Jump to content

MarkoBarthel

Administrators
  • Posts

    1,003
  • Joined

  • Last visited

  • Days Won

    125

Posts posted by MarkoBarthel

  1. Hello,

     

    Really sad news for all VS/VSF and Canvas Knight fans. I realized that John Marcolongo known as Deutschmark as passed away in last year. So I'm really shocked about this. John passed away after an long illness. I will miss our conversations and his help advice in game development. Rest in Peace my friend.

     

    Here is a statement from his site Allaircraftsimulations.
    "Hello my friends,
    I would like to inform you that my long-time friend and musical colleague John Marcolongo has passed away after a long illness. His best friend and yours truly accompanied him during his final hours and he left us in our arms. To all who knew him, let us remember him as we knew him. Now he rocks with Dio and Jimi. Take care, my old friend.

    Lasst uns gemeinsam Johns Leben und seine Musik feiern und uns an die schönen Momente erinnern, die wir mit ihm teilen durften.

    Das Forum wird weiter bestehen, und seine beste Freundin wird die Geschäfte übernehmen. Weitere Informationen werde ich euch bald zukommen lassen.

    In tiefer Trauer,
    Nicole Weichert"

     

     

    My condolences to John's family and all of his friends for the great loss.

     

     

    For all fans of his work, I will leave the Canvas Knight section and all of his models online in the download area as long as I can.

     

    Regards
    Marko

  2. Hello, thank you for your interest in Across the Seas. I'm working hard on the first new alpha release of the UE version of the sim. Most of the core parts are done. The conversion of the sim to Unreal was really challenging. I had to recreate the core of the sim completely.

    Only a few points are the showstoppers for a release, like the selection menu and physics balancing of the watercraft behavior. You can find new pics of the current status here.

  3. Sneak peak of the status of Across the Seas. The Unreal Engine version coming along very nicely. Most of the basic things like the menu structure and graphics features are done. The watercraft physics needs a little bit more tweaking for a first release. But I'm quite happy with the physics so far. I'm still amazed of the look and the performance of the water and the weather engine in UE compared to these things in Unity. In the newest internal build of Across the Seas I have also added FSR3 to the engine.

    Otherwise the UE version of Across the Seas runes natively in DX12 with UE features like Lumen, Nanite for 3d meshes, an basic implementation of Metasounds and also support of Raytracing effects for glass and metal surfaces and reflections.

    pmBGHKugj

    po6gTiIFj

    pouREl5kj

    Marko

  4. Hello Captains,
     
    I wish you all a Merry Christmas and also a big Thank You for all your community support!
     
    I'm a big step closer to the first release of the Unreal Version of Across the Seas. The switch to Unreal was really challenging, but I think it was the right decision for Across the Seas. Core parts like the UI and the watercraft physics are done. I'm trying to add the first basic multiplayer mode also for the first release of the new UE version. An important point for AMD users, the sim comes with native FSR 3 integration.


    Regards
    Marko
  5. As a little side project, I have made the decision to reopen my Airbus A340-600 project. But after switching from Prepar3D to Microsoft Flight Simulator 2020, the Airbus is currently only in active development for MSFS 2020.

     

    I have reworked the entire fuselage to get a better visual result...and of course the original model was very old. Currently I work on the last steps of the fuselage, with modeling the cargo and a low poly cabin space. Right after that, I will start with the rework of the landing gear and the wings.

     

    Note: However the priority is still the development of Across the Seas.

     

    pntu6RXJj

    poK3dK74j

    pnMC8uJqp

    pmbABR8xp

     

    Regards

    Marko

  6. Hello Captains,
     
    After an longer break without any news, here is a small update of the current status of the sim.
     
    After switching the engine to Unreal Engine 5 most of the core features are finished. The watercraft phyiscs and the ship controller are completely written for the new engine. Also ready to go is the weather engine and most features of the water.
     
    Thanks to the Unreal Engine, the sim comes with DirectX 12 and all the new features of UE5 like using Lumen, Nanite, Metasounds and Metahumans. Another great addition is the use of Raytracing and DLSS also for the UE version.
     
    But for the official release, I need to get a few things done. Currently I'm working on the vehicle selection / start location selection and the watercraft 2d / 3d panels.

    More news will follow soon... 😉

    Regards


    Most of the 3d meshes using UE's Nanite feature.
    vv9oO5.jpg
     
    ZByXiW.jpg

    First and Third Person character with Metahumans. And also windows and some metal materials using Raytracing.
    DfIR30.jpg

    QLi5SR.jpg

    6vGhh7.jpg


    Regards
    Marko
  7. Hello, thank you. Yes, UE5 gives a lot more potential for the development of the sim as Unity. The main reason for me to change to UE5, was the 64bit (large world coordinates) support and all the cool stuff which you can use like Metahuman and the Quixel library. And I really like the graphics itself in UE.

    And yes, I will also release an free Alpha version of the UE based version of Across the Seas. Most of the things are done. The code base of the UE version is a complete rewrite in UE's Blueprint System and C++. So currently showstoppers for a release are the vehicle and start point selection system. Unfortunately, I'm a little bit behind my timeline, but I'm working hard to get the first public version ready for the release.

×
×
  • Create New...