Author Topic: 20041230 test build  (Read 30555 times)

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Offline MetalDestroyer

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GregSter2K --> You forgot to mention the HDR emulation from the ATI Smartshader that you can grab it here :
http://www.hard-light.net/forums/index.php/topic,29291.0.html

There are not official but the effect is pretty cool.

 

Offline taylor

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@Gregster2k:

1) Not a clue.  Never actually looked at what it's supposed to do in fact.
2) I don't use PCX32 since it's pretty much just a waste of memory.  The PCXs only have 256 colors in them and the little magic it does to go 32-bit does nothing for me visually.  They go 16-bit by default but that's mainly for blending purposes.
3) Umm, actually I don't recall if the OpenGL PCX loader will compress it to DDS or not.  I'll look into that and get it fixed for the next build.  The quality will decrease though since the files are being compressed.
4) Only D3D but that's just because I haven't added the code to OpenGL.  OGL is fully capable of it though.  In D3D how much of a performance difference do you see with and without mipmapping?

I am just going to make RLM a cmdline option for now, off by default.  I can be set to on by default at a later date if people want.  It is a single line of code in OpenGL to switch to use this new light model though so it's not like I slaved over a bunch of new code.  I gave a quick look at MSDN and will see about making a similar light option available there as well.  I think it's currently similar to the new OpenGL one though rather than the old model.

 

Offline WMCoolmon

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Erg, doesn't PCX32 change the internal storage of all textures - tga, jpg, pcx, dds?
-C

 

Offline Trivial Psychic

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Quote
Originally posted by Gregster2k
1) What does TBP Warp Effects exactly DO?

In B5, a ship warping in will have a different effect color that those warping out, so TBPwarpeffects will switch to an alternate texture/effect between arrival and departure warps.  I didn't realise this until someone in Lightspeed's warp effect thread posted about the new effects only being visible during warpin, but that disabling the TBPwarpeffects flag fixed this.
The Trivial Psychic Strikes Again!

 

Offline taylor

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Quote
Originally posted by WMCoolmon
Erg, doesn't PCX32 change the internal storage of all textures - tga, jpg, pcx, dds?

Nope, just makes pcx data load come out of pcx_read_bitmap_32().  So basically all it does is make an 8-bit image take up 32-bits of memory space, adding an alpha channel along the way, which will most likely never get used anyway.  Rather useless if you ask me.

 
@Taylor:
*turns off PCX32*
Um...I personally don't use mip maps most of the time because I prefer not having games dictate to me when its the right time to make a texture change to a smaller version. I never really took the time to check the difference between d3d mipmap or nonmipmap...i could, but im lazy atm. will do SOMETIME tho *puts on to-do list*

as for DDS compression, well, meh, its not tat big of a deal. The only reason I asked if they were D3D only is that I wanted to ensure no flags were wasted on the program --- not a request for them to be put into OGL. lol. Even if you do add mip maps and dds compression to OpenGL, its very unlikely I'll ever use them...

@Trivial:
thx for the info about TBP Warp FX. i guess i dont need that then...

@MetalDestroyer:
OMFG!!!!!!!!!!!!!!!!!!!!!!!HOOOOOOOLEEE MUST TEST THAT NOW RRR!!!

UPDATE for MD: Erm. I am experiencing the ugly "Everything is WHITE" problem with taylor's build and that shader utility. Ugh...I think it's time I updated to ATI Catalyst 4.12 RIGHT NOW. *goes to ATI.com* Weeee...

UPDATE 2: It works now. WOO HOOOOOOO! Hell yes! Thank you Taylor for the build, thank you MD for telling me about that thread, and thank you DaBrain for MAKING that thread with the pixel shaders in it! I've always wanted a toy to let me beautify ANY game I want...now i have it...yay!!!
« Last Edit: January 14, 2005, 04:34:03 pm by 1644 »

 

Offline Mongoose

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Sorry for the bumpage, but taylor, I think my slowdowns may have been a fluke.  I just tried Open_GL again the other day, and it ran as smooth as D3D.  Could it have been due to the fact that .ibx cache files were created for the models, meaning that they would display without using so much memory?

 

Offline MetalDestroyer

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Gregster2k --> ehehe, it's nothing ^^ I will enjoy to make the good configuration for the blur because into Kotor, it is a total mess.

 

Offline sfried

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For some odd reason, the game crashes when I try to view the Herculese in the techroom. I do have the prevent fog intersect hull function to on and am running it on D3D since OpenGL doesn't support AA.

 
Hm, this build is getting on a bit now, I would try taylors T20050208 build (http://www.hard-light.net/forums/index.php/topic,30386.0.html) or wait a few days for his latest.

However saying that, this one worked great for me for a long time.

 

Offline EagleDM

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Allow me to introduce myself, i am new on this forum, but not new to this game.

We are in the process (along with my brother) of making our own game and for that, i had been playing with the Open FS2 build to gather information on what are the key essentials to making a good spaceflight sim game.

The build you guys talk about here works very good on my current machine, with the exception of "OpenGL 1.2 not present" box that i have to press everytime and the constant "Crash" after playing 10 or 12 missions.

My machines is as follows:

Athlon64 3200+ (2700Mhz)
MSI K8N Diamond (NF4-SLI)
XFX Geforce 7800GTX
SB Audigy2

The game works perfect be in D3D or OGL in 1024x768x32 with 4xAA and 16x AF, 8xAA works also, but, no noticeable difference in quality.

The OpenGL version looks better than the D3D version, but, the D3D version seems A LOT more stable (never ever a crash).

Any news on this? new build?

Thank you guys for all the hard work and congrats.

Eagle / Daniel
www.maximopc.org

 

Offline taylor

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This is a really old build and not what you want to be using.  Grab anything more recent and you should be better off.  Many/Most/All of the OGL related crashes, graphical glitches and performance issues have been worked out since this build was released.  That "not present" message should be fixed too since based on that vid card you are using OGL 2.0 and previously it would see that as 1.0 rather than something that was actually newer than 1.2.

I recommend just using Sticks new build (the D3D white square test thing) since it has all but one OGL related fix in it.  That one fix is a gamma ramp reset but if your monitor isn't fully calibrated then it shouldn't hurt you.  The next build released should have it properly reset the gamma ramp to the original desktop setting.  Aternatively, you can use http://icculus.org/~taylor/fso/willrobinson/20050812-win32.rar as it already has that fix in it.

 

Offline EagleDM

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This new version works wonders !!!  thank you soooo much!

I'm gonna try network playing now :)


What is your advice on this new version? D3D or OpenGL?


Thank you again !

 

Offline MetalDestroyer

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Open GL ^^ is better.

 

Offline taylor

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I greatly prefer OGL from the programming point of view.  And since I use Linux I only use OGL.  More and more people are using OGL as well so it's getting a bit more attention on the bug fixing and optimization side of things.  The current OGL code has numerous speed and memory optimizations that D3D just doesn't have and probably won't get unless Bobboau does it.

Also, NVIDIA has fantastic OGL support so you should get great quality, speed, and reliability out of it.  In the end just use what you prefer and what works best for you.  But I do agree with MetalDestroyer, OGL is better. :)

 

Offline EagleDM

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Yes, OpenGL on NVIDIA side is wonderful, don't forget that they have a mutual agreement with Silicon Graphics and they are the responsables for the creation of that standard.