Author Topic: 20041230 test build  (Read 30558 times)

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Offline Singh

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I was somewhat mistaken by the ambient lighting. It is indeed correct...apperantly, i had some other settings on which made it look different :nervous:

further proof of the matter:

bewarned! >200kb, and massively large!
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Offline Turnsky

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Quote
Originally posted by Moonsword
Imputiny, meet Mr. Stiletto and his little friend, Mr. Maxim and Mr. Kayser.


also, meet mr helios, who wants to be your aquiantance.
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Offline Singh

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:p

I have another one of the herc....hmm...maybe should create a seperate thread for this :D
"Blessed be the FREDder that knows his sexps."
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Offline Taristin

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Quote
Originally posted by taylor

Yeah, it's something with the model.  Same problem gets mentioned in the 3.6.5 MediaVP thread too.


That's a problem that was pointed out, about the max to pof converter. You'll notice that the turrets are shown as obstructed when they are in view, and unobstructed when they should be obstructed. :blah:
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Offline taylor

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Quote
Originally posted by Raa
That's a problem that was pointed out, about the max to pof converter. You'll notice that the turrets are shown as obstructed when they are in view, and unobstructed when they should be obstructed. :blah:

Ah.  I will say that it doesn't have to be fixed anytime soon though.  The insides of a Sobek is a rather nice place to hide when you have need of such a thing. ;)


@Everybody: The build has been updated so check the first post.  And there is a little something just for you in there Turnsky. :)

 

Offline Turnsky

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Quote
Originally posted by taylor

Ah.  I will say that it doesn't have to be fixed anytime soon though.  The insides of a Sobek is a rather nice place to hide when you have need of such a thing. ;)


@Everybody: The build has been updated so check the first post.  And there is a little something just for you in there Turnsky. :)


this, i've gotta see
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do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
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and less likely to stab you in the eye with a mechanical pencil
-----------------------------------------------------------------------------------

 

Offline Singh

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hmmm...dont notice any difference with the new lighting stuff. perhaps its my eyes but here's a pic from the FSport anyway:

"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline Turnsky

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i did notice a difference, the abscence of shield and escort guages ingame
   //Warning\\
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do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
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-----------------------------------------------------------------------------------

 

Offline Singh

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Quote
Originally posted by Turnsky
i did notice a difference, the abscence of shield and escort guages ingame


any energy guages too.
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline taylor

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Quote
Originally posted by Turnsky
i did notice a difference, the abscence of shield and escort guages ingame

Damn.  It's more up-to-date CVS wise than the previous build and has some more of WMCoolmon's HUD stuff.  Something must have broke since the last update.  Should have noticed that before posting. Sorry.

Quote
dont notice any difference with the new lighting stuff

Load up a mission like "The Sicilian Defense" and take up a position where that Sobek is on the right side of the screen and the sun is on the left.  When you move the spec reflection on the Sobek will move too.  With -rlm the lighting is true so the light won't change any since the Sobek and sun aren't moving.  I think this is the same way that the D3D code is doing it.  There are many more lighting calculations with this though so the more ships, especially hi-poly ones, that are on the screen the more chances for a big slowdown.  If your video card can handle all of this then you probably won't notice.  If it can't then you'll definitely notice.

 

Offline Flaser

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With Galactic Emperor's shine maps you're not bound to see to much of a difference since what he made was more of a shine highlighting than actual mapping what Lightspeed seems to do.
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Offline Turnsky

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i saw the the lighting, very nice. :)
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Offline Trivial Psychic

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Quote
Originally posted by taylor
UPDATED:

New build, don't want a new post on this though.

 - capship turrets will shoot at asteroids now so you FSPort lovin players can rejoice.

Do you know any of the details of this?  Is it: a ) a command line addition, b ) a mission flag, c ) controled on an individual ship basis within each mission by a box in the ships editor, d ) controled by enable/disable sexps, or e ) is this just a blanket enabling?  I am concerned over this because since FS2_retail turret AI could not target asteroids and certain FS2_retail missions were ballanced to account for this.  Suddenly allowing all turrets to fire on asteroids for missions such as these would break ballance.  Please fill us in.
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Offline taylor

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Re: Re: 20041230 test build
Quote
Originally posted by Trivial Psychic
Suddenly allowing all turrets to fire on asteroids for missions such as these would break ballance.  Please fill us in.

Originally it was going to be a mission flag but it was decided that the one or two missions in FS2 OC probably should have had this working.  The briefing said so anyway.  Part of this code was already there so :v: may have just screwed up and not finished the changes from original FS1.  The new code will only fire lasers, dumbfire missiles and AAA beams at asteroids and is balanced as close to FS1 behavior as I can get it.  Bombs and other ships will be preferred targets over asteroids by all turrets per FS1 behavior.

If this does cause a balance problem though please file a bug on it.  It has been tested and doesn't appear to make much difference in original FS2 missions but if you notice otherwise then it will be made into a mission flag.

 

Offline Turnsky

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i had a look at a neb mission, (played "mystery of the trinity over again") looks sweet, had to exit to check if i hadn't put 2d-poof on by accident ;)
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-----------------------------------------------------------------------------------

 
minor problem:  Brightness doesn't seem to return to normal after exiting from the opengl engine.  It stays bright.

 

Offline taylor

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Quote
Originally posted by phatosealpha
minor problem:  Brightness doesn't seem to return to normal after exiting from the opengl engine.  It stays bright.

What's your video card and driver version?

This has been reported before but I'm not sure why it's happening.  The code does tell it to reset on exit so it should return to normal.  You can use the -no_set_gamma cmdline option and it will avoid setting the gamma completely.  Not the best solution but maybe it will hold you over until a proper fix is made.

 

Offline Taristin

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So, the light moving accross the hull when you move works in both OGL and D3D, or just OGL?
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Offline taylor

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Quote
Originally posted by Raa
So, the light moving accross the hull when you move works in both OGL and D3D, or just OGL?

Just OGL I think.  It's the faster light model but not very realistic.  I think it looks kinda neat but prefer the realistic way instead.