maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Jan 5, 2008 23:19:42 GMT -5
Yeah I gathered...heh. I suppose your still wailing for assistance in that regard? I know I would be. But HAY electric banana fish happens.
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Post by Seras Victoria on Jan 7, 2008 16:20:59 GMT -5
You were SO about to be munched on Alex x3 Glad it works the way it should now How does it go together with the hit blur?
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Post by Blue on Jan 8, 2008 8:26:42 GMT -5
Mhh, I´m torn between the situations where the effect just plain rules and those where it does not. For example: I really liked the way it worked out when you got out of that cave and when you entered the house, but when you entered the cave the change in colours was way too fast. It would be great if you could somehow take a variable of the ZONES for post-processing, which would allow mappers to define the speed of the "colour take-over" themselves. Of course, as most of the times you get to hear such a thing: I´ve got no idea how to do it.
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Post by Alex on Jan 8, 2008 9:56:01 GMT -5
Mhh, I´m torn between the situations where the effect just plain rules and those where it does not. For example: I really liked the way it worked out when you got out of that cave and when you entered the house, but when you entered the cave the change in colours was way too fast. It would be great if you could somehow take a variable of the ZONES for post-processing, which would allow mappers to define the speed of the "colour take-over" themselves. Of course, as most of the times you get to hear such a thing: I´ve got no idea how to do it. Ok here's the reality of my effect You will only get a truly SMOOTH transition going from Zone--->Zone ..or back again In a map which contains transitions between Zones, and PHYSICSVOLUMES, or back again, you will see a sharp change. Why? Because epic only coded a blend in distancefog between zoneinfos. It doesnt exist when you switch to a physicsvolume. This has everything to do with epic being forgetful/lazy , and nothing to do with my code. That having been said, there are ways around the problem. It just takes patience. if you know you're going to have a transition from a zone to a volume, place a few "buffer" volumes along the way, with gradient changes in fog color / thickness, until you get the the center one. for example, if you had a tunnel, and you wanted to end up at R 0 G 0 B 0 but you started in a zone with R 50 G 50 B 50 , you might have a few volumes along the way with R 25 G 25 B 25, etc. It's a very time consuming and annoying way of faking blending, but if it's done right, it can look acceptable. i've now made use of this technique in manor, and the result is far less...jarring
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Post by Antigod on Jan 8, 2008 16:30:21 GMT -5
U really do have alot of patience, and for that you deserve a fecking medal.
Keep up the great work man.
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Jan 8, 2008 18:10:53 GMT -5
Agreed: I hereby award Alex with the medal for heaps-goodness *Hands him medal*
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Post by evlesoa on Jan 10, 2008 16:44:19 GMT -5
Will this mod reduce any performance to lower or higher or what's the deal?
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Post by Alex on Jan 10, 2008 19:08:00 GMT -5
Will this mod reduce any performance to lower or higher or what's the deal? A wee bit more . The amount of overdraw, has increased. Overdraw is caused by blending of overlayed alpha textures, and the speed at which it is rendered is directly proportional to the fill-rate of your video card. A semi-modern machine should be able to cope with max settings just fine. As an indicator my PC is a dual core AMD 3800 with a 512mb ATI x1900 XT card, and 2gb ram. I am developing and playing KF at the highest available settings for the engine, and playing at a consistent 40+ fps. I think people should be still able to play with lower specs than my own, at full settings, or near enough to. But yes, it will be a tiny bit more intense than 2.0
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Post by Antigod on Jan 11, 2008 3:47:47 GMT -5
Uh oh, some of the PC's the guys bring to my LAN are...well put it this way...they are more than 1/2 a decade old now!
Looks like they will have to lower the settings to play. Serves em right though. Ppl these days are skin flints, they say they're avid PC gamers, yet they dont upgrade their machines for 5+yrs and complain when the latest games dont play properly.....Jeese!
Rant Over..
To be honest with you all, if more effects are added then we should all expect the mod to use more resources, this is the case with nearly all games.
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maul
Crawler
I dare you to poke it...
Posts: 275
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Post by maul on Jan 11, 2008 5:06:22 GMT -5
Uh oh, some of the PC's the guys bring to my LAN are...well put it this way...they are more than 1/2 a decade old now! Looks like they will have to lower the settings to play. Serves em right though. Ppl these days are skin flints, they say they're avid PC gamers, yet they dont upgrade their machines for 5+yrs and complain when the latest games dont play properly.....Jeese! Rant Over.. To be honest with you all, if more effects are added then we should all expect the mod to use more resources, this is the case with nearly all games. Well there is a difference between being an avid gamer and being an avid gaming who is fucking rich and can't comprehend how anyone does not have the same amount of money that they have.
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[AM] madmax
Gorefast
MRM - It's quite sexual!
Posts: 459
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Post by [AM] madmax on Jan 11, 2008 5:19:18 GMT -5
Perhaps an option to turn on and off Post-Process for lower spec computers? Alex you were doing it in the post-process whats to stop a dialog box turning it off, or is it not possible to edit the preferences dialogs of UT?
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Post by Alex on Jan 11, 2008 8:01:13 GMT -5
Perhaps an option to turn on and off Post-Process for lower spec computers? Alex you were doing it in the post-process whats to stop a dialog box turning it off, or is it not possible to edit the preferences dialogs of UT? it's not just the "post process" that might cause trouble. There is emitter-fog in some maps now, the flamethrower (another clear fill-rate hog) and bits and bobs here or there which may adversely affect performance. I dont really know. maybe it's not all that bad. I haven't really tested it on a rubbish machine. I suppose, if you were struggling to just barely run KF before, you may have ocassional slowdowns now. If you were OK before, you'll probably be OK now.
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Post by Antigod on Jan 11, 2008 9:17:10 GMT -5
Jesus Maul, you really are one big downer. I never mentioned money, and if you buy right then PC upgrades can be very cheap. Just because someone needs an upgrade, doesnt mean they need to spend £400 on a graphics card! U can pick up decent mid range cards for about £50 if you look right, I always tend to recommend last gen cards. A GeForce 6600GT is around the £50 mark and that card is still very good!
Thanks for clearing that up Alex, to be honest with you KF2 is looking a tad dated now anyway (no offense, looks great to me), so any graphical update is great IMHO.
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Post by Seras Victoria on Jan 11, 2008 9:41:35 GMT -5
Let me put it this way, Where ChaosUT's relic of vengeance slows my compy down. Kf2.5 beta does not, I think it's fine.
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