Modders will like the new "FastDebug" builds which are like the previous "Debug" builds but are compiled with all the optimizations of normal Release builds.
Postscript: So, um, did the FastDebug builds sacrifice anything to get that fast?Yes; there are a few debug options that can't be enabled while optimizations are enabled. However, those debug options pretty much only matter to coders (and we can just build our own Debug builds).
Been looking forward to this. The new lighting is fantastic. :yes:Most likely to be noticed here (https://github.com/scp-fs2open/fs2open.github.com/issues).
I've noticed a couple of issues. Where do I go to report them?
Postscript: So, um, did the FastDebug builds sacrifice anything to get that fast?Yes; there are a few debug options that can't be enabled while optimizations are enabled. However, those debug options pretty much only matter to coders (and we can just build our own Debug builds).
No, those options are only relevant for coders who want to run the engine under a debugger. You might also not hit a few crashes that would have occurred with old debug builds but as far as modders are concerned Fast Debug builds are not different from the old Debug builds.
PBR is simply brighter by default, atleast it was in the nightlies. You'll need to adjust your favorite lightning settings to compensate.
-missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -enable_shadows -fb_thrusters -ambient_factor 50 -spec_exp 13 -spec_point 0.4 -spec_static 0.9 -spec_tube 0.4 -ogl_spec 60 -bloom_intensity 30 -fxaa_preset 9 -fov 0.66
Honestly the 3.8.0 looks like crap compared to 3.7.4. :no: So I guess the HDR implementation needs some serious overhaul.
In the meantime I kindly propose that you could disable HDR with launch parameters like you can disable so many other features. I want to use post processing effects but not HDR at the current moment.
I'm sorry if I sound a bit needy or impolite. I just feel that as a longstanding player of FS series, I need to voice my honest opinions sometimes. :nervous:
"This looks like crap" is not usable feedback. It's too subjective. It doesn't give a hint what specifically you dislike, and so we cannot tell you what you should do to make the game look better.
1)I have suggested that you check out -no_emissive_light on 3.8.0. You seem to have ignored the suggestion. Just try it.
- In 3.7.4 setting different values for -ambient_factor from 10 to 128 give radically different brightness levels for ships as expected. I used value of 70 for the most part
- In 3.8.0 ambient_factor is almost useless. The difference between 10 and 128 is very minimal in comparison. It makes getting that "dark realistic feeling" impossible.
2)You can use -bloom_intensity to change that. You can even go down to 0 if you want to turn that glow off.
- In 3.8.0 The glowmaps are ridiculously overemphasized. They burn so bright that they have this unrealistic, almost cartoonlike glow emanating from them.
Initializing OpenGL graphics device at 3840x2160 with 32-bit color...
alas, this is a known issue with resolutions above 1080p that is difficult to diagnose due to HUD coders not having monitors that big
alas, this is a known issue with resolutions above 1080p that is difficult to diagnose due to HUD coders not having monitors that big
I could imagine that it may be a problem with wxLauncher, but for 3.7.2 it detects two just fine.It's still most likely a problem with wxLauncher; try again with wxLauncher 0.12.0-rc.2 (https://github.com/scp-fs2open/wxLauncher/releases/tag/0.12.0-rc.2).