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Post by Farbs on Jun 11, 2014 13:48:06 GMT 10
Hi all, Build #7 is here! Actually it was here yesterday, but Farbs Jr turned into a vomit geyser between me posting on the blog about it and me having time to cross-post about it here. Nonetheless, there's a new seed ready to go and a preview of the new render tech accessed via the LIGHTING button on the splash screen. Enjoy! HERE IS BUILD #7
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Post by Foohman on Jun 11, 2014 17:41:41 GMT 10
Hs-hs, vomit. Gross.
The rendering is superb, I'm really excited to see it implemented! Even if the process takes a while, of course. Keep up the great work!
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Post by Ozzatron on Jun 11, 2014 23:03:31 GMT 10
So, I'm not sure how this whole lighting thing works. From what I understand you need to create some extra data about each module that says how it reacts to lighting from various angles. That sounds cool, and the 3D command mod that you've made looks awesome, but I'm still wondering: In the actual game, where will the light sources be coming from?
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Post by Perez on Jun 11, 2014 23:23:28 GMT 10
On all*(or some*) backgrounds there is some sort of sun or other light source. I do believe that is where to find the light sources, however, one would think that thrusters emit light, too.
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Post by Farbs on Jun 12, 2014 8:32:07 GMT 10
In the actual game, where will the light sources be coming from? Lots of things! Perez is right that the backgrounds will provide the base ambient lighting, and I plan to play about with different sectors adjusting this a little (eg asteroid fields being darker, and having that darkness be directional as you fly through the edge of an asteroid field). I'll also add lights for lots and lots of other things, eg: * Thrusters * Muzzle flashes * Bright projectiles (eg laser bolts and torpedoes) * Explosions * Ship lights, eg port and starboard running lights and light spilling out from inside the cockpit I might not implement all of these, but that'll be more of an aesthetic choice rather than a tech limitation. The way I'm approaching this, assuming it works out, should make each light source about as expensive as a regular alpha blended particle across the same screen area.
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Post by Ozzatron on Jun 12, 2014 9:14:45 GMT 10
A regular alpha blended particle across the screen area? Uh... I'll just take your word that that's not expensive (it sure sounds like it).
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arien
Bravo Rank
Posts: 18
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Post by arien on Jun 12, 2014 14:24:48 GMT 10
Ok, I'm having a good run with this. Never had a chronogear AND an oxy tank at the same time so I feels lucky. Plus finding a derelict was a first for me. Minor Glitch - I noticed Maximilian Barracks (Echo) has a repair station that is slightly messed up. Only in the sense the module with "rep" on it is bunched up and is hidden behind something else so it looks blank. You can only see the text when you initialize cruise control. Also, this is a fairly trivial concern, but unless I'm totally zoomed out it's hard to get an accurate read on the nav map using the cursor, I'm pretty sure the alignment was different before this, fairly sure anyway. Not a huge issue as I assume you're gonna do something with the nav map accuracy. Other have voiced concern I believe. So, what's the ETA on the new graphics? No pressure If anyone wants the pastebin of my map it's fairly complete. pastebin.com/6ZdTnrVLThere's loads of activity down south but didn't run into any navs which was weird. **EDIT** WOO found an India base with scrap over west! Have to do a lot more brave exploring in this map. Made easier with an oxy tank
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Post by Ozzatron on Jun 12, 2014 22:56:13 GMT 10
The atmosphere bubbles seem to jitter around and move in a staggered manner when I fly around. Did you change those at all, or is that just me? It also doesn't seem to happen on high quality, only on medium and low.
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Post by Farbs on Jun 14, 2014 23:07:56 GMT 10
The atmosphere bubbles seem to jitter around and move in a staggered manner when I fly around. Did you change those at all, or is that just me? It also doesn't seem to happen on high quality, only on medium and low. Nope, I didn't change anything near that so far as I can recall. I could definitely imagine it being an artifact of medium and low quality rendering though. I render the blur buffer at 1/10th x 1/10th scale, which means it has only 1% as many pixels as the regular screen view. I do this because the blur filter is really, really, really slow, so is impossible to use on a full resolution buffer in realtime. Lots of old console games used to do the same, and for the most part it works out. Unfortunately it sounds like lower quality rendering is causing the oxy render to clamp to pixel boundaries in the blur buffer, hence the staggered movement. This is yet another case of a thing I'll have to rewrite for the new renderer anyway, so it probably wouldn't make any sense to investigate further. Soz.
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Post by Ozzatron on Jun 15, 2014 1:14:41 GMT 10
Heh. So that means it's been this way since you had the oxygen blur this way in the first place. How did I not notice it until now? On the subject of other graphical anomalies in The Dawn Star. Can you make hot rocks less seizure-inducing?
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Post by Captain Michaela Nul'dolaer on Aug 6, 2014 12:21:01 GMT 10
Ahh! MY EYES! xD
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