll give that a try the next time I play the Alpha and let you know how it worked for me.

 

Thanks again and make it a super day.


  • Erik Lugris likes this

#103 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 24 July 2013 - 09:09 PM

Thanks Daz , for the reply. Now is everyone going to have their own data,or is it going to be an average on what the community comes up with? So in other words is this step one that we have to do in order for our shots ( when we get a playable game ) to react ?

 

You really need PP to give you the full feedback on what their intentions are.

 

They will hopefully at some point start a thread for feedback on the physics tool. There are still bugs with it, so these will hopefully be fixed with regular build updates (hopefully they will be regular and not one every 3 months, lol).

 

The game will ship with pre-defined texture settings, which players can then set before they start a round. I don't know how many sliders/settings there will be. Maybe just 2. One for the hardness and one for the speed. Each slider may come with values of 1 - 20. 1 being the slowest/softest and 20 being the hardest/fastest. So you then create your course conditions by moving Slider 1 (firmness of ground) to say 8 and Slider 2 (speed of roll) to 14. Next time you play you might choose 12 and 9. And so it goes. There may also be separate settings for fairway, rough, sand, greens etc. Again, only PP can confirm where they intend to go with this.

 

This is just my take on what their intentions are, don't take this as gospel.

 

I'm sure at some point, AJ or MJ will provide a more detailed synopsis of how the course condition settings are to be handled.

 

;)



#104 axe360

axe360

    Advanced Member

  • Members
  • PipPipPip
  • 6,219 posts
  • LocationSo Cal U.S.A.

Posted 24 July 2013 - 09:22 PM

.


Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

The Grinder Anytown U.S.A.

 

 

                   


#105 Davefevs

Davefevs

    Advanced Member

  • Members
  • PipPipPip
  • 454 posts
  • LocationBristol

Posted 24 July 2013 - 10:17 PM

Hi golfcart03,
navigating the course is quite easy using a combination of the M key ( to rotate 360 degrees) hit the drive then using the W and S key go to where the ball landed and press the M key and a combination of the W,A,S and D keys to look back to the tee and watch the next shot land, not to good at explaining this sort of thing but hopefully you get the idea.


Golfcart03 - I don't think the alpha is trying to represent a hole, it's a practice range. Although fun trying to get the ball into the cut, it is more about blasting countless balls around with different ball and texture settings.

Acrillix - FPS would be useful, if only to highlight my PC needs to be replaced.

Daz - think you are on the right lines and in fact I'm sure I've read that sliders will be for different textures. Do you could have a firm / fast green but slow / soft fairway. I would like to see sand sliders too, eg to represent a wet bunker.

#106 woodworkery

woodworkery

    Advanced Member

  • Members
  • PipPipPip
  • 92 posts

Posted 25 July 2013 - 03:03 AM

Thank you very much Daz , you have been very very helpful


  • Erik Lugris likes this

#107 alannala1

alannala1

    Newbie

  • Members
  • Pip
  • 6 posts

Posted 25 July 2013 - 12:22 PM

Hello. I have been away for a few days but I am now up and running following the advice given by others here. I registered again under a different e-mail address and also unplugged the joystick. All now works perfectly. The graphics are very impressive and I can not wait for Course Forge  to be available.



#108 TeenZ

TeenZ

    Member

  • Members
  • PipPip
  • 29 posts
  • LocationAustralia

Posted 25 July 2013 - 02:24 PM

I had the wrong password so it worked but shouldn't have given me all those blank lines. Thanks for the little test, it was alright.



#109 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 25 July 2013 - 02:29 PM

Fom the original News post about the PTAB, and I quote:

"For now this is available as a windows executable but we hope to release in MAC format and maybe even web format very soon." 

Yes, Andrew, I am that impatient. Sorry for taking "very soon" too literally and applying normal linguistic standards to it. Also, never "hope" to do something - either do it or don't. And furthermore: no need to use capital letters for MAC... it's becoming quite obvious that it's not that important to you.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#110 PsychoHeadache

PsychoHeadache

    Newbie

  • Members
  • Pip
  • 2 posts

Posted 25 July 2013 - 02:36 PM

Feedback:

1)  On a laptop i5 with an nVidia 310M I thought the graphics were very smooth.  Behaved much better than TWO on the same laptop.  Now, I realize it was missing some graphics elements, especially shading and the detail wasn't cranked real high.  But, I thought the detail was enough to be engaging.  As I am sure the team realizes there will have to be a range of graphics settings to set the detail so that the user can tweak the graphics settings so as not to swamp their video card.

2)  The stereo sound is a nice touch.  As I panned around the waterfall sound was moving around with the panning.

3)  Using the keys to move around the camera angle was frustrating.  Was hard to get the angle I wanted to line up the shot.

4)  As others have stated, until you have a follow the ball camera it's hard to give a lot of feedback on the physics since all you really have right now is the ball path to give you an indication of the physics of the shot.

Overall I liked what I saw and think it's very promising.  The detail in the waterfall and the creek was very nice.



#111 highfade

highfade

    Advanced Member

  • Members
  • PipPipPip
  • 1,749 posts
  • LocationSouth Africa

Posted 25 July 2013 - 03:24 PM

I really hope the guys can sort out the roll friction bug (and Malleability) and have an update soon.

ATM it is sort of useless to work on different settings as you can't see how the ball will react once it is on the surface. I'm really thrilled as to how the game and course look and the small flickering ball should be an easy fix, I hope. ;)  ;)  :)


Intel Core i5-6600 CPU 3.3 GHz       Geforce GTX 1060        16GB  RAM       Windows 10 64 bit

Hazyview  (600m above sea level)    --   Nautilus Bay  (Revamp done)  --  Cape Fear  (TGC  adaptation)  --  Aloe Ridge  --  Nahoon Reef GC  --  Chambers Bay 

Abel's Crossing  --  Solitude Links GC


#112 Mike Jones

Mike Jones

    Advanced Member

  • Administrators
  • 6,159 posts

Posted 25 July 2013 - 05:03 PM

We could make the ball bigger but then it wouldn't be golf, might be tennis?  :lol:  Yeah on our to do list is some ball visibility experimentation such as shader effects, smaller tracer trail etc. There are lots of things we can try and then we can pick the best ones based on community feedback and include those in the final game. 


  • IanD likes this

#113 highfade

highfade

    Advanced Member

  • Members
  • PipPipPip
  • 1,749 posts
  • LocationSouth Africa

Posted 25 July 2013 - 05:22 PM

We could make the ball bigger but then it wouldn't be golf, might be tennis?  :lol:  Yeah on our to do list is some ball visibility experimentation such as shader effects, smaller tracer trail etc. There are lots of things we can try and then we can pick the best ones based on community feedback and include those in the final game. 

Totally agree, I hate the tennis ball look, The small Links ball looks good.


Intel Core i5-6600 CPU 3.3 GHz       Geforce GTX 1060        16GB  RAM       Windows 10 64 bit

Hazyview  (600m above sea level)    --   Nautilus Bay  (Revamp done)  --  Cape Fear  (TGC  adaptation)  --  Aloe Ridge  --  Nahoon Reef GC  --  Chambers Bay 

Abel's Crossing  --  Solitude Links GC


#114 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 25 July 2013 - 07:07 PM

Wow, had trouble getting in to this thread tonight, having to climb over the dummies and teddy bears laying on the floor.

 

:P


  • remers likes this

#115 IanD

IanD

    Advanced Member

  • Members
  • PipPipPip
  • 3,371 posts

Posted 26 July 2013 - 02:05 PM

Been a while since I revisited Golf.. but this may be something I want in on lol.. has it really been 10yrs since Links fell...?

Downloaded the Alpha test and played with it.. like many here, experienced the friction bug. I did enjoy manipulating some of the physics though, and enjoyed the results. It looks like there will be some great challenges and personalisation available within course builds. Even seeing the same course with different physics, due to weather changes or seasonal changes, will make interesting playability. I appreciate the chance to view what you guys can taken the time to develop..

Mikey.. glad you found something to bite into too.. knew you'd never give up on this side of things once you started chewing lol.. hope it's going well for you and no matter the patience required, i know you've got a little more in reserve too. Keep up the exciting work, and give us something special. Don't become too embroiled in these places though.. we all know how you can lose an evening trying to tell someone the same thing you told them on previous pages..lol.. got several T-Shirts I can send you...

Anyway, you've renewed my hope something better than Links is possible..



#116 IanD

IanD

    Advanced Member

  • Members
  • PipPipPip
  • 3,371 posts

Posted 27 July 2013 - 05:54 AM

We could make the ball bigger but then it wouldn't be golf, might be tennis?  :lol:  Yeah on our to do list is some ball visibility experimentation such as shader effects, smaller tracer trail etc. There are lots of things we can try and then we can pick the best ones based on community feedback and include those in the final game. 

Question..?

  • Would there ultimately be, a manner of defining certain properties or areas, within a course that can become 'camera shots' ?

 

What I mean is, and it may already exist... is the ability to define the exact camera angle / position, the shot is viewed. If you have a specific course, and there are points of interest (poi) near a hole, the post shot camera or even the preview flyby, would want to show it off. By creating or attaching a camera to a poi, it would allow the holes to become enhanced and even define an actual camera angle to show off the course beauty. It may not work on every course, and the ability to include it, doesn't mean it has to be used, but it may aid in revisiting courses.

Granted this may mean some tricky positioning, as not every shot will be as picturesque as the view. An out of bounds shot or one that falls out of specified landing area simply defaults to a basic camera view. However those shots that land within the given camera landing area, should receive the best view of it..


  • Acrilix likes this

#117 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 27 July 2013 - 03:44 PM

Ian,

 

Like the sound of your suggestion. Sounds a bit like the designer being able to place TV style cameras in certain positions that the game would make use of, if the ball was landing in it's vicinity, to give some nice in game an shot replay views. Otherwise, if the ball is 'out of shot' the game just defaults to a stock camera view.

 

;)



#118 IanD

IanD

    Advanced Member

  • Members
  • PipPipPip
  • 3,371 posts

Posted 27 July 2013 - 06:55 PM

Yup, in a nutshell Daz...

I daresay with the possible Courses ahead, we could be looking at numerous feature holes, or even Clubhouses that require no introduction. The camera positioning for those shots in and around the sweet spot areas, would want to capture the right elements of the course. With the addition of how it can be utilised further down the road, for example board advertising and in-game logos.. it's likely something they've already thought of.



#119 Davefevs

Davefevs

    Advanced Member

  • Members
  • PipPipPip
  • 454 posts
  • LocationBristol

Posted 27 July 2013 - 08:10 PM

Guessing the flyby demos give an indication of what is possible.

#120 axe360

axe360

    Advanced Member

  • Members
  • PipPipPip
  • 6,219 posts
  • LocationSo Cal U.S.A.

Posted 28 July 2013 - 03:36 AM

1. Flags don't all move in the wind.. Some stand completely still.

Checked this on Insane and on Fastest settings.. Same results..


Done with designing.

Released Courses: Real

The Golf Club @ Dove Mnt. AZ

Aronimink PA

Amana Colonies Iowa

Fictional:

The Grinder Anytown U.S.A.

 

 

                   





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users