The Style Of Nexuiz (Updates you want)

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

What do you think?

I support all your ideas
11
41%
I support most of your ideas
7
26%
I support some of your ideas
6
22%
I support none of your ideas
3
11%
 
Total votes : 27

since i voted last samual has good ideas

Postby fabz0r » Mon Jun 01, 2009 8:05 pm

yeah samual since i voted last i do support most of your ideas.

motion blur is a very good one!

keep up the good work!
fabz0r
Advanced member
 
Posts: 66
Joined: Fri Aug 15, 2008 1:03 am
Location: Australia

Postby FruitieX » Mon Jun 01, 2009 11:04 pm

FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby Samual » Tue Jun 02, 2009 3:10 am


Cool, but add a little more texture into there that matches the themes? I do like that though, fits.
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby FruitieX » Tue Jun 02, 2009 8:23 am

Samual wrote:

Cool, but add a little more texture into there that matches the themes? I do like that though, fits.


Maybe there should be support for per-menu-theme-HUD-skins :)

Well it's a matter of modifying two files anyway (HUD background + timer background)
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby Samual » Fri Jun 05, 2009 11:40 am

As an update, we're still stuck on motion blur.. Currently having some major artifact problems.

Here is the .diff: http://emptyset.endoftheinternet.org/~rpolzer/nexuiz/motionblur-noaccum.diff

Unfortunately this patch breaks bloom and HDR while enabled.. (They don't work while r_motionblur has a value)

The artifacting can be seen here:
Image


On the plus side, this approach is using texture blurring.. Which is used by bloom in the game.. If we use the same buffer as bloom, the performance decrease while having it enabled is much less. (Theoretically) This method is also supported in OpenGL 3.0, and on Mac OS X, unlike the accumulation buffer.

This works on all OSs (Windows, Linux, OSX), on both SDL and WGL/GLX.
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby FruitieX » Sun Jun 07, 2009 5:33 pm

Weird, I don't get these artifacts with motion blur and HDR enabled. Seems to work fine (on Linux)
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby Samual » Sun Jun 07, 2009 6:28 pm

FruitieX wrote:Weird, I don't get these artifacts with motion blur and HDR enabled. Seems to work fine (on Linux)


Oh really? That's great man, screenshots? I don't get it. I'll have to try it on a Linux distro later.

--- Make sure you have vsync on.. That's where the problem might occur
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby Samual » Sun Jun 07, 2009 9:08 pm

Image
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby Samual » Wed Jun 10, 2009 5:48 pm

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ALMOST DONE - Next post will describe what needs done.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby Samual » Sat Jun 13, 2009 4:32 am

Now, the only thing left is adding mouse motion support for adjusting the velocity.... This is the last update that will be needed, and then the motion blur / damage blur will be complete. I'm going to submit it to dev.alientrap.org soon.
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron