Modding, Mission Design, and Coding > FS2 Open Coding - The Source Code Project (SCP)

Release: 21.4.0-RC1

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z64555:
If its the case of post-proc being turned off, it's probably related to this: https://github.com/scp-fs2open/fs2open.github.com/issues/2227

Asteroth:
Blergh, no this is a real discrepancy. Gonna take another look at this

Asteroth:
Antares, can you give this exe a try, and tell if you think it looks closer to the original? Hopefully Discord works well enough for hosting
https://cdn.discordapp.com/attachments/223511391531827200/874436994397274173/fs2_open_21_3_0_x64_AVX-FASTDBG.7z
If you're not sure how to use a custom exe, simply save the exe wherever you like, click the dropdown on the MVPs (or whatever mod youd like to test with) go to FSO Settings, and for the build hit 'Browse' and select this exe, and don't forget to hit save at the bottom of the dialog, and then run it.

I found not 1, not 2, but 3 bugs with the old handling that were subtly "boosting" the look of poofs that were very not obvious, and result in very anemic poofs unless you specifically correct for them.

Antares:
That still looks a little thin to me, if that's what you mean by 'wispy and subtle,' but it's definitely closer to the original than the August 3 nightlies and later (although I think Mystery of the Trinity wound up being kind of a crummy test case):


Asteroth:
Also, just in case, ensure your nebula detail setting is at max. This value effects the total number of poofs you see where before it didn't. (it used to only make them smaller and closer at lower levels, which as far as I'm aware doesn't actually do anything to performance, but rendering less of them overall does)

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