New Build (2011-02-15)

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Ultraken
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New Build (2011-02-15)

Post by Ultraken » Sat Feb 19, 2011 8:50 am

Well, it's not exactly new any more...

Downloads:
Executable
Program Database (Optional)

Changes:
* CockpitRadar draws height indicators only if they're more than 2 pixels
- This reduces render state changes, improving performance
- The start of play01.bzn went from 180 render batches to 110
* Fixed text buffer overflow in Alt-F framerate display
- Triangle count and batch count now print properly
* Replaced half-texel shift with half-pixel shift
- This fixes text when forcing MSAA in the graphics driver
- This also fixes blurry edges on HUD elements
* Fixed a restart crash in BeamGun
* LoadDefaultGame now works properly
- This fixes a crash when loading from MakeTRN-generated data
* TurretCraft sets itself to DEPLOYED state
- This makes Howitzer use high-arc against it
* Improved APC behavior when it has no reload site
- Enters WAIT state for a second instead of pilot hopping out
- Most importantly, it doesn't crash any more :)
* Added a quick fix for the Soviet turrets in misn03.bzn
- They were saved with a Reload command set to themselves
- This most likely used to be a different command...

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Semaphore
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Re: New Build (2011-02-15)

Post by Semaphore » Wed Feb 23, 2011 6:09 pm

2009-12-05:
* First release of the new D3D9 renderer
Are things like HDR lightening, FSAA and shaders on the roadmap? That would absolutely draw me in again.

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Re: New Build (2011-02-15)

Post by Josiah » Wed Feb 23, 2011 7:06 pm

that... would be awesome. But it's unrealistic. :( Bz is way too old for that.

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Semaphore
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Re: New Build (2011-02-15)

Post by Semaphore » Wed Feb 23, 2011 7:21 pm

I don't think that is necessarily true. Shaders are uncertain since they are part of the very textures you use, but other things like HDR bloom is just a post-processed effect that relies on hardware and DirectX 9+

They did that very thing with Morrowind a little while ago, the 'Morrowind Graphics Extender'. Makes it looks like Oblivion (though they added some other things as well). HDR alone would probably look amazing in a game that has such a varied scenery.

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Wed Feb 23, 2011 9:04 pm

The biggest problem with fancy new rendering techniques is that they would make the existing models and textures look even older than they already do. (That and a lot of players have older or low-spec machines.)

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GSH
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Re: New Build (2011-02-15)

Post by GSH » Wed Feb 23, 2011 9:10 pm

HDR really requires shader model 2.0 and a floating point gfx buffer. That cuts out everyone who's running on Intel integrated gfx or junky other old cards. There's a LOT of such users in the BZ1/2 community.

The latest and greatest may be nice if you're trying to ship a AAA game right now. But, when people have been playing a game for 10+ years, if it suddenly stops working, you can lose them, permanently. BZ2 1.3pb5 and up require DX9, Win2000 or later. There's a bunch of people on Win98 (yes, in the last year or few) griping that new patches exclude them. And that's just by excluding the really ancient things. Drop intel video support, and I bet you could lose 25-30% of the casual players right there.

-- GSH

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Semaphore
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Re: New Build (2011-02-15)

Post by Semaphore » Thu Feb 24, 2011 9:15 am

Wow. It's pretty amazing there are still so many older systems around that run this. I understand.

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Re: New Build (2011-02-15)

Post by SnakeEye » Thu Feb 24, 2011 12:06 pm

I think its worth more in the long run to enhance the actual game play. todays games take so much computer power compared to the old once and that doesn't make them more fun. i wouldn't want bz to suddenly have high system requirements.


Edit: did directX 9 raise the system requirements? if so how much?

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Semaphore
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Re: New Build (2011-02-15)

Post by Semaphore » Thu Feb 24, 2011 12:37 pm

All things being said, I turned off HDR in Oblivion on my old computer because it ran too slowly. I see no reason why a BZ1 player couldn't do the same..

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Re: New Build (2011-02-15)

Post by Ded10c » Thu Feb 24, 2011 12:40 pm

On or off, they will probably still boost the system requirements.

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Semaphore
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Re: New Build (2011-02-15)

Post by Semaphore » Thu Feb 24, 2011 1:16 pm

Too bad. Oh well.. thanks all for indulding me. ;)

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Ultraken
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Re: New Build (2011-02-15)

Post by Ultraken » Fri Feb 25, 2011 6:52 pm

Also, graphics programming isn't my area of expertise. Getting DX9 up and running was one thing, but writing a bunch of HDR shaders is entirely another. :)

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Re: New Build (2011-02-15)

Post by Zenophas » Mon Dec 26, 2011 8:34 pm

Semaphore wrote:Wow. It's pretty amazing there are still so many older systems around that run this. I understand.
Pathetic, as far as I'm concerned. Actually, yeah, let's put in shaders. That'll cut out a lot of the filth from the community. If they care about the game that much so be it, buy a new computer.


Besides, new gamer folks like pretty graphics. But, the UI is a problem as well as it's to clunky and old to hold their attention, let alone keep them interested in playing a game they can't figure out.

Ultraken wrote:Also, graphics programming isn't my area of expertise. Getting DX9 up and running was one thing, but writing a bunch of HDR shaders is entirely another. :)
I say, sure. Let's bring in someone who can professionally write in better graphics.

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Zax
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Re: New Build (2011-02-15)

Post by Zax » Mon Dec 26, 2011 11:27 pm

Utilizing shaders is such a rewrite that it is unfathomable it could be done at all.

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Zenophas
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Re: New Build (2011-02-15)

Post by Zenophas » Tue Dec 27, 2011 1:27 am

Zax wrote:Utilizing shaders is such a rewrite that it is unfathomable it could be done at all.
Exploration, experimentation, exploration, Explanation!

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