PlaneShift
Gameplay => Wish list => Topic started by: fken on June 03, 2005, 07:18:43 am
-
I just realize that once its really raining a lot you cant see very far. It\'s like the rain was a kind of smoke. Off course its an evidence but I never thought about that for ps before.
And I thought it could be nice to use the smoke effect to help our cpu while its rainning.
I meant the rain ask our cpu/graphic card or what you want to work a lot. -> lags . If you reduce the sight field by adding smoke it would be reallistic and very usefull for the computer.
I dunno if it\'s already what you plained to do but if you dont, I think it would be nice to think about it... (sorry bluecommand I might be adding you some work to do... ;-)).
What do you think about the idea?
-
I hope they never implement the rain again. If it is reimplemented, they should take it out. It makes my comp. run VERY VERY slow.
-
How can it rain in a cave?................
-
Shorty: It was re-enabled a while ago.
DaveG: Condensation. Use the search button to view the numberous debates over this. The bottom line is, it can in PS, regardless of your real-world logic, end of story. :P
-
Originally posted by shorty13
I hope they never implement the rain again. If it is reimplemented, they should take it out. It makes my comp. run VERY VERY slow.
in DAOC the rain works well so it could works nice in PS I think... and the smoke could help your computer
DaveG ? Im confused... no you confused me I dont get what you meant
-
Originally posted by shorty13
I hope they never implement the rain again. If it is reimplemented, they should take it out. It makes my comp. run VERY VERY slow.
Yes, it does eat up a lot of processor ability. It would be nice to have an option to turn the rain off on your specific client in case the computer you\'re running planeshift on is bare minimum, like mine, being a poor student and all...
My thoughts,
Xirius
-
You shouldn\'t be able to turn off bad weather. It would be like cheating. (want to see better, turn off the rain!) I just don\'t think it should be implemented unless they can make it more efficient. (aka. not kill my CPU)
-
I read somewhere that the first Silent Hill for Playstation used fog to cover up the console\'s inability to see long distances. The article also said it made the game spooky. I suppose it depends on what kind of fogging you use. I don\'t know how skyboxes work, but maybe the box could be changed to resemble clouds and fog, so when viewing distances longer than the allowed sight range, you\'d see a skybox that looked like fog, not sky. [Disclaimer] I am not an expert on programming or map-making. The above opinions cannot be used in place of an expert\'s. These statements have not been validated by the Food and Drug Administration [\\Disclaimer]
P.S. What if there was a childhood experience that made the character afraid of fog? That would give the game more depth.
-
Actually adding a \"haze of distance\" feature would be awesome. Seeing for miles is fine and all. But it serves no point in game really. At least not at this point. The option to drop meshes to improve frame rates actually detracts from any sense of reality. As buildings pop in and out of existance depending on where you look. Simply having things obscured by haze is much more realistic and even pleasing to the eye. Unreal Tournament 2004 does this. And it generally works beautifully. Unless you are in a sniping match against someone with a much beefeer machine. But since that is not as prevalent here I think this feature would be superb if done right. ;)
-
Originally posted by DaveG
You shouldn\'t be able to turn off bad weather. It would be like cheating. (want to see better, turn off the rain!) I just don\'t think it should be implemented unless they can make it more efficient. (aka. not kill my CPU)
distance haze can be substituted for bad weather with much less CPU drain and still keep the reduced visibility.
--- keder maloy
-
Originally posted by keder
Originally posted by DaveG
You shouldn\'t be able to turn off bad weather. It would be like cheating. (want to see better, turn off the rain!) I just don\'t think it should be implemented unless they can make it more efficient. (aka. not kill my CPU)
distance haze can be substituted for bad weather with much less CPU drain and still keep the reduced visibility.
--- keder maloy
Ok, you could keep the visibility effect, just change its cause to save CPU/GPU cycles. Good compromise.
Though, I\'ve seen the rain. It\'s really not that bad. I\'m running a mobile version of a graphics card here, and it worked just fine. It would only be a problem in the plaza, where FPS is already a problem for some. So long as they don\'t attempt to really enhance the realism of the water coming down (at least not beyond the stated system specs), I don\'t see any reason to be able to turn it off.
-
actually, i\'m pretty sure some of the effects (and the plaza in general) already go beyond the min specs listed. and i for one don\'t want people shut out because they have min spec computers but can\'t play if it rains.
*shrugs*
now, i need to find some cover... i see stormclouds coming and i don\'t like getting wet.
--- keder maloy, enkidukai of the feline\'s lair
-
i think distance haze is very important... makes you not have to worry about things that are unimportant because they are so far away... makes your client run better, which for me is the most important thing, since when i run my guy\'s legs don\'t even move...
-
Originally posted by keder
distance haze can be substituted for bad weather with much less CPU drain and still keep the reduced visibility.
--- keder maloy
How fun people are requesting stuff that is already implemented :P
I rewrote the weather manager a while ago, 1-2 weeks perhaps. Support for FPS limiting fog (standalone and in rain) was added then, so I thought on it first :P
-
Darn, Androgos beat me to it.
BTW. the easiest way of knowing what is happening to the PS code is to use:
http://cvs.sourceforge.net/viewcvs.py/planeshift/planeshift/docs/history.txt?view=auto
Where some of us found out that rain was iimplemented arround the 18 May..
Just thourght you ourght to know ;-)
/Kunisch
-
Originally posted by Androgos
Originally posted by keder
distance haze can be substituted for bad weather with much less CPU drain and still keep the reduced visibility.
--- keder maloy
How fun people are requesting stuff that is already implemented :P
I rewrote the weather manager a while ago, 1-2 weeks perhaps. Support for FPS limiting fog (standalone and in rain) was added then, so I thought on it first :P
fog has been implemented may 22th and Im enjoying by seeing you, Androgos had the same idea than me to use the fog effect when it\'s raining (if its before or after... it doesnt matter... and in fact it was so obvious! When I gave my wish, I though the developpers already though about it but I wasnt sure).
So thanks for adding that weather system (I just see the snow will come too! great!)
Oh dear! ps will crash another time...
Im sure ps will be nice when the snow will fallon the plaza!
-
*shrugs*
for the most part, i comment on ideas and reasoning rather than if they have been implemented. if i knew more about programming, i would probably go through the code myself just to see how they are doing various things. however, i don\'t know enough to make heads or tails of something this complex at present.
as i\'m not a dev, implementation is not my choice. if it were, i would probably have added an ingame gamma control at least for my own client.
--- keder maloy
-
roh androgos was kidding. He know we cannot know what he just did! dont you see the :P ?
By the way the gamma control has been already discussed in others threads... and its absolutly off topic.
-
Originally posted by fken
roh androgos was kidding. He know we cannot know what he just did! dont you see the :P ?
By the way the gamma control has been already discussed in others threads... and its absolutly off topic.
*shrugs again*
sticking your tongue out can have many meanings. Androgos could have been expressing amusement that we are debating something that has already been done.
and while gamma is certainly off topic, it may not be absolutly off topic as visibility is a part of the discussion. however, it was mentioned as an illustration of a possible difference if i were a dev, not to steer the conversation somewhere else. i\'ve never seen rain in yliakum. i don\'t know if i simply didn\'t notice or i was too busy in the sewers feasting on rats or napping under a large tree. if rain did coincide with my presence, it didn\'t adversly affect my client computer enough to draw my attention. i know some effects do tend to. panning in the plaza has either brought every system i\'ve tested on to it\'s knees or started cutting things out of the display to maintain framerate.
my apologies if an illustration that draws on off topic information is of great offence. it was not intended to be. i am rather new to forums in general, this being only the second i have ever been on. the first has no restriction on off topic drift, a conversation may wander where ever it will, much like real life.
--- keder maloy
-
Originally posted by keder
as i\'m not a dev, implementation is not my choice. if it were, i would probably have added an ingame gamma control at least for my own client.
Sorry to be offtopic, but if you were a developer, you would understand why we haven\'t done that before:
virtual bool SetGamma (float /*gamma*/) { return false; }
virtual float GetGamma () const { return 1.0; }
-
Is there a way to show you how amusing I find the last post :P
@andy : and seriously Im wondering what \"virtual\" means... I must be more experienced if I wanna help the dev team...
@keder : sorry but a lot of people think they need to answer to the wishes with off topic answers... I think, sometimes, some people could simply think before posting especially when you realize that nothing seems to be easy to find with the search button thank to the off topics replies and finally it\'s not a way to help developpers...
-
Originally posted by Androgos
virtual bool SetGamma (float /*gamma*/) { return false; }
virtual float GetGamma () const { return 1.0; }
i would dearly love to learn more about this. i rather imagine that either there is some huge complexity to these code lines or there is a great deal that has been left out. however, i don\'t know enough about C/C++ to even tell which though i\'m pretty certain it is one of them (i\'ve deliberately not looked).
would you be willing to enlighten me? if so, i can be enlightened via the user account keder.maloy on the gmail host.
--- keder maloy
-
function() {return false}
means that the function is useless. There is no function in fact. just a result. Then I think he meant that everything is ready to use the function but the function isnt already created...
in the functions which are calling the setGamma function there is something like :
if (SetGamma() == true)
{
// (if gamma is set)
action 1
action 2
and so one
...
}
else
{
// (if there is no gamma set)
action 1bis
action 2bis
and so one
...
}
but the condition is useless because the function return always \"false\" so each time the condition will point to the else command.
but i recognize these two lines seems to be strange for me... /*gamma*/ is a commentary and the compiler must be asking for a variable name
in the second line, I cant understand the place of \"const\"
But off course I havent program in c since 4 years... and I didnt program a lot
-
FYI, I had the fog these fod ideas posted here back in november. :D Glad to see they are getting new attention!
-
I don\'t know that much about how they do the rain in PS
But i think it would be better if instead of turning rain on or off on older systems, make it posible to be able to change it to a 2D animation thing that is overlayed over everything els but the ui, and back to the normal rain. then it would probably run beter on older systems.