Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: deep_eyes on September 13, 2003, 11:19:47 am

Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 11:19:47 am
I was shocked and awed at this! I bought yesterday a Raedon 7500 viddy card (64meg DDR), and like running BOB's ship trail EXE w/ all the other SCP additions so far, and i was shocked that the hulls of the ships look truelly metalic, the reflections were great, volumetric lighting, and i think my viddy cards anti-alaising is redicoulusly supurb to my old tnt2.


THE OLD:
(http://www.metalsiren.com/images/old.jpg)

The NEW!:
(http://www.metalsiren.com/images/newlarge.jpg)

(http://www.metalsiren.com/images/newlarge2.jpg)

(http://www.metalsiren.com/images/newlarge3.jpg)

(http://www.metalsiren.com/images/newlarge4.jpg)

Thanks SCP guys for making this games engine so great that it motivated me to get a new VIDDY CARD!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Lt.Cannonfodder on September 13, 2003, 11:46:59 am
Wow! Some of those shots are really nice :yes:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 13, 2003, 12:18:01 pm
Quote
http://www.metalsiren.com/images/newlarge4.jpg


;7 I want a new vid card, too.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Ashrak on September 13, 2003, 12:28:53 pm
Quote
Originally posted by WMCoolmon


;7 I want a new vid card, too.


dito
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: JBX-Phoenix on September 13, 2003, 02:42:57 pm
Could you please PM me with or post here, all the different features your using.  I have fs2 open 3.5.5.  Im assuming most of the features are in that.

And I still cant figure out how to run multiple feautes like 3.5.5 w/ obs thrusters.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Cyber Phoenix on September 13, 2003, 02:46:42 pm
:eek: :eek2: :eek:
Where can i get those ships or textures?? They look awesome!!!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: TrashMan on September 13, 2003, 03:15:58 pm
Textures are good, but they are poorly aligned...

Look a bit closer, you can see they don't exaclty fit on some places..

Anyway,..yeah...FS2 now looks better than ever...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 03:17:35 pm
Quote
Originally posted by JBX-Phoenix
Could you please PM me with or post here, all the different features your using.  I have fs2 open 3.5.5.  Im assuming most of the features are in that.

And I still cant figure out how to run multiple feautes like 3.5.5 w/ obs thrusters.


I'm a SCP Beta Tester so i have access to some EXE's of 3.5.5 and its varients made by BOB. He has made the betas of the Zoom perspective (which i think went back to the drawing board, the zoom wasnt too good at first); The Dynamic Lighting and Hull reflection code (tm) and the Engine trails EXE w/ new engine trail textures & ANTI CLIPPING MODELS!

Look for BOBs threads and test em out. Im using his engine glows/ dynamic lighting.

Quote
Where can i get those ships or textures?? They look awesome!!!


The 1st photo of my OLD card, that ships i forgot the orignal name I didnt make that Aeolus varient. BUt i made its textures. the Brown thing in the background is from BWO.

The rest of the photos, the ones with the same "Blue and Window & White" Like textures I created. They are XT-Mod's"

:thepimp:  http://www.metalsiren.com/freespace/
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Nico on September 13, 2003, 04:22:06 pm
Is that a banshee on the third pic? ( I'm always happy when I see one of my ships featured somewhere :p )
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: kode on September 13, 2003, 04:41:56 pm
now we only need better explosions to come standard...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Flipside on September 13, 2003, 05:11:29 pm
Actually, I think FS2 explosions are better than a lot around today. Now if someone can re-create them higher resolution... THAT would be better :D

Flipside
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: diamondgeezer on September 13, 2003, 07:04:11 pm
Those are some beautiful shots. I'm loving that red beam-lit Colossus :nod:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 13, 2003, 07:47:34 pm
Quote
Originally posted by diamondgeezer
Those are some beautiful shots.  


Seriously. :D I think this is the first time I've ever heard of someone thanking someone else for getting them to spend money. ;)

*Is downloading LM.*
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Taristin on September 13, 2003, 08:05:13 pm
Quote
Originally posted by Flipside
Actually, I think FS2 explosions are better than a lot around today. Now if someone can re-create them higher resolution... THAT would be better :D

Flipside


It wouldn't be too hard to make the explosions twice thier size. I could do them if I weren't so lazy...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fineus on September 13, 2003, 09:16:40 pm
Do them! God knows it'd be great to have some decent 1280x1024 resolution ani. files to go with the game (warp / flak / explosion / shockwaves)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Taristin on September 13, 2003, 09:21:00 pm
Alright... I'll do one right now...
Title: WOW!
Post by: terren on September 13, 2003, 09:50:21 pm
:eek:
amazing!  now I need a job, and a new vid card, this is. WOW! :eek2:  Post some of these on the main page this is incredable.   just a question, what card should I get to have the best fetures?
this is just amazing.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 13, 2003, 09:55:07 pm
I'd recomend the ATI Radeon 9800 pro 128(or 256)mb card
Title: Re: WOW!
Post by: WMCoolmon on September 13, 2003, 09:57:03 pm
Quote
Originally posted by terren
just a question, what card should I get to have the best fetures?

Any card that supports DirectX 8.1 should give you access to all the new graphical features.
Title: Re: Re: WOW!
Post by: LtNarol on September 13, 2003, 10:09:42 pm
Quote
Originally posted by WMCoolmon

Any card that supports DirectX 8.1 should give you access to all the new graphical features.
Don't suppose a good ole TNT2 would fit in that category? :p  Yes, indeed I need an upgrade.  Anyone got any suggestions that are under $50?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 13, 2003, 10:17:42 pm
Quote
Don't suppose a good ole TNT2 would fit in that category?

Nope. :( I've got one too, and shine mapping doesn't work right at all.
Quote
Yes, indeed I need an upgrade. Anyone got any suggestions that are under $50?

Any GF4 will do, but of course a better card = better framerate.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: NeoHunter on September 13, 2003, 11:21:01 pm
Hehehe...I just bought a new Abit Siluro GeForce 4 Ti-4200 128MB DDR accelertor card yesterday. hehehe...

So, how do I make FreeSpace 2 have the new graphics features?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 11:26:21 pm
Quote
Originally posted by Bobboau
I'd recomend the ATI Radeon 9800 pro 128(or 256)mb card


alot of people did, but i didnt have the cash for it, plus the card is in my machine which is going to be given to my lil bro. when i finish saving money, ima get me a 2gig system with the 9800 or the GF4 TI series 128 meg card.

Quote
quote:
--------------------------------------------------------------------------------
Don't suppose a good ole TNT2 would fit in that category?
--------------------------------------------------------------------------------


Nope.  I've got one too, and shine mapping doesn't work right at all.


My TNT2 did the shine mapping... but very poorly i might add.  now it does look better.

now what im trying to figure out is WTF.. why ModelView32 NOT WORK?!?!? maybe i set the ATI configurations too high?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 13, 2003, 11:34:28 pm
make sure you're useing the latest drivers for ATI

could someone post a screen shot of the screwed up looking shinemapping from the TNT cards, this is the sort of thing you are suposed to tell us about
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 11:37:16 pm
Quote
Originally posted by NeoHunter
Hehehe...I just bought a new Abit Siluro GeForce 4 Ti-4200 128MB DDR accelertor card yesterday. hehehe...

So, how do I make FreeSpace 2 have the new graphics features?


Depends on your video card. (That card i hear costs between 200-400 bucks dude!)

in my ATI, all i did was select (using the ATI Manager software - NVIDIA has its own manager with similair settings) the ATI managers selection and get all the settings on high. im messing with it to see diffrent responces to my system.

Also in the fs2launcher set the graphics to the games highest resoluton 1072x768x32bit; and where it sez Antialiasing (D3D only), u can select (if its available) diffrent samples. and viola!. if u use no anti aliasing it looks like a normal FS2 high res mission.

MY viddy card ran me 50 bucks (out of box-not from best buy-$100 in best buy), and was worth the money.

My system:
Intel Celeron 400 MHZ (!) (soon to be 1ghz on same board)
256 SDRAM (soon to be 1GIG)
ATI Raedon AGP 7800 64meg DDR W/TV out
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 11:42:35 pm
Bob, my bad for not keeping up on things. The TNT2 when i had it, the shines and your glow maps worked (on my system), but it lagged considrably with more than a couple of ships to 2 caps. also it wasnt as sharp (obviously), i have posted photos. go to http://www.metalsiren.com/freespace/ and go to IMAGES and XT IMAGES. those photos are with the TNT2 32MEG card. based on those maybe u can figure something out. but i did notice your lighitng was a bit off (old build not new one), and it was corrected. the lighting code is fine, maybe some more tweaking but thats fine, and is the zoom going to be implemented? ima mess with newer anti-alaising soon also the new drivers as well.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 13, 2003, 11:50:22 pm
zoom is and has been implemented, comand line option '-fov 0.35' will set you're fov to .35

those images are with the specular code, are you sure? cause I don't see anything (I guess that could be the problem though)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 13, 2003, 11:56:39 pm
Quote
Originally posted by Bobboau
zoom is and has been implemented, comand line option '-fov 0.35' will set you're fov to .35

those images are with the specular code, are you sure? cause I don't see anything (I guess that could be the problem though)


When i use normal rendering of the game it looks like any other version of someones game on a good machine.

using anti alasing option one, the whole game models with detailed textures takes on the specular effects. it just looks good with that one option.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 13, 2003, 11:59:14 pm
are you sure you're useing DX and not OGL (wich I don't think has implemented shine mapping yet)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 14, 2003, 12:00:42 am
Quote
Originally posted by Bobboau
are you sure you're useing DX and not OGL (wich I don't think has implemented shine mapping yet)


D3D dude has allowed me the visual blessing. ima go test the OGL real quick. its 1am right now BRB in less then 10 mins!

***i just noticed i got 4 new anti alasing options...?***

goes and tests new options....
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 14, 2003, 12:07:47 am
The new samples lag my system, so ima stick with the anti alaising sample 1 for D3D (the one i used for my screenies).

Ima go see the OGL now...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 14, 2003, 02:05:25 am
The TNT2 doesn't support Hardware T&L AFAIK; that could be the problem.

Requested info:

http://members.cox.net/~wmcoolmon/images/ulyshine.gif

This is a picture of the Ulysses in the tech room, using fs2_open_s and Direct3D8 at 1024x768x16. It looks the same in fs2_open_r.

I couldn't actually start a mission using fs2_open_s. I got an error:
Code: [Select]
Error: Out of memory.  Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.

File:D:\FSO\fs2_open\code\GlobalIncs\WinDebug.cpp
Line: 1161

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


fs2_open_r did start, but I didn't see any sign of shine mapping in-mission.

The only sign of shine mapping I saw was the Deimos seemed a bit greenish (in the tech room, didn't check in-game): http://members.cox.net/~wmcoolmon/images/deimosshine.gif

Waay OT, but how do you make part of an interface image transparent when using DX8?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 14, 2003, 02:54:28 am
that looks sort of like the cell shadeing code, you arn't useing the -cell comand line are you?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fry_Day on September 14, 2003, 03:58:42 am
I want to clarify on recommended video cards.

The features used most definitely don't require full DirectX 8.1 support. Not even DirectX 7. Theoretically, actually, everything *should* work on a TNT 2, just slowly.

As for recommended cards, if you're going for cheap, get a Radeon 9000, 9100 or 9200, in any of their flavors (They should be ~50$ - www.pricewatch.com). They are vastly superior to cards like the Radeon 7800, and should be in the same price-range. If you prefer nVidia, go for a GeForce4 MX  which are dirt cheap, fairly fast, but have bad feature support (no Pixel shaders or Vertex Shaders, unlike the 9xxx Radeons). Or, you could go for a GeForce4 Ti4200, which should be under 100$ as well.

If you're going mid-range, I would most definitely recommend the Radeon 9600, which offers DX9.0 support, and is vastly superior to the competition (GeForce FX 5600), and better priced.

High-end is, as Bobbau said, Radeon 9800, in any flavor. The cheapest are around 300$ at pricewatch.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Nico on September 14, 2003, 04:41:37 am
Quote
Originally posted by kode
now we only need better explosions to come standard...


check my sig.
the pb with higher res explosions is that they are awfully resource intensive. ani files are really not fine for a real time engine.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: kode on September 14, 2003, 04:46:28 am
Quote
Originally posted by Venom


check my sig.
the pb with higher res explosions is that they are awfully resource intensive. ani files are really not fine for a real time engine.


yeah, it'd be nice if it was particle explosions (or whatever it's called, I don't get most of this graphic high-tech jibberish)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: J.F.K. on September 14, 2003, 08:01:10 am
Damn, man... (btw, I never realised before, but those engine trails are quite Freelancer-ish).
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: NeoHunter on September 14, 2003, 08:16:41 am
Quote
Originally posted by deep_eyes
Depends on your video card. (That card i hear costs between 200-400 bucks dude!)


Lucky for me then. The card cost me S$180 here. (In case you strill don't know, I'm from Singapore). It cost about S$400 two months back but with the introduction of the newer GeForce 4 FX cards, the prices of the other cards have dropped tremendously.

So, do I have to install some patch for the new FreeSpace 2 graphics or it is really that simple as configuring the settings?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: kasperl on September 14, 2003, 10:57:52 am
Quote
Originally posted by NeoHunter


Lucky for me then. The card cost me S$180 here. (In case you strill don't know, I'm from Singapore). It cost about S$400 two months back but with the introduction of the newer GeForce 4 FX cards, the prices of the other cards have dropped tremendously.

So, do I have to install some patch for the new FreeSpace 2 graphics or it is really that simple as configuring the settings?


erm, you need the SCP exe, and the launcher, and some luck.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on September 14, 2003, 01:17:21 pm
I would recommend the Radeon 9600.  It uses the R350 GPU rather than the Radeon 9700's R300, which gives you better Vertex and Pixel Shaders and probably multielement textures too.  Plus, it costs less than its bigger brother, the Radeon 9800.

Of course, any Radeon post-9000 is DX9-compatible.  It's just that my own game doesn't do specular lighting unless your graphics card supports multielement textures... If you're not intending to d/l Project Vertigo when I finish it, a Radeon 9000 is fine.  Or a GeForce 4 for that matter.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 14, 2003, 01:39:40 pm
Quote
Originally posted by Bobboau
that looks sort of like the cell shadeing code, you arn't useing the -cell comand line are you?

Nope. No command line parms at all.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fry_Day on September 14, 2003, 02:02:50 pm
Descenterace, My Radeon 9800 Pro says - D3DPMISCCAPS_INDEPENDENTWRITEMASKS - No.
No multielement textures on R350 cards either.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: LtNarol on September 14, 2003, 03:53:10 pm
Quote
Originally posted by WMCoolmon
http://members.cox.net/~wmcoolmon/images/ulyshine.gif
Tis what I get with my TNT2 as well.  The game looks great in OGL but the shine mapping seems to not work there, meh.  I'm gonna have to get a new vid card anyway, so this problem won't last.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on September 14, 2003, 04:47:34 pm
The engine checks support for D3DFMT_MULTI2_ARGB8 as a texture format.  D3DPMISCCAPS_INDEPENDENTWRITEMASKS refers to the ability to mask the output to a multielement texture, and so is irrelevant in this case.

BTW, when rendering to multiple render targets, is PShader output 0 sent to all of them, or are they treated as elements of a multielement texture?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Inquisitor on September 14, 2003, 06:14:08 pm
Need to sticky this and have stealth post these to the site, it's awesome. And testimony to the hard work of the team. Nice stuff :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fineus on September 14, 2003, 06:18:06 pm
Stuck :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 14, 2003, 09:53:55 pm
Quote
Originally posted by Kalfireth
Stuck :)


wow i created a thread thats now stickied...

:p

Bob, I'm sorry i didnt get back to you last night, but i tested the OPEN GL on my Viddy card and the results are:

***I get a yellow flashy screen. *** and the game is hard to see. it flashes between the screen and the yellow flash.

Im guessing my card is having support issues with OPENGL, as well as with ModelView32 (it now crashes trying to load a POF). Also, I know Freelancer for example isnt compatible with ATI cards (which sucks ass***). so im trying to see if this is fixed in a patch. brb later on or tomorrow after class to let you know results.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 14, 2003, 11:30:44 pm
Here's the D3D THING the launcher compiled:

Modes:

Code: [Select]

189: (2048x1536)x32 bit, 75 rr
188: (2048x1536)x32 bit, 70 rr
187: (2048x1536)x32 bit, 66 rr
186: (2048x1536)x32 bit, 60 rr
185: (2048x1536)x16 bit, 75 rr
184: (2048x1536)x16 bit, 70 rr
183: (2048x1536)x16 bit, 66 rr
182: (2048x1536)x16 bit, 60 rr
181: (1920x1440)x32 bit, 85 rr
180: (1920x1440)x32 bit, 75 rr
179: (1920x1440)x32 bit, 60 rr
178: (1920x1440)x16 bit, 85 rr
177: (1920x1440)x16 bit, 75 rr
176: (1920x1440)x16 bit, 60 rr
175: (1920x1200)x32 bit, 100 rr
174: (1920x1200)x32 bit, 85 rr
173: (1920x1200)x32 bit, 75 rr
172: (1920x1200)x32 bit, 60 rr
171: (1920x1200)x16 bit, 100 rr
170: (1920x1200)x16 bit, 85 rr
169: (1920x1200)x16 bit, 75 rr
168: (1920x1200)x16 bit, 60 rr
167: (1920x1080)x32 bit, 100 rr
166: (1920x1080)x32 bit, 75 rr
165: (1920x1080)x32 bit, 60 rr
164: (1920x1080)x16 bit, 100 rr
163: (1920x1080)x16 bit, 75 rr
162: (1920x1080)x16 bit, 60 rr
161: (1856x1392)x32 bit, 90 rr
160: (1856x1392)x32 bit, 75 rr
159: (1856x1392)x32 bit, 72 rr
158: (1856x1392)x32 bit, 60 rr
157: (1856x1392)x16 bit, 90 rr
156: (1856x1392)x16 bit, 75 rr
155: (1856x1392)x16 bit, 72 rr
154: (1856x1392)x16 bit, 60 rr
153: (1800x1440)x32 bit, 90 rr
152: (1800x1440)x32 bit, 70 rr
151: (1800x1440)x32 bit, 60 rr
150: (1800x1440)x16 bit, 90 rr
149: (1800x1440)x16 bit, 70 rr
148: (1800x1440)x16 bit, 60 rr
147: (1792x1344)x32 bit, 90 rr
146: (1792x1344)x32 bit, 85 rr
145: (1792x1344)x32 bit, 75 rr
144: (1792x1344)x32 bit, 60 rr
143: (1792x1344)x16 bit, 90 rr
142: (1792x1344)x16 bit, 85 rr
141: (1792x1344)x16 bit, 75 rr
140: (1792x1344)x16 bit, 60 rr
139: (1600x1200)x32 bit, 120 rr
138: (1600x1200)x32 bit, 100 rr
137: (1600x1200)x32 bit, 85 rr
136: (1600x1200)x32 bit, 75 rr
135: (1600x1200)x32 bit, 70 rr
134: (1600x1200)x32 bit, 60 rr
133: (1600x1200)x16 bit, 120 rr
132: (1600x1200)x16 bit, 100 rr
131: (1600x1200)x16 bit, 85 rr
130: (1600x1200)x16 bit, 75 rr
129: (1600x1200)x16 bit, 70 rr
128: (1600x1200)x16 bit, 60 rr
127: (1280x1024)x32 bit, 160 rr
126: (1280x1024)x32 bit, 120 rr
125: (1280x1024)x32 bit, 100 rr
124: (1280x1024)x32 bit, 90 rr
123: (1280x1024)x32 bit, 85 rr
122: (1280x1024)x32 bit, 75 rr
121: (1280x1024)x32 bit, 70 rr
120: (1280x1024)x32 bit, 60 rr
119: (1280x1024)x32 bit, 47 rr
118: (1280x1024)x32 bit, 43 rr
117: (1280x1024)x16 bit, 160 rr
116: (1280x1024)x16 bit, 120 rr
115: (1280x1024)x16 bit, 100 rr
114: (1280x1024)x16 bit, 90 rr
113: (1280x1024)x16 bit, 85 rr
112: (1280x1024)x16 bit, 75 rr
111: (1280x1024)x16 bit, 70 rr
110: (1280x1024)x16 bit, 60 rr
109: (1280x1024)x16 bit, 47 rr
108: (1280x1024)x16 bit, 43 rr
107: (1280x768)x32 bit, 85 rr
106: (1280x768)x32 bit, 75 rr
105: (1280x768)x32 bit, 60 rr
104: (1280x768)x32 bit, 56 rr
103: (1280x768)x16 bit, 85 rr
102: (1280x768)x16 bit, 75 rr
101: (1280x768)x16 bit, 60 rr
100: (1280x768)x16 bit, 56 rr
99: (1152x864)x32 bit, 100 rr
98: (1152x864)x32 bit, 85 rr
97: (1152x864)x32 bit, 75 rr
96: (1152x864)x32 bit, 70 rr
95: (1152x864)x32 bit, 60 rr
94: (1152x864)x32 bit, 47 rr
93: (1152x864)x32 bit, 43 rr
92: (1152x864)x16 bit, 100 rr
91: (1152x864)x16 bit, 85 rr
90: (1152x864)x16 bit, 75 rr
89: (1152x864)x16 bit, 70 rr
88: (1152x864)x16 bit, 60 rr
87: (1152x864)x16 bit, 47 rr
86: (1152x864)x16 bit, 43 rr
85: (1024x768)x32 bit, 200 rr
84: (1024x768)x32 bit, 160 rr
83: (1024x768)x32 bit, 150 rr
82: (1024x768)x32 bit, 120 rr
81: (1024x768)x32 bit, 100 rr
80: (1024x768)x32 bit, 90 rr
79: (1024x768)x32 bit, 85 rr
78: (1024x768)x32 bit, 75 rr
77: (1024x768)x32 bit, 72 rr
76: (1024x768)x32 bit, 70 rr
75: (1024x768)x32 bit, 60 rr
74: (1024x768)x32 bit, 43 rr
73: (1024x768)x16 bit, 200 rr
72: (1024x768)x16 bit, 160 rr
71: (1024x768)x16 bit, 150 rr
70: (1024x768)x16 bit, 120 rr
69: (1024x768)x16 bit, 100 rr
68: (1024x768)x16 bit, 90 rr
67: (1024x768)x16 bit, 85 rr
66: (1024x768)x16 bit, 75 rr
65: (1024x768)x16 bit, 72 rr
64: (1024x768)x16 bit, 70 rr
63: (1024x768)x16 bit, 60 rr
62: (1024x768)x16 bit, 43 rr
61: (800x600)x32 bit, 200 rr
60: (800x600)x32 bit, 160 rr
59: (800x600)x32 bit, 120 rr
58: (800x600)x32 bit, 100 rr
57: (800x600)x32 bit, 90 rr
56: (800x600)x32 bit, 85 rr
55: (800x600)x32 bit, 75 rr
54: (800x600)x32 bit, 72 rr
53: (800x600)x32 bit, 70 rr
52: (800x600)x32 bit, 60 rr
51: (800x600)x32 bit, 56 rr
50: (800x600)x32 bit, 47 rr
49: (800x600)x16 bit, 200 rr
48: (800x600)x16 bit, 160 rr
47: (800x600)x16 bit, 120 rr
46: (800x600)x16 bit, 100 rr
45: (800x600)x16 bit, 90 rr
44: (800x600)x16 bit, 85 rr
43: (800x600)x16 bit, 75 rr
42: (800x600)x16 bit, 72 rr
41: (800x600)x16 bit, 70 rr
40: (800x600)x16 bit, 60 rr
39: (800x600)x16 bit, 56 rr
38: (800x600)x16 bit, 47 rr
37: (640x480)x32 bit, 200 rr
36: (640x480)x32 bit, 160 rr
35: (640x480)x32 bit, 120 rr
34: (640x480)x32 bit, 100 rr
33: (640x480)x32 bit, 90 rr
32: (640x480)x32 bit, 85 rr
31: (640x480)x32 bit, 75 rr
30: (640x480)x32 bit, 72 rr
29: (640x480)x32 bit, 60 rr
28: (640x480)x16 bit, 200 rr
27: (640x480)x16 bit, 160 rr
26: (640x480)x16 bit, 120 rr
25: (640x480)x16 bit, 100 rr
24: (640x480)x16 bit, 90 rr
23: (640x480)x16 bit, 85 rr
22: (640x480)x16 bit, 75 rr
21: (640x480)x16 bit, 72 rr
20: (640x480)x16 bit, 60 rr
19: (640x400)x32 bit, 75 rr
18: (640x400)x32 bit, 60 rr
17: (640x400)x16 bit, 75 rr
16: (640x400)x16 bit, 60 rr
15: (512x384)x32 bit, 75 rr
14: (512x384)x32 bit, 60 rr
13: (512x384)x16 bit, 75 rr
12: (512x384)x16 bit, 60 rr
11: (400x300)x32 bit, 75 rr
10: (400x300)x32 bit, 60 rr
9: (400x300)x16 bit, 75 rr
8: (400x300)x16 bit, 60 rr
7: (320x240)x32 bit, 75 rr
6: (320x240)x32 bit, 60 rr
5: (320x240)x16 bit, 75 rr
4: (320x240)x16 bit, 60 rr
3: (320x200)x32 bit, 75 rr
2: (320x200)x32 bit, 60 rr
1: (320x200)x16 bit, 75 rr
0: (320x200)x16 bit, 60 rr


D3D8 Caps:

caps.Caps.D3DCAPS_READ_SCANLINE:                                yes

caps.Caps2.D3DCAPS2_CANCALIBRATEGAMMA:                          no
caps.Caps2.D3DCAPS2_CANRENDERWINDOWED:                          yes
caps.Caps2.D3DCAPS2_CANMANAGERESOURCE:                          no
caps.Caps2.D3DCAPS2_DYNAMICTEXTURES:                            no
caps.Caps2.D3DCAPS2_FULLSCREENGAMMA:                            yes
caps.Caps2.D3DCAPS2_NO2DDURING3DSCENE:                          no

caps.Caps3.D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD:           no

caps.PresentationIntervals.D3DPRESENT_INTERVAL_IMMEDIATE:       yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_ONE:             yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_TWO:             no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_THREE:           no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_FOUR:            no

caps.CursorCaps.D3DCURSORCAPS_COLOR:                            no
caps.CursorCaps.D3DCURSORCAPS_LOWRES:                           no

caps.DevCaps.D3DDEVCAPS_CANBLTSYSTONONLOCAL:                    yes
caps.DevCaps.D3DDEVCAPS_CANRENDERAFTERFLIP:                     yes
caps.DevCaps.D3DDEVCAPS_DRAWPRIMTLVERTEX:                       yes
caps.DevCaps.D3DDEVCAPS_EXECUTESYSTEMMEMORY:                    yes
caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY:                     yes
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION:                        yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT:                    yes
caps.DevCaps.D3DDEVCAPS_NPATCHES:                               no
caps.DevCaps.D3DDEVCAPS_PUREDEVICE:                             yes
caps.DevCaps.D3DDEVCAPS_QUINTICRTPATCHES:                       no
caps.DevCaps.D3DDEVCAPS_RTPATCHES:                              no
caps.DevCaps.D3DDEVCAPS_RTPATCHHANDLEZERO:                      no
caps.DevCaps.D3DDEVCAPS_SEPARATETEXTUREMEMORIES:                no
caps.DevCaps.D3DDEVCAPS_TEXTURENONLOCALVIDMEM:                  yes
caps.DevCaps.D3DDEVCAPS_TEXTURESYSTEMMEMORY:                    no
caps.DevCaps.D3DDEVCAPS_TEXTUREVIDEOMEMORY:                     yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXSYSTEMMEMORY:                   yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXVIDEOMEMORY:                    yes

caps.PrimitiveMiscCaps.D3DPMISCCAPS_BLENDOP:                    no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPPLANESCALEDPOINTS:      no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPTLVERTS:                no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_COLORWRITEENABLE:           yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCCW:                    yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCW:                     yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLNONE:                   yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_LINEPATTERNREP:             yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_MASKZ:                      yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_TSSARGTEMP:                 yes

caps.RasterCaps.D3DPRASTERCAPS_ANISOTROPY:                      yes
caps.RasterCaps.D3DPRASTERCAPS_ANTIALIASEDGES:                  yes
caps.RasterCaps.D3DPRASTERCAPS_COLORPERSPECTIVE:                no
caps.RasterCaps.D3DPRASTERCAPS_DITHER:                          yes
caps.RasterCaps.D3DPRASTERCAPS_FOGRANGE:                        yes
caps.RasterCaps.D3DPRASTERCAPS_FOGTABLE:                        no
caps.RasterCaps.D3DPRASTERCAPS_FOGVERTEX:                       yes
caps.RasterCaps.D3DPRASTERCAPS_MIPMAPLODBIAS:                   yes
caps.RasterCaps.D3DPRASTERCAPS_PAT:                             yes
caps.RasterCaps.D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE:           yes
caps.RasterCaps.D3DPRASTERCAPS_WBUFFER:                         yes
caps.RasterCaps.D3DPRASTERCAPS_WFOG:                            no
caps.RasterCaps.D3DPRASTERCAPS_ZBIAS:                           yes
caps.RasterCaps.D3DPRASTERCAPS_ZBUFFERLESSHSR:                  no
caps.RasterCaps.D3DPRASTERCAPS_ZFOG:                            no
caps.RasterCaps.D3DPRASTERCAPS_ZTEST:                           yes

caps.ZCmpCaps.D3DPCMPCAPS_ALWAYS:                               yes
caps.ZCmpCaps.D3DPCMPCAPS_EQUAL:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATER:                              yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                         yes
caps.ZCmpCaps.D3DPCMPCAPS_LESS:                                 yes
caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL:                            yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL:                             yes

caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:                yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTALPHA:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ONE:                            yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHA:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ZERO:                           yes

caps.DestBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:               yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTALPHA:                     yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                     yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_ONE:                           yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHA:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                   no
caps.DestBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_ZERO:                          yes

caps.AlphaCmpCaps.D3DPCMPCAPS_ALWAYS:                           yes
caps.AlphaCmpCaps.D3DPCMPCAPS_EQUAL:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATER:                          yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                     yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESS:                             yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESSEQUAL:                        yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NEVER:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NOTEQUAL:                         yes

caps.ShadeCaps.D3DPSHADECAPS_ALPHAGOURAUDBLEND:                 yes
caps.ShadeCaps.D3DPSHADECAPS_COLORGOURAUDRGB:                   yes
caps.ShadeCaps.D3DPSHADECAPS_FOGGOURAUD:                        yes
caps.ShadeCaps.D3DPSHADECAPS_SPECULARGOURAUDRGB:                yes

caps.TextureCaps.D3DPTEXTURECAPS_ALPHA:                         yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHAPALETTE:                  no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP:                       yes
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2:                  yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP:                    no
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP:                        yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP:                  no
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL:            yes
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE:                   yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2:                          yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED:                     yes
caps.TextureCaps.D3DPTEXTURECAPS_SQUAREONLY:                    no
caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE:      yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP:                     yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2:                yes

caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:          no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:         yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC:       no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:               yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:         yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:               yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:               yes

caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:      no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:     no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC:   no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:          yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:           yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:     no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:          yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:           yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:          no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:           no

caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:    no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:   no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:        yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:         yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:   no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:        yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:         yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:        no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:         no

caps.TextureAddressCaps.D3DPTADDRESSCAPS_BORDER:                yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_CLAMP:                 yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV:         yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRROR:                yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE:            yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_WRAP:                  yes

caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_BORDER:          no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_CLAMP:           yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV:   yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRROR:          yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE:      yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_WRAP:            yes

caps.LineCaps.D3DLINECAPS_ALPHACMP:                             yes
caps.LineCaps.D3DLINECAPS_BLEND:                                yes
caps.LineCaps.D3DLINECAPS_FOG:                                  yes
caps.LineCaps.D3DLINECAPS_TEXTURE:                              yes
caps.LineCaps.D3DLINECAPS_ZTEST:                                yes

Max texture width:  2048
Max texture height: 2048
Max volume extent:  256

Max texture repeat: 2048
Max texture aspect: 2048
Max anisotropy:     16
Max vertex W:       10000000000.000000

Guard band (l,t,r,b): 0.000000 0.000000 0.000000 0.000000

Extents adjust: 0

caps.StencilCaps.D3DSTENCILCAPS_DECR:                           yes
caps.StencilCaps.D3DSTENCILCAPS_DECRSAT:                        yes
caps.StencilCaps.D3DSTENCILCAPS_INCR:                           yes
caps.StencilCaps.D3DSTENCILCAPS_INCRSAT:                        yes
caps.StencilCaps.D3DSTENCILCAPS_INVERT:                         yes
caps.StencilCaps.D3DSTENCILCAPS_KEEP:                           yes
caps.StencilCaps.D3DSTENCILCAPS_REPLACE:                        yes
caps.StencilCaps.D3DSTENCILCAPS_ZERO:                           yes

caps.FVFCaps.D3DFVFCAPS_DONOTSTRIPELEMENTS:                     no
caps.FVFCaps.D3DFVFCAPS_PSIZE:                                  yes
caps.FVFCaps.D3DFVFCAPS_TEXCOORDCOUNTMASK:                      yes

caps.TextureOpCaps.D3DTEXOPCAPS_ADD:                            yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED:                      yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED2X:                    yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSMOOTH:                      yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDCURRENTALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDDIFFUSEALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDFACTORALPHA:               yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHAPM:            yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAP:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAPLUMINANCE:            no
caps.TextureOpCaps.D3DTEXOPCAPS_DISABLE:                        yes
caps.TextureOpCaps.D3DTEXOPCAPS_DOTPRODUCT3:                    yes
caps.TextureOpCaps.D3DTEXOPCAPS_LERP:                           yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE:                       yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE2X:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE4X:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR:         yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA:         yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR:      yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA:      yes
caps.TextureOpCaps.D3DTEXOPCAPS_MULTIPLYADD:                    yes
caps.TextureOpCaps.D3DTEXOPCAPS_PREMODULATE:                    no
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG1:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG2:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SUBTRACT:                       yes

Max texture blend stages:  8
Max simultaneous textures: 3

caps.VertexProcessingCaps.D3DVTXPCAPS_DIRECTIONALLIGHTS:        yes
caps.VertexProcessingCaps.D3DVTXPCAPS_LOCALVIEWER:              yes
caps.VertexProcessingCaps.D3DVTXPCAPS_MATERIALSOURCE7:          yes
caps.VertexProcessingCaps.D3DVTXPCAPS_POSITIONALLIGHTS:         yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TEXGEN:                   yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TWEENING:                 yes
caps.VertexProcessingCaps.D3DVTXPCAPS_NO_VSDT_UBYTE4:           no

Max active lights:             8
Max user clip planes:          6
Max vertex blend matrices:     4
Max vertex blend matrix index: 0

Max point size: 256.000000
Max Prim count:    65535
Max Vertrx index:  65535
Max Streams:       8
Max Stream stride: 1024

Vertex shader version:   0.0
Max vertex shader const: 0

Pixel shader version:    0.0
Max pixel shader value:  0

Edited by Kal: Code tags added, for shrinky goodness.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Stealth on September 15, 2003, 04:52:24 pm
i'm working on getting the FSSCP's "Screenshots" section of the website at the moment... also working on getting hold of a script that will allow users to upload their own screenshots to the site, or link to them, or whatever.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 15, 2003, 10:32:00 pm
Quote
Originally posted by Stealth
i'm working on getting the FSSCP's "Screenshots" section of the website at the moment... also working on getting hold of a script that will allow users to upload their own screenshots to the site, or link to them, or whatever.


Cool, for now thats a good idea.

**Thanks Kal for fixing my code***

BOB: That D3D compile was for the "Original Drivers" that came with the card, I havent tested the newer catalyst drivers i DL last night.

Venom, your OTT effects are nice (explosions and vaporization sprites). Good ish*
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Stealth on September 16, 2003, 10:07:20 pm
Quote
Originally posted by deep_eyes


Cool, for now thats a good idea.


i can't take credit ;) :D

it was Inquisitor's idea :D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on September 20, 2003, 02:43:07 am
Oh...my...God.

:eek2:

Instead of just having higher-resolution explosion sprites, how about having fancy particle explosions with fireballs and smoke and stuff like in jDoom (http://www.doomsdayhq.com/)? Note that there aren't any good screenshots of this on the site, so you'll have to see the effect in-game to get a real feel for it. Install the game, start the launcher, go to the Add-Ons tab, turn on 'Heavy rocket smoke trails' and one of the '3d fireballs set's. Start the game, open the console (with ~, same as Quake), type 'give wa' (weapons and ammo), select the rocket launcher, and shoot it at a wall. That should give you a beautiful fireball+smoke effect, as well as a flame->smoke trail from the rocket's engine. Now imagine missile trails and explosions like that in FreeSpace.

Note that you'd have to have a particle density inversely proportional to the size of the explosion (ie, same number of particles per blast regardless of the size of the blast), or the Colossus going up would cause one's framerate to best be measured in frames per hour. :) Exactly what particle density to use could be specified with the 'particles' setting in 'options->detail' in-game, so TNT2 users won't get their framerate killed by particle explosions, but high-end video card users will be able to get really pretty explosions. The lowest setting should probably display the usual sprites instead of particle explosions, for users of really ancient video cards, like 3Dfx hardware.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on September 20, 2003, 07:43:47 am
Why bother with 'particle density'?  Just code the engine to produce, say, 20 particles per blast.  The problem with putting effects like that into FreeSpace is having to update particle position all the time.  How does FS2 store currently-active effects?  Is it anything like my FX Stack structure in Project Vertigo, where new effects are added by the physics engine?

For example:
Beam laser is determined to have hit a ship.  Damage routine adds a 'spark plume' FX to the stack, with such information as direction of plume, lifetime of effect (about .5 seconds), and speed of sparks.  On the next rendering cycle the engine loops through the FX Stack, passing the duration of the last frame to each FX's rendering function which then updates the location of its sparks and determines if its active lifetime has expired before rendering itself.  If its lifetime has expired, it deletes itself from the stack.

Now, I know FS2 isn't object-oriented, so if it were to use the above system the FX Stack would be group of structs or unions holding FX data, and they would be passed in turn to a global FX rendering function, whose functionality would depend on the type of FX passed to it.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on September 20, 2003, 07:50:12 am
Quote
Originally posted by Descenterace
Why bother with 'particle density'?  Just code the engine to produce, say, 20 particles per blast.  The problem with putting effects like that into FreeSpace is having to update particle position all the time.  How does FS2 store currently-active effects?  Is it anything like my FX Stack structure in Project Vertigo, where new effects are added by the physics engine?

The particle density is conceptual. Coding the engine to produce n particles per blast is an implementation of that concept.

Quote
For example:
Beam laser is determined to have hit a ship.  Damage routine adds a 'spark plume' FX to the stack, with such information as direction of plume, lifetime of effect (about .5 seconds), and speed of sparks. On the next rendering cycle the engine loops through the FX Stack, passing the duration of the last frame to each FX's rendering function which then updates the location of its sparks and determines if its active lifetime has expired before rendering itself.  If its lifetime has expired, it deletes itself from the stack.

Ironically enough, that isn't too different from the ship hit effect's particle spew...

Quote
Now, I know FS2 isn't object-oriented, so if it were to use the above system the FX Stack would be group of structs or unions holding FX data, and they would be passed in turn to a global FX rendering function, whose functionality would depend on the type of FX passed to it.

Probably yet another static struct array, like Ships and Objects. :sigh: An alternative is to use dynamic memory allocation ('new' and 'delete' operators) and STL vectors to store this stuff. This is C++. Though most of FS2 is not object-oriented and does not use dynamic memory allocation, it can't hurt to start doing so here, right? ;7
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Flaser on September 20, 2003, 10:05:46 am
Quote
Originally posted by _argv[-1]
Oh...my...God.

:eek2:

Instead of just having higher-resolution explosion sprites, how about having fancy particle explosions with fireballs and smoke and stuff like in jDoom (http://www.doomsdayhq.com/)?


My exact ideas. If we try to make better effects, it's 100% computer generated stuff we should make.
It'll be a b**ch with resources, but it could look wonderful.

Still I have to agree with bumping the 256color limit - it's a major drawback for artist, since they have to spend their time converting and reconverting their textures using complicated palletes.

Higher res. exlosion maps could be used for middle class Pc-s, or would be useful as a shockwave effect as long as Bobb doesn't fininsh his explosion code - or for machines that would have the memory and CPU to handle a bigger texture, but not a new CPU dependant effect.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 20, 2003, 11:14:51 am
Quote
Higher res. exlosion maps could be used for middle class Pc-s, or would be useful as a shockwave effect as long as Bobb doesn't fininsh his explosion code - or for machines that would have the memory and CPU to handle a bigger texture, but not a new CPU dependant effect.


bobs computer i think is a mid range system. his reaction to seeing his exe's produce this much detail caused him and everyone else to blow a gasket! :thepimp:

but yes, a system (using the launcher possibly) could say what can and cannot be done. on good 700+ systems, hi res would sufice. on lower end systems standard fs2 hi res would be its best option. just gotta implament code to do this.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 20, 2003, 12:30:50 pm
Ihave an Athlon xp 3000+
ati radeon 9800 pro 128mb
and an N-force 2 mobo

Myframe rates have been needles to say, quite good
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on September 20, 2003, 02:08:52 pm
I have REALLY got to upgrade my processor...

OK, so an Athlon XP 1700+ working next to a Radeon 9700 Pro can churn out some pretty impressive framerates, but Unreal 2 is choking.  And Project Vertigo requires features that my graphics card does not possess.

All I can say is, thank God for the Reference device.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 20, 2003, 09:08:46 pm
Quote
Originally posted by Descenterace
I have REALLY got to upgrade my processor...

OK, so an Athlon XP 1700+ working next to a Radeon 9700 Pro can churn out some pretty impressive framerates, but Unreal 2 is choking.  And Project Vertigo requires features that my graphics card does not possess.

All I can say is, thank God for the Reference device.


U2 works fine without choking on my rinky dink celeron 433... lol anyway bob, ima repost the link of the thread i posted in sci fi meshes. they like it so far...

Click Here............ (http://forums.scifi-meshes.com/showthread.php?s=&threadid=10833)

maybe we can get some of them to make models!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on September 21, 2003, 02:45:21 pm
A BLOODY WHAT???  CELERON 433?!

We are talking about the same Unreal 2, aren't we?  Full name: 'Unreal 2: The Awakening'?  Three CDs?  Has spectacular graphics and lighting effects?  Last enemy to be fought is the Tosc, which carries a singularity generator on, if I remember correctly, its left arm?

Jeez... If I set the resolution higher than 800x600 it starts to choke.  OK, so that IS at nearly maximum detail.  I mean, the game isn't worth playing unless you're gonna put the texture and mesh detail right to the stops.  But even a friggin' Athlon 1700 has trouble...  I can't believe that a Celeron 433 could even INSTALL the game, let alone run it!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 21, 2003, 11:28:54 pm
I'll be nice and say that it ran on a 640x800, but the effects were high. i guess its the way i configured my system.  :ick
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on September 23, 2003, 08:56:14 am
:eek:

*has heart attack and dies*

Guys... this is... it's impossible, no way. This is the way I dreamed FS would be. You guys are incredible. :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 23, 2003, 09:14:47 am
:eek:
*has heart attack and dies*

Setekh!!!

he's posted!

/*dances with joy*/

/*slowly stops as the other people in the SWIC computer lab look at me strangly*/

if you like this you're gona be blown away with what were going to get away with soon, in about a month we should have a fully implemented HT&L upgrade wich means all the super cool effects all modern games have we too will be able to have, one I'm particularly redy for is cubic environment mapping with per mission created global environment maps,
and then we'll get vertex shaders wich will bring prober beam lighting (currently imposable with HT&L) and then a re implemntation of the cell shading, then pixel shaders then bump mapping

also if you want some other screens look in this (http://www.hard-light.net/forums/index.php/topic,16686.0.html) thread

here is an example
as I said in that thread
prepare you blader for emenent relese!
(http://freespace.volitionwatch.com/blackwater/BWOshine01.jpg)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Carl on September 23, 2003, 09:33:01 am
Quote
Originally posted by _argv[-1]
Instead of just having higher-resolution explosion sprites, how about having fancy particle explosions with fireballs and smoke and stuff


maybe because the pre-rendered sprites look a whole lot better?:wtf:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on September 23, 2003, 09:42:42 am
Bobboau! Man, I SO wanted to see you now. It's great to be back, dude. :nod:

Umm... dude... is that specular highlighting?! :eek2:

I... I think I'm going to cry...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Turnsky on September 23, 2003, 09:44:32 am
Quote
Originally posted by Setekh
Bobboau! Man, I SO wanted to see you now. It's great to be back, dude. :nod:

Umm... dude... is that specular highlighting?! :eek2:

I... I think I'm going to cry...


Yeah, and i had the great fortune to play the latest SCP...

beam effects on the ships never looked better;)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on September 23, 2003, 11:14:04 am
why, yes, yes it is specular highlighting, or actualy it's better, it's specular mapping, it makes things in game look semi-bump mapped

so are you 'back' back, as in going to reclaim your throne of master spamer (Venom got more posts then you now!!) and HLP lord on high. :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 23, 2003, 12:04:23 pm
Ive posted bobs work in the Sci Fi meshes website for mesh artists. they like our work and im trying to get some of them to join in our cause cause many are old FS2 fans and they would like to see there own ideas used into the FS2 engine. They want to learn how to mod, and in exchange for information possible modding fuctions...


this could asist us with newer ideas for source coding...!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Krom on September 23, 2003, 02:33:46 pm
I just reinstalled FS2 after more then a year without using it, just running through the main mission I am likeing the extra eye candy rather a lot :D, and the game seems to run faster then it used to (system: Athlon XP 1700+ @ 200x11=2.2 GHz, 512 MB DDR400 [dual channel] and a GF3 @240/525 MHz on a Abit NF7-S).

-Krom
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fineus on September 23, 2003, 03:04:20 pm
Quote
Originally posted by Bobboau
why, yes, yes it is specular highlighting, or actualy it's better, it's specular mapping, it makes things in game look semi-bump mapped

so are you 'back' back, as in going to reclaim your throne of master spamer (Venom got more posts then you now!!) and HLP lord on high. :)

Plans to add to his post count by remote are already underway ;)

Oh, and Steaky... go check out the screenshots thread - there's some really nice examples of the SCP in action over there!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 23, 2003, 05:58:58 pm
Quote
Originally posted by Bobboau
(Venom got more posts then you now!!)  

OT - what happened to all of Venom's postcount? It's now ~318, lots less than Steak's 11k.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Taristin on September 23, 2003, 06:18:42 pm
They reset it a few weeks back...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on September 24, 2003, 04:37:05 am
Quote
Originally posted by Bobboau
why, yes, yes it is specular highlighting, or actualy it's better, it's specular mapping, it makes things in game look semi-bump mapped

so are you 'back' back, as in going to reclaim your throne of master spamer (Venom got more posts then you now!!) and HLP lord on high. :)


Ooh, does that mean you've a separate map that specifies the specular highlights, or the areas affected by specular? At least, that's what it sounds like. That's damn awesome man, congrats to you man. :nod:

Most definitely! :nod: Not sure about lord on high, but I ought to be here virtually every day for... at least six months. :D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Taristin on September 24, 2003, 06:34:25 am
Yep, a Different map to affect shine, and color... As I understand it, there's probably a way to make those spinny bits of your Arrayâ„¢ shine a golden color at certain angles... :p
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Nico on September 24, 2003, 08:05:23 am
Quote
Originally posted by WMCoolmon

OT - what happened to all of Venom's postcount? It's now ~318, lots less than Steak's 11k.


I asked for it to be reset(ed?), so people stop bothering me with it :p ( I must be around 12k now, tho :p )
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Drew on September 27, 2003, 03:56:56 pm
(dam spamm0rs  :P)

the new antialiasing support makes the game look even better :D

EDIT: (http://mywebpages.comcast.net/ksickafoose/avatars/techherc00.jpg)
(http://mywebpages.comcast.net/ksickafoose/avatars/techherc01.jpg)

Herc1 (shinemapped, fsport) in da tech room.

beautifull dont'cah think?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on September 27, 2003, 11:41:01 pm
Damn straight. :)

Hmmm, this may be worth checking out... my card handles FSAA already, but it garbles the game's text while doing so. Nice screenies. ;)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: WMCoolmon on September 28, 2003, 02:09:24 am
:eek2: :eek2: :eek2:

I really need a new video card... :sigh:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: terren on September 28, 2003, 06:02:43 am
GODLY!
:jawdrop:



must find job!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: BlazeME on September 28, 2003, 10:15:21 am
Sweet :eek2:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Raptor on September 30, 2003, 02:36:10 pm
Oh man, if every thing people is saying is true, then my cpu, with:

1.1 GHz AMD Duron processor
192 MB of RAM
32 bit Nvidia TNT2 Pro card
80 GByte hard disk

Is 'old hat, not worth anything, must be replaced ASAP if Freespace is to look great'

That will be in several years time then........

PS: those are some VERY good looking screenies guys! almost LIVE TV quality!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on September 30, 2003, 05:30:54 pm

You at least have a faster CPU. :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Falcon on September 30, 2003, 05:52:51 pm
I have an AMD K-6 450 I hate it.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on September 30, 2003, 06:34:40 pm
So do I, but it's in a defunct machine. AMD K6 is awful. It's like a Pentium II with the testicles sliced off. When I had one and then used a Pentium II at roughly the same clock rate, I was amazed at how much of a difference it made. I assume it has something to do with cache.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on September 30, 2003, 09:53:26 pm
Quote
Originally posted by Raptor
Oh man, if every thing people is saying is true, then my cpu, with:

1.1 GHz AMD Duron processor
192 MB of RAM
32 bit Nvidia TNT2 Pro card
80 GByte hard disk

Is 'old hat, not worth anything, must be replaced ASAP if Freespace is to look great'

That will be in several years time then........

PS: those are some VERY good looking screenies guys! almost LIVE TV quality!


Just get a new Videocard....... Raedons and GF2/3/4/FX - MXX series (whatever the mhx or sum name...), are cheap nowadays OEM.

Quote
I have an AMD K-6 450 I hate it.


Quote
So do I, but it's in a defunct machine. AMD K6 is awful. It's like a Pentium II with the testicles sliced off. When I had one and then used a Pentium II at roughly the same clock rate, I was amazed at how much of a difference it made. I assume it has something to do with cache.


The P2 lasted me four years after i bought her... she was a fine old CPU.... surpassed everything all the way up to the 600MHZ range... w/ a old school diamond stealth 4 meg card lol.... those were the good old days...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on October 01, 2003, 06:03:57 am
Some of the Pentium 2s had cooling problems, didn't they?  But with an overspec fan they were OK.

I went straight from an old 200MHz Pentium to an Athlon XP 1700+, so I never used a P2 or 3, or a K6.

One of my friends has a 666MHz Celeron, but after he got a DVD drive installed by PC World, the fan got jammed by a stray IDE connector.  The processor was slowly melting down for 6 months, until I put an old Athlon XP 1700+ fan on it.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 07:59:07 am
Finally managed to get a card that runs all the new stuff, and I'm amazed. MT never looked so good!

(http://www.3dap.com/hlp/staff/sticks/pics/screen14.jpg)

(http://www.3dap.com/hlp/staff/sticks/pics/screen18.jpg)

More screens here:

http://www.hard-light.net/forums/index.php/topic,17842.0.html

:D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on October 01, 2003, 08:04:36 am
What a p1mp... :D Very nice shots, btw. ;):yes:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 08:05:56 am
We dos what we cans. :D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Drew on October 01, 2003, 08:37:29 am
oooo beams :yes:
and that crusier in the 2nd pic looks realllly nice :yes:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Nico on October 01, 2003, 08:44:12 am
Electrobeams, please :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Falcon on October 01, 2003, 06:53:49 pm
Shivan bacon anyone?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Falcon on October 01, 2003, 06:55:46 pm
I just remebered, I;m on a diet:(
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: phreak on October 01, 2003, 07:12:12 pm
Quote
Originally posted by Styxx
We dos what we cans. :D


abort? retry? fail?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: J.F.K. on October 01, 2003, 07:15:13 pm
Whoa, damn, what ships are those? And... electrobeams?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 07:20:14 pm
Those are some new ships from Machina Terra:

http://www.hard-light.net/forums/index.php/topic,17842.0.html
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on October 01, 2003, 07:21:27 pm
you are useing the beam texture tileing corect (you're electro beams were the promary reason I did that)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 07:32:56 pm
Yep, and it looks GREAT. I'm adjusting the maps to tile better today. The translation code is awesome too, and the fact that you can set the factor allows some pretty cool effects. Awesome job on that.

:)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on October 01, 2003, 07:42:24 pm
I added a third tileing type a while ago you might want to look into, it would tile x number of times along the beam (like absolute tileing) but would keep things corectly aligned relitive to the length of the beam (it keeps it from bunching up when the beam hits something), if, for example, you had a texture that goes from light to dark it would give the impression that the beam is stronger close to the base (wich you can actualy set it to do) and when you hit something it would not sudenly have the end of the beam hitting the ship turn black/transparent, it's sort of a hybird of the other two tileing types
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 07:46:17 pm
Isn't that the type 2 tiling? That's the one I'll be using, most certainly. I'm still testing all the possibilities. While you're at it, can you give me more detailed instructions on how to use the damage decals, if they're still available? I tried to follow the stuff from the readme but it didn't work.

:)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Bobboau on October 01, 2003, 08:27:14 pm
yes, type two, you knew about them alredy then, ok, I didn't know how well documented that was, as I kind of snuk it in.

damage decals are currently disabled, I'm afraid, we almost had them working at one point, then sudenly they stoped working :doubt:, so we will have to get them working once again, and with the T&L upgrade the rendering problems we had before should be totaly irrelivent. but as they don't realy work at all now, and are disabled at compile time that realy doesn't help much.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Styxx on October 01, 2003, 11:41:12 pm
If the code is still there I'll try to get it back on for MT (and set a default damage decal too), as I'll be getting MSVC installed between tomorrow and sometime next week...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on October 01, 2003, 11:51:05 pm
good good, looking forward to a working, almost bugless build. Just let us testers know when u got the juice ready to go guys.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Drew on October 02, 2003, 06:51:37 am
Quote
Originally posted by deep_eyes
good good, looking forward to a working, almost bugless build.


dam "y target" bug :hopping: :hopping: :mad2: :mad2:
drives me nutz......
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Ulala on October 03, 2003, 12:16:27 am
Looks very nice guys, keep up the good work. :nod:
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Taristin on October 03, 2003, 07:34:08 am
Y works on my system...

Only bug I get is in the launcher... and that's only that the *.exe filter in the open file window doesn't actually filter *.exe's. Aside from that, it's killer. All of it. :D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on October 12, 2003, 12:32:34 am
Week-old sticky... ewwww. :p
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: NeoHunter on October 17, 2003, 08:22:12 pm
Wow. Haven't been playing FreeSpace 2 for quite sometime already. My joystick is collecting dust and cobhwebs.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Drew on October 18, 2003, 03:11:47 pm
more screens! ;7
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on October 18, 2003, 04:13:01 pm
Does anyone know a) where I could get a PCI gameport card, and b) how much it'd cost?

My new motherboard doesn't have a gameport, and there's no way I'm replacing my Sidewinder Precision Pro with an inferior, newer joystick.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on October 18, 2003, 04:21:53 pm
What of the Precision 2 (USB) ?
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: diamondgeezer on October 18, 2003, 04:33:30 pm
Could someone put those initial images back up? By a coincidence the guy that just moved in with us is a huge FS fan but had never heard of HLP or the SCP, so I went to show him this thread.... but all the links were dead :(
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: phreak on October 18, 2003, 05:14:25 pm
you can always show him the pic of the moment shots of FSO on the HLP main page

http://dynamic4.gamespy.com/~freespace/hlp/category_show.php?cat=53
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: diamondgeezer on October 18, 2003, 07:17:18 pm
Yah, but that pic of the Hecate basically summed up what the the SCP can do. Does anyone have it that could send it to me?

BTW, this fellow is an IT professional so I'll sound out his coding abilities and see if he's interested in pitching in...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on October 19, 2003, 12:14:57 am
Darn, they're just out of my IE cache... I'll PM deep_eyes. :)
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on October 19, 2003, 03:10:09 am
Precision 2!?!?!?!  I've seen it.

Please do not insult me again...  I would never lower myself to using that joystick.

PPro 1 r00lz!!!
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Fury on October 19, 2003, 04:17:54 am
Descenterace, in a case you haven't noticed... MS Sidewinder Precision Pro is both USB and gameport joystick. It's comes with a bundled gameport > USB adapter. At least mine did.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on October 19, 2003, 06:24:17 am
You've seen it? What about using it?

I don't think what it looks like is going to make much of a difference when you're toasting Shivans...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on October 19, 2003, 07:15:56 am
Well, I have a Precision Pro, but you know... if only because I've formatted so often in the past, I still swear by my keyboard... :D
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on October 19, 2003, 12:06:38 pm
By 'seen', I mean I've found it in the shops and tried it out on a display machine.  Don't like it.

I bought my PPro about 7 years ago.  USB adapter?  Riiiight...
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: _argv[-1] on October 19, 2003, 06:50:26 pm
I had a ppro. It crapped out on me after a couple of years, necessitating a replacement. The hat switch was the first to go; this seems to be the most fragile joystick component. How you've managed to keep a joystick operational for 7 years is beyond my understanding.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: deep_eyes on October 19, 2003, 06:58:52 pm
Quote
Originally posted by diamondgeezer
Yah, but that pic of the Hecate basically summed up what the the SCP can do. Does anyone have it that could send it to me?

BTW, this fellow is an IT professional so I'll sound out his coding abilities and see if he's interested in pitching in...


the thing done with the Hecate was just a nice retexture job done by "yours truly" and with the new SCP features such as glow mapping and my ati 7500 64 meg card, i pushed the new effects to a new level. i know others have done much more and better looking effects w/ their respective GF-FX/4 128 cards, but for now this gives everyone a general idea on what can be done.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Descenterace on October 20, 2003, 02:32:57 am
I don't know why my PPro has survived.  It suffered terrible abuse when I bought Descent 2...

Actually, it did fail at one point.  The sensor in the base of the stick has three wires going to it, and one had broken off.  So I broke out the soldering iron and resoldered the wire.  Good as new.
Never had trouble with the hatswitch.  It gets a lot of use too, in Descent.
Title: Is Freespace suppose to look this good? =P (Image Heavy)
Post by: Setekh on October 20, 2003, 05:06:46 am
Quote
Originally posted by deep_eyes
the thing done with the Hecate was just a nice retexture job done by "yours truly" and with the new SCP features such as glow mapping and my ati 7500 64 meg card, i pushed the new effects to a new level. i know others have done much more and better looking effects w/ their respective GF-FX/4 128 cards, but for now this gives everyone a general idea on what can be done.


Regardless, they're still great screenies, and I'd like to put them into the featured pic circulation. Email em to me? :) [email protected]