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PostPosted: Thu Feb 16, 2006 11:09 am
by Vader
I´ve seen worse skyboxes, but let´s say it´s just not perfect :wink:

PostPosted: Thu Feb 16, 2006 11:16 am
by Graf Zahl
I'd say something non-warping would be better. How about the KDIZD sky in red? I think that would look great.

PostPosted: Thu Feb 16, 2006 11:20 am
by Tormentor667
Graf Zahl wrote:I'd say something non-warping would be better. How about the KDIZD sky in red? I think that would look great.

This is something I had in mind before... let's see if I can modify that a bit and make it look better for maps like TNT3 M2 ... ;)

PostPosted: Thu Feb 16, 2006 2:04 pm
by Nightmare Doom
what about stacked sectors in KDIZD?

PostPosted: Thu Feb 16, 2006 2:10 pm
by Siggi
Nothing. Now go away.

PostPosted: Thu Feb 16, 2006 5:11 pm
by Tormentor667
Nightmare Doom wrote:what about stacked sectors in KDIZD?

Already in use, but not part of this thread!

PostPosted: Thu Feb 16, 2006 6:53 pm
by king_necro
Hmmm..well can't wait to see the new sky, the one shown reminds me a bit of blood and lava was that what you were going for or it was just a random pick? Well either way continue to keep up the great work. :D

PostPosted: Fri Feb 17, 2006 7:47 am
by Ryan Cordell
Hey Torm, one question. How can I edit TNT3 so I can exclude the particle snow? Apparently it's slowing my GZDoom to snail-speed.. Nonplayable, literally.

PostPosted: Fri Feb 17, 2006 8:46 am
by Graf Zahl
You have to open the level in an editor, go to the script editor and delete script 100. After that the snow is gone.

Script 100 looks like this:

Code: Select allExpand view
// Snow
script 100 OPEN
{
        Thing_Projectile(random(const:1,6), T_BRAINS, random(0, 224), 10, -(5));
        delay(random(const: 5, 16));
        restart;
}

PostPosted: Fri Feb 17, 2006 9:21 am
by Ryan Cordell
This is what I hate, finding out how to solve problems right after I post them. Gets me on my nerves. :?

Thanks anyway, Graf.

PostPosted: Fri Feb 17, 2006 2:42 pm
by Bio Hazard
Strange, I don't have any problems with the snow.

P42.2 2048x1536@75 ZD96x

Pulls 30-50FPS rather consistantly.

PostPosted: Fri Feb 17, 2006 3:06 pm
by Graf Zahl
The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.

Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.

PostPosted: Fri Feb 17, 2006 3:11 pm
by Bio Hazard
So why aren't there generic configurable particle fountains yet? it would certainly make things like weather effects easier.

PostPosted: Fri Feb 17, 2006 4:11 pm
by Ryan Cordell
Graf Zahl wrote:The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.

Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.


Explains why my 1.5 or 1.7 GHZ system can't handle it. =/

PostPosted: Sat Feb 18, 2006 5:02 pm
by Graf Zahl
Bio Hazard wrote:So why aren't there generic configurable particle fountains yet? it would certainly make things like weather effects easier.



Not really. In this case the big problem is that the snowflakes still have to do collision checks. This is pretty much unavoidable and can't be done with particles without getting the same kind of speed hit.