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FPSC Classic Product Chat / [LOCKED] Official efxMod Thread [56k Warning]

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Nighthawk
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Posted: 17th Feb 2008 19:20
a bugfix update will be released the next week or so
it will automatically installed if you have installed the efxMod Service (efxmod.exe)

The first performance speed-up is already in testing and the first results are pretty good (5-8 FPS more - depending on system)

wizard of id, i noted all that stuff

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
CoffeeGrunt
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Posted: 17th Feb 2008 19:58
5-8 fps more, making 15-18.....

Tempting, it's just about playable now....

Nighthawk
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Posted: 17th Feb 2008 20:01
that was just the result of optimizing the water shader...

what do you get usually (without efxMod)?

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
cram
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Posted: 17th Feb 2008 20:15 Edited at: 17th Feb 2008 20:21
I went back to FPSC.107.
And now doors work

One 1.O8 beta4 they don't work

Edit/Damn i thought it was solved apparently not
Plystire
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Posted: 17th Feb 2008 21:20 Edited at: 17th Feb 2008 21:23
Okay, you wanted my personal opinion, so here it is. This is my review of the efxMod (Without being bias)

Water:
- The controls didn't seem to be fine tuned whatsoever. Save for the coloration sliders, I found it hard to adjust anything on the water to make it appealing. Most of the time any setting I gave it, the water looked very blocky, pixelated, mosaic, take your pick of the phrase to use. It didn't appeal to me very much.
- I was confused as to why I began the level With the water turned on and set 5 miles above my head.
- Some settings seemed to be allowed to go so high that the water became incapable of recognition. Some times it appeared as though I was looking at a static field on a TV screen. Note: This was after I barely touched the Water Bump Height, and it was no where close to being at full setting.

"Bloom":
- The bloom seemed to be rather well implemented.
- I was disappointed in the fact that I was unable to turn it "off", though. That's a major downside to this mod.
- The Blur Width setting needs to be capped. I was able to set the width SO high that everything started looking like I had just been hit in the head with an I-Bar and now I'm seeing quadrupels of everything.
- I have no quarrels with the brightness, though. I feel that the developer should be able to set it to the point of blinding. (That could very well be used during an in-game "cut-scene")

Console:
- The water portion of the console felt rather familiar to me. So, thumbs up with that.
- I am curious, though, as to why the FPS shoots so far down while the console is open. With it open I get around 11 FPS, then when I close it after adjusting things to my liking, everything speeds back up to around 27-30 fps. I found it a "fight" to get the water moving how I wanted it, since I didn't get an accurate portrayal of it's speed while the console was open.
- I did not like the layout of the console at all. The bloom settings were practically hidden in the bottom corner, while the water settings were nicely laid out on the side. It felt very "thrown together" to me.

Known Issues:
I know this is not a feature of the efxMod, but I can't help but ask why you did not fix some of these "bugs".
- The reflection/refraction of the player's gun is easily fixed, as is the movement while the console is open.
- Larger bugs listed in this section also annoyed me. How is it that you broke the global scripts and did not fix this immediately? Same goes with the crashing from certain regular scripts.


All in all, I don't feel that the efxMod (as it stands now) could possibly be used to produce a commercial game, mainly due to the appearance of the Water and major bugs.

Keep working at it, I suggest you sit down and work through the known issues before continuing your current work.


The one and only,
~PlystirE~

Nighthawk
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Posted: 17th Feb 2008 22:07 Edited at: 17th Feb 2008 22:08
Quote: "How is it that you broke the global scripts and did not fix this immediately?"


I did nothing to them - that's the strange thing about that...


Quote: "All in all, I don't feel that the efxMod (as it stands now) could possibly be used to produce a commercial game, mainly due to the appearance of the Water and major bugs."


Do you know what 'Beta' means?
Well... should it be used to produce a commercial game?
why are you all so fixed at that 'i-want-to-sell-something' position?

Quote: "Most of the time any setting I gave it, the water looked very blocky, pixelated, mosaic"


I don't know what's wrong with your efxMod install (maybe the water res got screwed up)

what are your PC Specs?

Quote: "- I did not like the layout of the console at all. The bloom settings were practically hidden in the bottom corner, while the water settings were nicely laid out on the side. It felt very "thrown together" to me."


I had to add them at another place because the Customizer v2 is already in the works - it's just an interface for adjusting every value - should be effective to use and not nice-to-look-at

btw. i have to say i don't like the Lemur Menu in general - too pixelated

Quote: "Keep working at it, I suggest you sit down and work through the known issues before continuing your current work. "


yep

Quote: "I was disappointed in the fact that I was unable to turn it "off", though. That's a major downside to this mod."


It's not a major downside of the mod, it's a major downside of Arrax

Quote: "The Blur Width setting needs to be capped. I was able to set the width SO high that everything started looking like I had just been hit in the head with an I-Bar and now I'm seeing quadrupels of everything."


It's capped in v1.49 (we're currently testing this version at Helix)

Quote: "I feel that the developer should be able to set it to the point of blinding."


it's limited by the shader we're using... i think can fix that


thanks for the critique and the bug reports

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
Plystire
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Posted: 17th Feb 2008 22:45 Edited at: 17th Feb 2008 22:51
Quote: "btw. i have to say i don't like the Lemur Menu in general - too pixelated"


That's okay, I made it in Paint, and we allow the users to make their own console skin, if they choose to.

Right now, we have someone working on a higher res skin that'll look better. Just know that I made it in roughly... 10 minutes, lol.

Quote: "It's not a major downside of the mod, it's a major downside of Arrax"


Not sure what you mean here. It's usually the programmers job to disable shaders when necessary. It's already a feature in Lemur, and I feel that it should be available for any mod that uses these type of gpu/cpu intensive shaders.

Quote: "I don't know what's wrong with your efxMod install (maybe the water res got screwed up)

what are your PC Specs?"


my PC should be more than capable of rendering simple Fresnel Water. After all, it can run the Lemur Water/Bloom/Console with much less slow-down than efxMod. I don't believe it was a bad install, either. I just tried using the zipped version of your mod and get the same thing.

screenshot attached displaying the water at default settings, and the Blur Width of "Bloom" being set too high.


The one and only,
~PlystirE~

Zaibatsu
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Posted: 17th Feb 2008 23:35 Edited at: 17th Feb 2008 23:58
I don't know how it happened, but I'm suddenly getting an FPS of 36 again... I didn't even do anything.

I have a request for a fix though:

Can you please try to find a way to stop the bloom from affecting the way the crosshairs look?

EDIT:

The framrate is better now, but I think you should keep it capped at 32. It goes faster than it's supposed to now, so the animation is not synced with the sounds on guns.

You also should look into why some of the MP9/10 guns (and it is only the 9/10 guns) don't work with EFX.

Slayer_2
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Posted: 18th Feb 2008 01:06
I want proper dynamic shadows that are glitch free.

[img][/img]
Go to Elite OPS Terrorstike in the Showcase.
Stoopid
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Posted: 18th Feb 2008 01:55
I have one problem,

When I'm walking out of a room, with or without a door, I can see through the floor. Just for a breif second, but it kinda ruins the atmosphere.

Any ideas?

-Stoopid

Ooo! Look at this! Pointless text as a signature! Isn't that amazing?!? Woo hoo.
Airslide
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Posted: 18th Feb 2008 03:45
Quote: "The framrate is better now, but I think you should keep it capped at 32. It goes faster than it's supposed to now, so the animation is not synced with the sounds on guns.
"


Aha! So it isn't all timer based!

Benjamin
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Posted: 18th Feb 2008 03:57
Object animations change according to the framerate, so in order to make it timer-based it'll be necessary to handle the setting of frames manually. This means keeping track of all objects and updating them every frame. Good luck.

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 18th Feb 2008 04:25
how the heck do yo uninstall the efxmod helper gadget?


Airslide
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Posted: 18th Feb 2008 05:59
Quote: "Object animations change according to the framerate, so in order to make it timer-based it'll be necessary to handle the setting of frames manually. This means keeping track of all objects and updating them every frame. Good luck"


This is something I have already done for Lemur (rather easier than you might think - the speed of the objects was already being updated by FPSC, all I had to do was modify it based on my timer code). Timer based animation, movement ect. is essiential for any modern 3-D game if you expect it to run on various hardware configurations.

fallen one
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Posted: 18th Feb 2008 11:24
Is there a way to change the skybox not in the editor, as this mod does not let me open the global script edit, well it does, but it crashes it.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Nighthawk
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Posted: 18th Feb 2008 13:24
Quote: "Aha! So it isn't all timer based!"


I never said it's timerbased...


you should be able to change the skybox via mygame.fpi, but i'm not sure

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 18th Feb 2008 14:09 Edited at: 18th Feb 2008 14:10
Nighthawk- nothing on how to uninstall this? I find it kinda funny that this does not show up in my control panel or my programs list. Any assistance on this matter would be appreciated!


Nighthawk
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Posted: 18th Feb 2008 14:12
right-click on the efx Symbol at the bottom-right (Taskbar)

There should be a Menu Item with 'Start with Windows'
if it's unchecked it's not active

you can also remove it by deleting the efxmod.exe, but it is automatically deleted when uninstalling the efxMod

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
Reality Forgotten
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Posted: 18th Feb 2008 14:21 Edited at: 18th Feb 2008 14:23
that is the thing there is no uninstall option for me..

I just deleted efx in it's entirety. shame there is no uninstall option..


xplosys
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Posted: 18th Feb 2008 14:51
I get the uninstall option when I run the EFX installer. If it's already installed and you run it again, it will uninstall. At least it did for me..

best.

fallen one
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Posted: 18th Feb 2008 16:00
A bug I have is that I cannot build levels, either that or it just takes forever, it will get to 96 or 98% or so, and then its like that for ages, thats only having one light in the scene, I can use this mod for scenes that already have been lit, just not for new ones.

So with that and not being able to open the global script, quite buggy for me, also frames are cut in half, but a will say it does look real nice on levels ive already made, it really makes the game look current, which fpsc standard does not, so in that department its a fantastic job, not sure how well the relief mapping works as I havnt tested that yet, so id like to hear what people say about that.

Evil Things Most Foulhttp://www.avantivitastudios.com/
CoffeeGrunt
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Posted: 18th Feb 2008 16:56
Quote: "what do you get usually (without efxMod)?"


30-36fps, 10 with EFX.....

fallen one
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Posted: 18th Feb 2008 20:39 Edited at: 18th Feb 2008 22:51
mine was 31, went down to 15,
New problem when I upgraded to 1.08, uninstall the mod and put it in again, now I cant open the ed as it says cannot find language file, and crashes.
took the mod out, re put in 1.08, re put in the mod, now mod doesnt work.
kept at it, got it to work, not sure how that relief mapping works, I put in some characters, standard ones/ ww2 and sci fi pack, they still have that odd black bump effect thing, very ugly, I dont think thats the relief mapping working, I also got it to build the lighting, can out very poor, not as good as lighting built without the mod, infact it was very poor, so not sure about that, also still cannot open global script without crashing.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Wolf
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Posted: 18th Feb 2008 20:41
Here are few Screens from my first test, a while ago... It shows the bloom on the Weapons

Oh, and Sorry, about the Defaultcrosshair













Note: No Screens from an Actual Project!

Its my Freedom, Its my Duty, Its my War!
fallen one
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Posted: 18th Feb 2008 20:46 Edited at: 18th Feb 2008 20:48
those screens look nice, damn I wish I could get mine to work right, its buggy when I use it. Looks like you have some relief mapping in those shots. Where is that ivy from?

Evil Things Most Foulhttp://www.avantivitastudios.com/
Wolf
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Posted: 19th Feb 2008 14:59
No, there is no Relief Mapping in use

Ive found this Ivy a while ago in a Frenach FPSC Site and retextured it. I may not have the right to upload it... Sorry!

Its my Freedom, Its my Duty, Its my War!
fallen one
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Posted: 19th Feb 2008 17:48
didnt know there was a french fpsc site, whats it called?

Evil Things Most Foulhttp://www.avantivitastudios.com/
Shaka
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Posted: 20th Feb 2008 00:33
Looks Fan-Flipn-Tastic man! Im downloading it now!

X Games
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Posted: 20th Feb 2008 11:15
Quote: "didnt know there was a french fpsc site, whats it called?"


French Person Shooter dot COM

LOL



Join the fps-x-games.com forums

Juzi
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Posted: 20th Feb 2008 15:13 Edited at: 20th Feb 2008 15:31
Thank you very much Nighhawk. This is frickin' awesome! Finally I can get rid of those stupid water decals.

EDIT: Oh man it didn't work. Sure I can move around and such but when I try to pick up a gun from model packs 9-10 it gives me an error message: "Runtime error 118 - Array does not exist or array subscript out of bounds at line 14502". After this, my FPSC crashes. Any ideas what's going on?

http://koti.mbnet.fi/teora/intersoft/
Nighthawk
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Posted: 20th Feb 2008 20:33 Edited at: 20th Feb 2008 20:33
Quote: "EDIT: Oh man it didn't work. Sure I can move around and such but when I try to pick up a gun from model packs 9-10 it gives me an error message: "Runtime error 118 - Array does not exist or array subscript out of bounds at line 14502". After this, my FPSC crashes. Any ideas what's going on?"


that bug with MP9/10 Weapons is known and we're fixing it actually - but first we have to find the reason.


The actual process will take longer as expected, there are many bugs, so i think we're ready with the update the end of the next week.
Maybe there will be a small update prior to that bigger one.

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
Juzi
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Posted: 20th Feb 2008 20:38
Glad to hear that you are working on it. Looking forward to it.

http://koti.mbnet.fi/teora/intersoft/
m man
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Posted: 20th Feb 2008 21:45 Edited at: 20th Feb 2008 21:45
mp9 and mp10 work fine for me
fallen one
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Posted: 20th Feb 2008 21:50
If you are looking for shaders to do, a black outline for a comic book effect would be great, also info on how to impliment relief shader and what it can do etc whould be good.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Avid
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Posted: 21st Feb 2008 00:29
Not sure if this would help, but in the lemur v2 release thread, they were talking about an error involving bumpcubereflectalpha, and that it had to be manually copied (it was referred to specifically in relation to mp 9 and 10).

see here:
http://forum.thegamecreators.com/?m=forum_view&t=124345&b=21
cram
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Posted: 21st Feb 2008 01:05 Edited at: 21st Feb 2008 01:06
Fpsc fully removes new install. An again the doors don't work.
You hear the sound that they open
But the door itself remains closed.
Am I alone with this problem?
I use modelpacks from The game Creators
Plystire
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Posted: 21st Feb 2008 08:40
Quote: "Fpsc fully removes new install. An again the doors don't work.
You hear the sound that they open
But the door itself remains closed.
Am I alone with this problem?
I use modelpacks from The game Creators"


This is a bug that happens on some machines and it directly relates to the way Bloom is rendered. (There's a hint for you NightHawk, so don't say I never did anything for ya )

I was fortunate to have a machine that replicated this bug and was able to find a solution for Lemur.


The one and only,
~PlystirE~

Dr Parsnips
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Posted: 21st Feb 2008 13:44
Quote: "This is a bug that happens on some machines and it directly relates to the way Bloom is rendered. (There's a hint for you NightHawk, so don't say I never did anything for ya )

I was fortunate to have a machine that replicated this bug and was able to find a solution for Lemur.


The one and only,
~PlystirE~"



oooo that plystire is a cheeky one eh nighthawk lol! I tried this out and i have to say it was pretty dam good, im lucky enough to have a computer that can handle this so my fps was steady and the overall feel of the game made it seem like it was not a fpsc game at all. Nice work

HMMMMMMM
Nighthawk
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Posted: 21st Feb 2008 14:18
nice to hear from you, Ply
i don't think your post was very... helpful

Okay - i know it can be fixed

The main problem of the development is
i'm still going to school, have to do homeworks, presentations, meeting and having fun with friends, etc.
and theres still a real-life next to this 'virtual life'

The efxMod will be developed continously, i'm sure
but the overall process is a bit slowed-down over the week - each weekend we do a big step (more or less), if there's time to do so



and it's good to hear the efxMod works for you, Dr Parsnips

The FPS and general performance is one of the biggest problems we have with the efxMod, but in actual top-titles (like Crysis, COD4 or HL2EP2, the performance is good, if you have a mid to high end PC)

don't ever think about using the efxMod with Integrated Graphics...

Ply, another question:

how many FPS do you get with Water+Bloom activated with Lemur Mod (@ 1024x768)?
( -> MSN)

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
TGPEG
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Posted: 21st Feb 2008 22:06 Edited at: 21st Feb 2008 22:07
I apologize if this has been asked already, but I've just got a new computer and I've migrated all 3.9GB of my FPSC folder over (apart from the folder 'efx' that came with the original.)

But the water just comes up as a black plane, no reflection or anything. Any ideas?

BTW: It worked on the old one!

[center]
Nighthawk
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Posted: 21st Feb 2008 22:42
you should use the efxMod Loader for installing the mod
(except if you had problems with it - then you should download the ZIP Version instead - has been posted in this thread)

without any screenshots or additional information (e.g. PC Specs) i can't tell you any solution

try the above mentioned thing first

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
GAME MAKER ITALIA
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Posted: 22nd Feb 2008 02:27
If need other language translation i'm ready..

Send me the file and i can translate for u in it and ro language...

SETTIMO TUDOR EUGEN C.
Mr Makealotofsmoke
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Posted: 22nd Feb 2008 07:16
man this looks hot as the sun. Should make lee incorporate it into 1.08 (with a little money going to you )

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Wolf
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Posted: 22nd Feb 2008 16:00
Hey Nighthawk

I contact u here cause of our damn slow german board

How far are the bugfixes?

Its my Freedom, Its my Duty, Its my War!
Nighthawk
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Posted: 22nd Feb 2008 16:15
Wolf, you can't read, eh?
I wrote a few posts earlier we're working on it - estimated release date: end of next week

detailed information about the actual process would be too complicated to post here - and it also would steal the time we're developing on it

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --
xplosys
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Posted: 22nd Feb 2008 16:23
This is very pretty indeed, and I appreciate the opportunity to see my work in this light, but it's just not a viable alternative. Maintaining FPS is the most important thing we all fight with, and to create a new feature that lowers it is just not going to be useful, no matter how pretty it is.

I hope you can get the issues (lower FPS, disappearing segments, non-working doors, etc) worked out, because it does look promising. The engine just can't stand any more strain in it's current state, and anything you do must not detract from the already critical issue of speed.

Again, very pretty and promising work. Thanks.

Best.

TGPEG
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Posted: 22nd Feb 2008 17:24 Edited at: 22nd Feb 2008 17:33
Nighthawk:

PC Specs are:
AMD Athlon(tm) XP 2000+, MMX, 3DNow, ~1.7GHz
NVIDIA GeForce4 Ti 4200 with AGP8X
DirectX 9.0c (4.09.0000.0904)
1024MB RAM
Windows XP Professional (5.1, Build 2600) Service Pack 2

EDIT:Screenshot attached.

EDIT#2: It is also worth mentioning that Bloom works fine.

[center]
Nighthawk
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Posted: 22nd Feb 2008 20:52
Quote: "NVIDIA GeForce4 Ti 4200 with AGP8X"


that graphic card doesn't support Pixelshader/Shadermodel 2
so it's impossible to use new shader technologies with that card

and, by the way, that's a DirectX 8 Graphics card!

Bloom, in this case, doesn't need SM 2.0, so that should work

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
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Orrion Carn
18
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Feb 2008 22:41
NVIDIA GeForce Go 7900 GS


Would that card work?



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Nighthawk
19
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Joined: 12th Apr 2006
Location: Germany
Posted: 22nd Feb 2008 22:48
yup, and the performance should be ok
(depending on the other system components)

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
-- Helix Head Developer --

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