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OpenGL Test 7

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Re: OpenGL Test 7

Postby MegaDeuce » Tue Feb 28, 2012 6:16 am

Damn, look at that render distance! Can't wait to snipe some jackass from halfway across the map >:)
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Re: OpenGL Test 7

Postby EdwardR » Tue Feb 28, 2012 6:58 am

This is great. And wait... profit? AoS will be paid? :(
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Re: OpenGL Test 7

Postby Maxxis » Tue Feb 28, 2012 8:00 am

EdwardR wrote:This is great. And wait... profit? AoS will be paid? :(

Hope not.
I wont play AOS if they make a mistake like Mojang.
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Re: OpenGL Test 7

Postby KevinLancaster » Tue Feb 28, 2012 8:10 am

Well Ben wants to make money on it eventually.
I would like it if it remained free on the PC but paid on XBLA or something.
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Re: OpenGL Test 7

Postby Maxxis » Tue Feb 28, 2012 8:11 am

KevinLancaster wrote:Well Ben wants to make money on it eventually.
I would like it if it remained free on the PC but paid on XBLA or something.

Free on XBLA.
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Re: OpenGL Test 7

Postby KevinLancaster » Tue Feb 28, 2012 8:18 am

I don't think Microsoft would allow that to happen. Also making it paid on XBLA would at least filter out some of the "COD-Kiddies" this community seems to hate so much.
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Re: OpenGL Test 7

Postby MegaDeuce » Wed Feb 29, 2012 12:37 am

I'm not a lawologist, but I don't think he can legally profit unless he removes Tom Dobrowolski's code for making the Gen maps.

Of course, that wouldn't really be a problem since most servers don't use em. (Maybe the Gen map generator could be made into a free stand-alone application?)
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Re: OpenGL Test 7

Postby asdfzxc » Wed Feb 29, 2012 12:56 am

I think part of the reason the player models look so bad right now is because the new renderer's lighting is a lot rougher and more conspicuous than the old one's. It also doesn't help that the default blue team color is insanely bright and has way too much contrast with that dark terrain.
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Re: OpenGL Test 7

Postby Tigershield » Wed Feb 29, 2012 1:02 am

Paying for this game? I think that great majority of the community will leave then, just my opinion off course. the game needs more things implemented before Ben can ask money for it. I would buy it.

I have a Question,I already have an answer for it.But I want to be sure.

This game is heading to OpenGL in the future? I'm making a map whit the localhost connection, and the game saves the maps as VXL. But does OpenGL support VXL? cause it would be a waste of time for me if I'm working on a map that doens't be supported in the future.

Anyway. I like building a map in that way,it's very slow,but allot of fun.

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Re: OpenGL Test 7

Postby Paratrooper » Wed Feb 29, 2012 1:07 am

Tigershield wrote:Paying for this game? I think that great majority of the community will leave then, just my opinion off course. the game needs more things implemented before Ben can ask money for it. I would buy it.

I have a Question,I already have an answer for it.But I want to be sure.

This game is heading to OpenGL in the future? I'm making a map whit the localhost connection, and the game saves the maps as VXL. But does OpenGL support VXL? cause it would be a waste of time for me if I'm working on a map that doens't be supported in the future.

Anyway. I like building a map in that way,it's very slow,but allot of fun.

Thanks


He played on a vxl map, looks like OpenGl could read it.
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Re: OpenGL Test 7

Postby Tigershield » Wed Feb 29, 2012 1:12 am

Paratrooper wrote:
Tigershield wrote:Paying for this game? I think that great majority of the community will leave then, just my opinion off course. the game needs more things implemented before Ben can ask money for it. I would buy it.

I have a Question,I already have an answer for it.But I want to be sure.

This game is heading to OpenGL in the future? I'm making a map whit the localhost connection, and the game saves the maps as VXL. But does OpenGL support VXL? cause it would be a waste of time for me if I'm working on a map that doens't be supported in the future.

Anyway. I like building a map in that way,it's very slow,but allot of fun.

Thanks


He played on a vxl map, looks like OpenGl could read it.


thanks for the reply.Paratrooper,are you a loyal Greenian? cause of your avater, If so we need to stand United. and fight the blue. We will smite them back to there land.
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Re: OpenGL Test 7

Postby Monsteri » Wed Feb 29, 2012 8:47 am

Is it just me or has the fog been decreased by far? I dunno, it may be just the crisp look. If not, please set it back to 128 blocks, or mikuli will kill everything, and half of the maps will become rubbish, because they were designed with the certain fog range in mind =/

Then again the gameplay could become slightly slower-paced because people would have to be more careful due to increasd ''death range'', and lookouts would become more useful too. But I like the immense feel of the current fog, where you bump out from the fog and if you see an enemy, it is you or him.

They have both their pros and cons, but I don't want to give up on this fog - but the new fog would be interesting to try.
So, what about compromising? Pyspades has already technically implemented day/night cycle, but it doesn't change anything gameplay-wise.
My idea is to have an official day/night cycle, where in the day fog is somewhere at 130-140, and at night around 70-80.
This would allow some general tacticalness, where in the night you can do surprise attacks from close distance (shotgun would fit well here :D), and at night you're in your fort all day lasting sniper bay.
I don't know how resource-costy this would be, but also darkening the player models and blocks by 20% in the nighttime would make it more night-like.

I would love this, but the cycle should be a server option.

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http://i.imgur.com/gV9Lz.png
http://i.imgur.com/P2v03.png

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The server browser itself still needs work, it should have same kind of options as those Valve server browsers. Scrolling should also work, and I want a better font, but hopefully that is moddable. Colours are currently ugly, also.
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Re: OpenGL Test 7

Postby SIMOX » Wed Feb 29, 2012 9:04 am

@Monsteri
What i think happened with fog is that in OpenGL version it starts somewhere around 100 blocks and ends at 128 (let's say like that i don't know exactly)
And in Voxlap it starts let's say at 50 and ends at 128.

Bassically I preffer how fog looks in Voxlap version. Mat should tweak fog a little so it looks good. Because i saw OpenGL Test 5 and Gen maps looks ugly with that kind of fog settings.

Also nice pictures :D
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Re: OpenGL Test 7

Postby Monsteri » Wed Feb 29, 2012 9:30 am

Ah, so that's the reason.

Yeah it kinda makes sense, I think the fog is rather ugly in the new client, it should be tweaked indeed.
(I still want day & night!)
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