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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Nightly Builds => Topic started by: SirKnightly on May 23, 2011, 10:16:45 am

Title: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: SirKnightly on May 23, 2011, 10:16:45 am
Here is the nightly for Windows on 23 May 2011 - Revision 7201

Group: Inferno
fso-WIN-Inferno-20110523_r7201.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20110523_r7201.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno-20110523_r7201.md5)

Group: Inferno_SSE
fso-WIN-Inferno_SSE-20110523_r7201.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20110523_r7201.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE-20110523_r7201.md5)

Group: Inferno_SSE2
fso-WIN-Inferno_SSE2-20110523_r7201.7z (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20110523_r7201.7z)
MD5Sum (http://swc.fs2downloads.com/builds/WIN/fso-WIN-Inferno_SSE2-20110523_r7201.md5)

Code: [Select]
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r7199 | The_E | 2011-05-20 10:56:30 -0500 (Fri, 20 May 2011) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/graphics/gropenglpostprocessing.cpp

Since bloom can now be changed in-game, we always need to compile the shaders.

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r7200 | The_E | 2011-05-21 12:07:41 -0500 (Sat, 21 May 2011) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/globalincs/def_files.cpp
   M /trunk/fs2_open/code/graphics/gropenglpostprocessing.cpp
   M /trunk/fs2_open/code/graphics/gropenglshader.cpp
   M /trunk/fs2_open/code/menuui/credits.cpp

Adding the FSU main shaders, FSU post-processing.tbl, as well as the post-processing and FXAA shaders to def_files.

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r7201 | Sushi | 2011-05-21 15:25:14 -0500 (Sat, 21 May 2011) | 1 line
Changed paths:
   M /trunk/fs2_open/code/ship/ship.cpp

Update thruster rendering (consistently render based on acceleration instead of speed, don't render distant/tiny thrusters)
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Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: Commander Zane on May 23, 2011, 03:18:32 pm
Bloom can be changed in-game as in in-mission as well or just in the Ship Lab still?
The thruster bit confuses me, does this mean the thrusters will be large when picking up speed, and then shrinking once it reaches that speed, like Independence War?
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: The E on May 23, 2011, 03:23:31 pm
You can change bloom and FXAA settings in the lab, and those settings will carry over into regular gameplay.
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: Commander Zane on May 23, 2011, 03:36:02 pm
That would explain why the last Karuna I saw had about a full inch of shine on it. :P
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: Dragon on May 23, 2011, 03:52:48 pm
How can I use the new thruster rendering?
Is it automatic, or does it need to be enabled?
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: The E on May 23, 2011, 03:55:18 pm
It mostly concerns maneuvering thrusters, as used by BtRL and TBP. And it's active by default (the changes are 1: the Thruster size is based on how much acceleration the thrusters produce, and 2: Thrusters on models farther away than ~1000 units will not be rendered).
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: Dragon on May 23, 2011, 05:25:32 pm
Ah, so no changes to main thrusters besiedes rendering range.
That's good to hear.
Title: Re: Nightly (Windows): 23 May 2011 - Revision 7201
Post by: Zacam on May 24, 2011, 01:41:33 pm

If I'm not mistaken, as well it also bases itself on dynamic sizing. It's not that they all have the same cutoff distance regardless of size, but that the size is now a factor for determining (or at least one of the considered elements) for when to.