Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: MoodyB on November 26, 2005, 10:36:42 am

Title: Anything else I've missed ?
Post by: MoodyB on November 26, 2005, 10:36:42 am
Hey all,

Been lurking here for quite a while, and finally started playing FS2 again a few days ago. I've grabbed the latest 3.6.7 .vp files, the 2 .vp patches + the 24/11 build from CVS forum. All working well and looking fantastic :)

I was just wondering if there's anything else I've missed that's a ' must download ' ?

And since I can't search ( not enough posts I guess ), what's the default value for the ' -fov ' command line ?

Title: Re: Anything else I've missed ?
Post by: Wanderer on November 26, 2005, 11:02:54 am
Default is 0.70 but 'officially' recommended is less, about 0.39. I personally happen to like it with value of 0.55

Also add -ambient_factor 75 to the command line
Title: Re: Anything else I've missed ?
Post by: MoodyB on November 26, 2005, 01:12:31 pm
Thanks for that.

I already have -ambient factor set at 85.

One last question :p Do the - spec_***** flags work when using OpenGL as the rendering mode, or are they D3D only ?
Title: Re: Anything else I've missed ?
Post by: Cobra on December 11, 2005, 07:37:19 pm
spec_wha? what's the ***** for? :wtf:
Title: Re: Anything else I've missed ?
Post by: StratComm on December 11, 2005, 07:49:42 pm
Perfect example of when not to speak when you don't know what something is.

-spec_exp, -spec_point, -spec_static, and -spec_tube should all work in OGL, but they may behave differently.  The baseline is different in the two environments, so pick your rendering mode before you start tweaking for the settings that you like.
Title: Re: Anything else I've missed ?
Post by: WMCoolmon on December 11, 2005, 10:17:19 pm
Actually, IIIRC the formula is:
Code: [Select]
recommended fov = 2 * tan(screen width/distance of eyes from monitor)
Title: Re: Anything else I've missed ?
Post by: taylor on December 11, 2005, 10:51:22 pm
One last question :p Do the - spec_***** flags work when using OpenGL as the rendering mode, or are they D3D only ?
They don't really have anything to do with OpenGL or D3D.  Only the affects of a plain -spec should look noticibly different between OpenGL and D3D but changing the settings around a little can fix that.  Personally I like the OpenGL effect better, but then I'm biased.

The -spec_* flags only affect light sources and is a general lighting thing in the engine rather than something that specifically changes the graphics API, like -ambient_factor or -ogl_spec will.  The graphics API does use those settings to apply light values but those values are again modified more dramatically by other settings.  I use "-spec_point 0.6 -spec_exp 11 -spec_static 1.2 -spec_tube 0.4".  I think I got those values from one of Bobboau's posts but I've never really bothered to play around much with the values.

When we move the ini file instead of using the registry then these values will be taken off of the cmdline and be set on a per API section basis.  That way you would be able to have perferred settings for things like ambient and specular light plus resolution and color settings for each OpenGL and D3D rather than the one-size-must-fit-all method used now.