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Special effects

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A question:

What patch made the objects and the whole world of EL much more sharp and good looking? I barely see any big edges and so on like on official client...It's like some kind of anti-alias but without actually using it:D Has rendering been improved?

The -DNEW_ALPHA made some major changes to how objects are being rendered and people hadn't been using it for testing, so make.defaults was updated to include that and several other functions.

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Ah, that could be what Beaverhunter was noticing. I just caught it myself. Subtle on most things, but noticable on things like grasses. Nice.

 

New patch committed -- eye candy now ignores lag. A few other fixes and enhancements. Now, back to Ttlanhil debugging :)

 

Ed: Problems. New alpha seems to be messing up some of the trees on IP, probably elsewhere. Making leaves on deciduous trees sparse, making some of the pines have extra pixels around them. If NEW_ALPHA hasn't really been tested up until now except on a few people's machines, and is so untested that invisible skunks and missing tree leaves got through, isn't it really as much of a "new feature" as NEW_LIGHTING? Is it really wise to be enabling it this late in the game?

Edited by KarenRei

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Commit in with some new ttlanhil debugging. This time, head down to the IP docks (people teleport all the time there). Assumedly the columns of light from them teleporting are messed up and green, right? Well, with -DDEBUG_TTLANHIL_TRANSPARENCY, it'll now create these long rows of translucent planes headed inland from the docks every time someone teleports. Two of them, actually. Are either of them green like the teleport columns of light? Also, you'll get some debugging info output to your terminal. Send that my way.

 

Thanks!

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err, there's no effects from people riding the boats (on either side. or from beaming)

also no new stdout

next plan?

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Hmm maybe I remembered wrong about how the official client really looks, because currently I can't get it to look "as bad" as I had in mind :) But well, the NEW_ALPHA and NEW_LIGHTING blends very nicely together, NEW_ALPHA increases detail on smaller scale (Like it is using Anti Aliasing) while NEW_LIGHTNING tricks the eye abit by using more natural lighting...

 

Also, you might have noticed that roads actually cast shadows on the ground nearby, that is also gone with 3D Alpha Blending enabled.

 

I haven't had a single crash with the new CVS so far... and it doesn't look bad either, except for the darkness problem, especially in caves. (This might be the weather too so maybe no problem at all left?) So if I was to decide I would say to include both these features. They are afterall pretty close to "final" and what is there more to test? They are just visual afterall, the only problem is that they aren't enable/disable features from the client.

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I did a cvs checkout a few minutes ago and compiled the client with the default flags.

 

This is the bug I encountered: http://img252.imageshack.us/my.php?image=elbugkl8.png

 

Look at the Tiger. Where he's supposed to have black stripes, you can see through him. It's even worse with black panthers and pandas.

 

I doubt it's related to eye_candy but as a similar problem was already mentioned in this thread, I thought I post it here.

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I did a cvs checkout a few minutes ago and compiled the client with the default flags.

 

This is the bug I encountered: http://img252.imageshack.us/my.php?image=elbugkl8.png

 

Look at the Tiger. Where he's supposed to have black stripes, you can see through him. It's even worse with black panthers and pandas.

 

I doubt it's related to eye_candy but as a similar problem was already mentioned in this thread, I thought I post it here.

 

http://www.eternal-lands.com/forum/index.p...st&p=352234

 

Read from there forward for an answer :devlish:

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Beaverhunter:

 

Actually, I bet I know what's causing that. The shadows that disappear are distant ones, aren't they? If that's the case, they're probably from objects that are far enough away that they're no longer considered when the camera rotates to just out of the object's range. As far as shadows go, try adjusting your perspective all the way up to 0.80 (max), so you're almost looking ahead of you, then walk around. You'll notice shadows appear and disappear on objects in the distance. This is something that has always been there.

 

Again, hard to fix without switching to a better shadow model. In this case, the available fix would increase the pixelation of the shadow maps (shadowing a larger area). Although... I do have an idea I could check into. I may try it out some time this week.

 

Cave darkness: Could you give me a specific cave? Do you ever get abnormal darkness outside anymore? If so, uncomment the line at the end of "weather_bias_light" in weather.c, and send me the output as soon as it goes dark. Thanks!

 

Ttlanhil: What? No effects at all? With -DDEBUG_TTLANHIL_TRANSPARENCY on or off? Try it the other way. Also, you do have -DEYE_CANDY on, right?

Edited by KarenRei

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Shadows On/Off: Nah, that shadow you see there is from a palm tree just a very few steps away.

 

I use perspective 0.55 and yes I have noticed shadows acting weird on distance. They get stretched all over the place or change very rapidly, but as soon as Near Plane distance is reached it seems like it rerenders the shadows and they become what they should be like.

 

Hmm well actually since last update I'm not seing that much darkness and I haven't been to any cave since a few CVS ago, but overall, outside there seems to be abit better, so maybe you got that one "fixed". I gotta check it out further though, I have been doing much other stuffs while playing EL last days so I haven't really been able to notice too much of the actual gameplay in detail.

 

Thanks for good and quick answer as always.

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I did a cvs checkout a few minutes ago and compiled the client with the default flags.

 

This is the bug I encountered: http://img252.imageshack.us/my.php?image=elbugkl8.png

 

Look at the Tiger. Where he's supposed to have black stripes, you can see through him. It's even worse with black panthers and pandas.

 

I doubt it's related to eye_candy but as a similar problem was already mentioned in this thread, I thought I post it here.

The conflict between some unused eye_candy code and NEW_ALPHA has been fixed, skunks etc should now all llook normal with the newest CVS.

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Ttlanhil: What? No effects at all? With -DDEBUG_TTLANHIL_TRANSPARENCY on or off? Try it the other way. Also, you do have -DEYE_CANDY on, right?
ehm. well, it seems to be working now

pic pic pic

C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.00007>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -1.00013>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00019>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999899>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00015>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999881>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.9999>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999909>
C=<1, 1, 1>; N=<0, 0, -0.99996>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -1.00018>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999756>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.00007>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -1.00013>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00019>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999899>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00015>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999881>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.9999>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999909>
C=<1, 1, 1>; N=<0, 0, -0.99996>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -1.00018>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999756>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.00007>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -1.00013>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00019>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999899>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00015>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999881>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.9999>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999909>
C=<1, 1, 1>; N=<0, 0, -0.99996>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -1.00018>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999756>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.00007>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -1.00013>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00019>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999899>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00015>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999881>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.9999>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999909>
C=<1, 1, 1>; N=<0, 0, -0.99996>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -1.00018>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999756>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.00007>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -1.00013>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00019>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999899>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -1.00015>
C=<1, 1, 1>; N=<0, 0, -1.00017>
C=<1, 1, 1>; N=<0, 0, -0.999881>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -1.00021>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.0001>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -0.999959>
C=<1, 1, 1>; N=<0, 0, -0.999908>
C=<1, 1, 1>; N=<0, 0, -0.999867>
C=<1, 1, 1>; N=<0, 0, -0.999832>
C=<1, 1, 1>; N=<0, 0, -1.00004>
C=<1, 1, 1>; N=<0, 0, -1.0001>

page after page after page of the same

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Aaargh, this is insane :laugh: Check out the code that's drawing this (#if0'ed code removed):

 

void Shape::draw()
{
 glPushMatrix();
 glTranslated(pos.x, pos.y, pos.z);
 glDisable(GL_TEXTURE_2D);
 glColor4f(color.x, color.y, color.z, alpha);

 glBegin(GL_TRIANGLES);
 {
for (int i = 0; i < facet_count; i++)
{
  glNormal3f(normals[facets[i * 3] * 3], normals[facets[i * 3] * 3 + 1], no
rmals[facets[i * 3] * 3 + 2]);
  glVertex3f(vertices[facets[i * 3] * 3], vertices[facets[i * 3] * 3 + 1],
vertices[facets[i * 3] * 3 + 2]);
  glNormal3f(normals[facets[i * 3 + 1] * 3], normals[facets[i * 3 + 1] * 3
+ 1], normals[facets[i * 3 + 1] * 3 + 2]);
  glVertex3f(vertices[facets[i * 3 + 1] * 3], vertices[facets[i * 3 + 1] *
3 + 1], vertices[facets[i * 3 + 1] * 3 + 2]);
  glNormal3f(normals[facets[i * 3 + 2] * 3], normals[facets[i * 3 + 2] * 3
+ 1], normals[facets[i * 3 + 2] * 3 + 2]);
  glVertex3f(vertices[facets[i * 3 + 2] * 3], vertices[facets[i * 3 + 2] *
3 + 1], vertices[facets[i * 3 + 2] * 3 + 2]);
}
 }
 glEnd();
 glPopMatrix();
#ifdef DEBUG_TTLANHIL_TRANSPARENCY
 std::cout << "C=<" << color.x << ", " << color.y << ", " << color.z << ">; N=
<" << normals[0] << ", " << normals[1] << ", " << normals[2] << ">" << std::end
l;
 const float offset = -(int(this) % 1000) / 40.0f;
 glColor4f(1.0, 1.0, 1.0, 0.25);
 glNormal3f(0.0, 0.0, 1.0);
 glBegin(GL_QUADS);
 {
glVertex3f(9.0, 0.0, -15 + offset);
glVertex3f(9.0, 1.5, -15 + offset);
glVertex3f(10.0, 1.5, -15 + offset);
glVertex3f(10.0, 0.0, -15 + offset);
 }
 glDisable(GL_TEXTURE_2D);
 glEnable(GL_COLOR_MATERIAL);
 glEnable(GL_BLEND);
 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
 glColor4f(1.0, 1.0, 1.0, 0.25);
 glNormal3f(0.0, 0.0, 1.0);
 glBegin(GL_QUADS);
 {
glVertex3f(10.5, 0.0, -15 + offset);
glVertex3f(10.5, 1.5, -15 + offset);
glVertex3f(11.5, 1.5, -15 + offset);
glVertex3f(11.5, 0.0, -15 + offset);
 }
 glEnd();
#endif
 glEnable(GL_TEXTURE_2D);
}

 

I don't know what to say. Your color and normal printing is correct. Your screenshots, as usual, show no difference between front and back on the test polys, which look right. Yet, your columns simply increase the saturation of what's behind them. There's no state changes between the columns and the test code. What gives? :blush:

 

Okay, okay. Must think, must think. I think I'll modify it to be extremely spammy and print *everything* inside that draw loop. I have to converge the "working" code with the very similar "not working" code, so I'll need to know the exact specifics of what the "not working" code is doing. Because, honestly, there's not much difference left...

Edited by KarenRei

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Update:

 

New DEBUG_TTLANHIL_TRANSPARENCY in. Very, very spammy now -- you'll want stdout to be completely redirected, or it'll slow you down like crazy. Also, I left one of the rows of polygons that start at the dock and head north, but changed it to use GL_TRIANGLES instead of GL_QUADS.

 

So... let's have another go at it.

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What are the odds we could get some of the particle special effects for the Staff of Protection and Staff of the Mage like the glowy swords have?

 

Those swords are awesome, I would love to see those high end staves have an effect like that as well.

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What are the odds we could get some of the particle special effects for the Staff of Protection and Staff of the Mage like the glowy swords have?

 

Those swords are awesome, I would love to see those high end staves have an effect like that as well.

 

And Axe of Freezing? :)

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Shadow Bug with this: http://www.eternal-lands.com/forum/index.php?showtopic=33638 build:

 

-> http://www.superfloh.dyndns.org/el/shadow1.jpg (shadows OK)

 

-> http://www.superfloh.dyndns.org/el/shadow2.jpg (shadows almost gone)

 

Same spot in PL, but the second screeny is zoomed once more (press 1x pgup)

 

Flo

 

/EDIT:

- the mother nature pissed effect is too unimpressive, not awe inspiring enough. I think it should at least last longer, and it should be green.

 

/EDIT2:

- teleport looks great!

- minor healing spell and restore also look awesome

Edited by Florian

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I'm using CVS which a friend compiled for me, and here's what happened with the effect on a weapon when walking up the steps.

 

eyecandy1ed3.jpg

Normal

 

eyecandy2ph0.jpg

One step up

 

eyecandy3hr8.jpg

Two steps up

 

eyecandy4he1.jpg

OMFG, it's disappeared!?

 

So when you go up the steps, the weapons eyecandy doesn't follow it, but stays at floor level.

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So when you go up the steps, the weapons eyecandy doesn't follow it, but stays at floor level.

The code must not be checking the z level of the actor.

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Just crashed on cvs client (pulled yesterday). Couldn't relog back in, without disabling shadows in my el.ini file first.

 

Still not liking the bag effects, they are very bland, need some particles :D

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As of some updates ago, eye candy is killing me (severe drops in frames per second, I have them limited to 28 and they drop to 5, then shadows (and eye candy) are auto-disabled). Fountains seemed to be the biggest issue but I noticed Irilion portal room is really bad as well (but got fountain in it too) and spells now slow me down a lot now too (of course only spikes :D).

 

Another thing: I reproducably segfaulted in Thelinor tavern the other day when I was mana drained (I could however mana drain the other guy without problem), disabling eye candy (and blood, SFX) in options solved this for me. Can somebody else confirm this crash or should I go ahead and get a backtrace?

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Effects on other weapons: Sure, but not this release. That'd be enough code that I wouldn't want to introduce it this late in the game.

 

Mother nature. Okay, people, make up your minds! Is it too dramatic or not dramatic enough? :D As for "green" others have suggested it, but when you consider that healing is also glowing green, it doesn't seem a very good idea. People will think Mother Nature is healing them. The only green options would be perhaps a matte green, or a glowing green mixed with some different, matte color, to set it apart.

 

Shadows: Anyone want to take a look at them? Is this a major issue or a rare minor one? Is there a reliable way to reproduce the problem? I'd like to see shadows overhaulled next release, so I'm not sure how much time I want to put into the current version.

 

Steps: Should get that fixed this evening. Thanks for reporting it! The code is probably foolishly trusting the actor's z_pos. A few weeks ago, I discovered that the actor lies about it's z_pos.

 

Bag effects: Roja likes them. That ends the story. It doesn't matter that people are 50-50 split on them. Roja is with the 50% that likes them. I'm kind of getting tired hearing about them; can we drop it, please?

 

FPS: I've offered several times to help anyone who has FPS problems; nobody's taken me up on it in a long time :D. However, it sounds like almost all eye candy is really slowing you down, which sounds like your video card is at fault here (I can't do anything if your video card can't draw translucent polys at an acceptable rate). Still, I'll verify that eye candy is lowering its level of detail as much as it can. In eye_candy.cpp, around like 1632, you'll see a debugging statement. Uncomment it. Wait, are you a windows user? If you are, you won't be able to see stdout. Let me know if you are, and we can write that debugging output in a different way. Also, try toggling point sprites; your video card may be lousy at drawing one type but have acceptable performance with the other.

 

Mana drain segfault: Interesting; first report of this. Will you be on this evening? I'd be glad to help debug it. Note that I can't cast spells, so I'll need you to cast them.

 

Thanks for all your feedback!

Edited by KarenRei

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