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Messages - Xayton

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1
Development Deliberation / Re: Bump Mapping
« on: September 09, 2007, 10:09:41 pm »
Actually the left one is a render and the right one not, but still it's very impressive the detail a bump map can add. I don't know if the model in your screenshot is made for planeshift, but in that case I think it has too many polygons.
I'm not sure if CS is supporting bump mapping, but it should be easy to implement it using pixel shaders.

About the terrain I think there are many things that can be improved before adding bump mapping; even if I don't have time to work on it, I've done some research about PS terrain and found few things that could improve it appearance a lot:
  • Reduce the stretching of detail textures on the terrain (tile them more), possible that a data file edit is enough to change it.
  • Use higher res alphamaps for detail texturing (texture splatting), currently a pixel on the alphamap is about a meter on the terrain (too much to render realistic roads or other features on the terrain).
  • Move from texture splatting (done around the camera point) and simple flat texturing (done on far terrain) differently, keeping the splatting 100% far enough from the camera and then move to flat texturing quickly; currently it's done changing linearly and that gives that "blurred terrain" you get when you look at far terrain.


2
Fan Art / Re: Moon Art Challenge I: Flowers for Aeshion.
« on: August 06, 2007, 12:04:11 pm »
Ok, now the images are hosted on imageshack, thanks.
Is the DDS link working? If not i will try to host it somewhere else (even if the dds can be made from the png).

3
Fan Art / Re: Moon Art Challenge I: Flowers for Aeshion.
« on: August 06, 2007, 11:31:21 am »
I've tried to change the grass png a bit, and this is what I've got:

Changed PNG:

As you can see, I've added two flowers and made the grass a bit more shiny.

Difference between the old grass and the new one:
   

4
General Discussion / Re: 0.19?????????
« on: July 11, 2007, 08:40:47 pm »
You first need a BitTorrent Client to download PS-0.19. The page you found is actually the official BitTorrent client, but I think you can get an easier software that will donwload the stuff anyway.
1) First get uTorrent (this is the name of the software), it's already the exe, so just put it where you like and run it.
2) Get the .torrent file from the download page which contains the information about the data you are downloading (PS-0.19). You can also get it from here: torrent. Save this file somewhere you can find it easily.
3) Star uTorrent, menu File -> Add torrent -> Select the file downloaded (point 2). Select where to save the files and wait for it to complete.
Note: the program, at the first start, may ask your connection information to maximize speed.

I hope this can help.
Regards, Xayton

5
Development Deliberation / Re: Italian translation
« on: February 26, 2007, 04:26:51 pm »
Ok I have some news.
Those instructions are in part outdated, that's why you can't find psclient-setup.def and psgui.dll. Consider also that, now, I would divide the possible translation in 4 levels:
  • Interface and xml translations This kind of translation is the easiest because it mainly consists in changing xml files that contain the strings you want to translate.
  • Source code translations There are some strings that are in the source code and so in the executable. To translate these you need to recompile PS (and distribute the changed files).
  • Server messages Often when you play you get messages from the server (tip of the day, warnings, or things like "you don't have enough money"). These strings are in the server executable and you have no way to change them.
  • Items, stats, skills names and quests This kind of strings will probably never be translated (or soon at least), either because explicitly not desired or because you have no way to access them (quests text is saved in the database).

Knowing this I suggest you should join the IRC channel (http://www.planeshift.it/irc.html) and ask there for more information on translation or where particular text strings are saved.
I hope this can help  :)

6
Development Deliberation / Re: Italian translation
« on: February 26, 2007, 02:53:39 pm »
You can try this:
http://www.planeshift.it/other_languages.html

It should give all the information you need to complete the translation.

7
Newbie Help (Start Here) / Re: Question on Updating to New Version
« on: February 08, 2007, 03:21:38 pm »
Character information is saved on the server, program settings and logs are saved on your hard drive.

8
Wish list /
« on: July 26, 2005, 08:24:35 pm »
Yeah, that\'s a nice idea, but I think there is a problem. Every time someone drops a seed, the server must register this event, so that everyone can see it and when you\'re not logged in the plant still exists.

This is a big charge for the server, maybe it\'s better to use server power (and memory) for other tasks.

9
Wish list /
« on: July 21, 2005, 09:47:54 pm »
Quote
Originally posted by aarobber
Quote
Originally posted by Xayton
 Of course this is not the only thing that can be improved to save cpu time, another problem is that when the game is not the active window (in windows you can switch using ALT+TAB) the cpu is still completely active, at least when the game window it\'s not visible, the game should skip drawing.


Are you sure it\'s doing this?  If the canvas is not visible then rendering will not occur.  Try minimizing the window and seeing if there\'s a difference, but it should stop as long as the entire window is covered.


Unluckily now the server is down :( so I can try only the login screen (window version of ps), you\'re right, if the window is minimized it doesn\'t use any cpu, but if it\'s only hidden behind another window (and no part of it is visible) it still use 100% of cpu.

Anyway it\'s absurd that the login window, that doesn\'t have any advanced graphic, uses 100% of cpu (still the problem of limiting fps).

10
Wish list /
« on: July 21, 2005, 09:17:39 pm »
Quote
Well, 333 fps is too much, but 30 fps and 60 fps do makes difference (I can see the difference, really).


That is true, even if the human eye perceive 30fps as a continuos moving image, I\'ve tryed, you can easly notice the difference between 30 and 60 fps.

Anyway I still remain on the point that having fps greater than refresh rate is a waste (and of course is not noticeable).

11
Wish list / Limit FPS: better performance without loss of quality
« on: July 21, 2005, 04:00:42 pm »
I\'ve searched in the whis-list but I\'ve not found any thread on  limiting fps (frame per second) and why it should be implemented in the game, so I posted this thread (I think it\'s in the right place).
The point is that I\'ve noticed that the game has no fps limiter and if the CS engine has not much to draw the fps may be very high (200 or more); this is not a good thing since it\'s only wasting cpu power. If your monitor RR (refresh rate) is, for example, 85Hz, any fps greater than that value is a waste of cpu because you can\'t actually see what has been drawn by the graphic engine.
If rr is 85hz the image on the monitor will be refreshed by the graphic card approximately every 11 milliseconds (1sec/85 = 0.011sec), but if in the same moment the fps is 200 the engine will redraw the scene every 5 milliseconds and about half computed images will be never shown (a big waste!).
I think this should be fixed since it\'s annoying to have the cpu getting very hot while the fps is 200 or more. Of course this is not the only thing that can be improved to save cpu time, another problem is that when the game is not the active window (in windows you can switch using ALT+TAB) the cpu is still completely active, at least when the game window it\'s not visible, the game should skip drawing.

I don\'t know how it\'s structured the game drawing loop (I\'ve not looked at the sources yet) but I think a simple check can handle the fps problem. The real problem may be getting current rr for the system (the CS has a function that does it?).
I don\'t know if this may be usefull, but I know an easy way to fix the high fps problem using directx graphic libraries: the structure D3DPRESENT_PARAMETERS used with the intialization function CreateDevice() has a member called \"PresentationInterval\" that can be set to avoid drawing too many times.
If any part of this post is not clear... I\'m here.


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