Thank you for the details 
But what difference between Ambient_factor and ogl_spec ??
-ambient_factor is a value that modifies the ambient light in a mission. By default the values are 127 for R, G & B (used in the range of 0 to 255). This translates to 0.47 for OpenGL (which is in the range of 0 to 1). So -ambient_factor would change that + or -, depending on the value you specify. I had explained in slightly greater detail the -ambient_factor values in another thread, somewhere, but basically, a value of 127.5 is no change, anything lower than that will decrease the ambient light in a mission, anything higher in increase it. And -ambient_factor figures up like this:
((ambient_factor * 2) - 255) / 255. The result of that is then added to the ambient light values used for a mission.
-ogl_spec is, perhaps, what Bobboua says that -spec_exp was supposed to do for D3D. -spec_exp uses a different set of values though, so I couldn't really use that in the OGL case. Basically -ogl_spec simply gives a value to the shininess of the specular light used by the game. I doesn't affect anything else.
Are you sure spec_point and spec_tube do nothing? Cause I set spec_point to 0.2, fired a few Subach shots along the hull of a Satis, and saw a few streaks of blue. I then set it to 9.5, and the entire ship turned purple for one shot. Something tells me thats a bit more than nothing
.
Yeah, I didn't look at it close enough. Technically they don't do anything since the code doesn't make use of the specular values, but the lighting code will copy the diffuse RGB values to the specular RGB values if no specular is specified. So, it does work, just not terribly well.
Speaking of point lights, is there any way to adjust the radius and/or intensity of said light without modifying each individual weapon (if I can even do that anyway), so that the lighting radius is
larger, but also
less evident?
Unless Bobboau added that capability a while back and I never noticed, then I'd so no. The current values that OGL uses were a big time trial and error thing that I went through for the new lighting code. A lot of tester feedback was also used to hone the values. I had to make it work well with all mods, even though some of the values looked considerably better in retail, or in a particular mod, then they do in the final code. Nothing I could do about it at the time, and not really anything that I can do about it now either.

Don't see any reason why that can't be added to the todo list though. The new OGL lighting code was more of a temprary patch than anything else. I worked on it mostly just to fix the lighting issues that already existed. And since we were already in a code freeze for 3.6.9 at that point, I didn't really have the choice of really getting in there to do it like I truely wanted. Post-3.6.9 should see that properly fixed though. I'm even going to make sure that things like explosions and the warp effect have modder specified light values,
per effect. Right now the light values for that stuff is hard coded, which sucks, but will later be modified to do some pretty neat things.
What's the difference between '-no_emissive_light' and '-ambient_factor 0' ?
Using an -ambient_factor of 0 will remove all ambient light, but emissive light will still be used. Generally you would just want to not set an ambient_factor, use -no_emissive_light, and then figure out your best ambient_factor setting when not using emissive light. So long as emissive light is enabled you will never get anything completely dark.
While I have no issues with Taylor breaking D3D if no one is willing to code for it I don't think you're realising how big a change this is. We're talking about the bypassing and eventually the complete removal of the abstraction layer sitting between FS2 and OGL. That means that OGL will get a lot better but it also means that it will get exponentially harder to stick D3D back in.
^^ Like he said... it's a slightly more complicated situation than simply not supporting D3D, or breaking it.
There already exists the capability in the code to build a binary without D3D support, and it will use only OGL (even if you specify D3D in the launcher). The current plan is to make that the default (to not have D3D support compiled in) starting with all CVS after Christmas. If by the end of the summer there is still no plan for D3D, then the code would actually be removed (we would discuss it again at the time before actually removing the code). If by next Christmas we still have no plan for D3D then we would evaluate the need to keep support for multiple graphics APIs.
None of that is really permanent, unless support for multiple graphics APIs is removed. At that point it will basically be just an OGL engine and nothing else. And while I would certainly like to do that for code simplicity and functionality/performance sake, it's a pretty complicated decision to make and actually carry out. I don't know that we'll actually ever take it that far, since there is more involved that just OGL or D3D, but it is an idea which has been floated for serious consideration at the end of next year. Deffinitely nothing to worry about now though, since it won't be a real part of the conversation for another year at least.