Author Topic: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!  (Read 4478 times)

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Offline Kolgena

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Re: RELEASE: New beam lighting OPEN BETA
http://www.hard-light.net/forums/index.php?topic=76973.0

The third video at bottom of 2nd page is most representative of what is found here.

 

Offline Valathil

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Re: RELEASE: New beam lighting OPEN BETA
I need some feedback people, did noone try it or whats going on? If noone says anything im just assuming it works and is fine as is.
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Offline Zacam

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Re: RELEASE: New beam lighting OPEN BETA

There was some mention about this in the #SCP-FSU channel. Unfortunately, on e of the people who would be able to provide specifics seems to have gotten banned (temporarily), so I'll probably have to funnel it.

Near as I can recall, system is running a 9800GT and the issue being that apparently only green beams are really showing any effect what so ever.

More details as they happen, but yes. Feedback from any body and everybody would be a good thing. I realize that Trunk is usually a good gauge of what is stable, but if you all wait for this to hit a nightly, that just lowers the inclination to correct for it later when any issues with it could be better resolved now. Plus, any issues found with it now won't prevent it from being available (potentially) in the RC's when they start happening, but if people wait until then to complain about it, it will just unnecessarily extend (or can) the RC phase before a stable Release build is done.
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Offline Kolgena

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Re: RELEASE: New beam lighting OPEN BETA
Still waiting for my laptop to get back. Don't have an FS install right now. Will test it once I do.

 

Offline Timerlane

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Re: RELEASE: New beam lighting OPEN BETA
the issue being that apparently only green beams are really showing any effect what so ever.
At least as far as ships other than the firing ship, I tend to agree. From what I've seen, green beams seem to be the only ones that really project color to any other ships in the area. I saw some nice yellow and blue effects off the hull of a firing Sobek, and some red glow off the bottom of a Lilith, but for colors other than green, if there was any visible color projected on other ships in the area, it was far harder to notice.

FTR, I use Spidey's lighting settings.

 

Offline Colonol Dekker

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Re: RELEASE: New beam lighting OPEN BETA
It loos great. I misread it as beam lightNing though :lol:
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Offline Valathil

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Re: RELEASE: New beam lighting OPEN BETA
New version fixed something and i believe improved the speculars on the beams. please tell me if this fixes the nongreenbeams not working

http://www.mediafire.com/?og34b6gaopfk7do
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Offline Timerlane

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Re: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!


That, it does. :)

 

Offline jg18

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Re: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!
Ok, I'll take a look. Since I use OS X, I'll build a copy of trunk patched with the patch in your first post. A few questions though:

1. I don't know how to use shaders. Is there a description or instructions available?

2. Is there a mission, preferably in the FS2 main campaign, where I can test this out?

3. What should I be looking for? (besides whether it compiles :p)

FWIW, the machine I'll use for testing this is an iMac from late 2007, running OS X 10.6.8, with an Intel Core 2 Duo 2.4 GHz, 2 GB RAM, and an ATI Radeon HD 2600 Pro with 256 MB VRAM.

 

Offline The E

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Re: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!
Shader usage should be automatic, unless you have the no_glsl commandline flag active. Shader files need to be in mediavps_3612/data/effects, with the .sdr extension. As for missions to test it out, King's Gambit would probably be a good test.
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Offline jg18

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Re: RELEASE: New beam lighting OPEN BETA; New Version 07/13/11!!
Are there two shader files or just one? The first post lists just one, but some of the posts mention two.

Also: The default build seems to be a standard build, in that it doesn't look in the inferno data folder for pilots. Should I make an inferno build, and if so, how? Is it just by defining the INF_BUILD macro using the -D compiler flag?

Thanks.
« Last Edit: July 14, 2011, 11:44:01 am by jg18 »