kmaj wrote:*blocks
I agree with you, though. dear Rogue Accent Russian
*Block's not blocks
kmaj wrote:*blocks
I agree with you, though. dear Rogue Accent Russian
Putin wrote:kmaj wrote:*blocks
I agree with you, though. dear Rogue Accent Russian
*Block's not blocks
Putin wrote:Yes Block's not blocks.
kmaj wrote:What do you mean?
1) Plural of block, as in "these are blocks";
2) Abbreviation of "is", as in "the block's here";
3) Saxon genitive, as in "the block's colour".
Oh and we're going OT here.
DoomSplitter wrote:I don't know, there's something about the current renderer's "softness" (for lack of a better term, I suppose) that I like. I'm afraid that the OpenGL renderer might make the voxels too pronounced.
Articsledder wrote:DoomSplitter wrote:I don't know, there's something about the current renderer's "softness" (for lack of a better term, I suppose) that I like. I'm afraid that the OpenGL renderer might make the voxels too pronounced.
Yeah, same. That's my only concern.
TheOperator wrote:As is currently the case the bounded cube model used for weapons and tools distorts the outline on the objects in question, making the weapon appear "fuzzy" and allowing our imaginations to subconsciously fill in the blanks and have the weapons look more "realistic" as to their proper proportions, as with the current weapon size its impossible to create weapons in full detail without them becoming ridiculously over-sized.
If the Open GL client was used (which I have no idea why it would be preferred as it offers no changes to gameplay aside from aesthetics) all the weapons and tools would be completely blocky, and have discolorations all over due to the way voxel handles color shading (if you notice in the Open GL videos the tip of the rifle is oddly colored compared to the rest of the rifle) So in the end if Open GL was implemented it would offer nothing aside from making weapons and tools look even less realistic with weird mismatches coloring everywhere.
No thanks.
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