EvilChickenNugget's All Purpose, Self Rising, bzFlag thread
- EvilChickenNugget
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EvilChickenNugget's All Purpose, Self Rising, bzFlag thread
Rather than clutter the forum with multiple threads I'm just gonna combine all the topics I'm curious about into one:
What Lighting settings does everyone prefer? Personally I turn off shadows and lighting because I think it looks a little better, and the glow around shots really sort of annoys me.
What time/daylight settings do you prefer? I almost exclusively play bzFlag at night, but on the rare occasions that I do play during daylight periods I ALWAYS have to advance the in-game daylight settings back to nighttime. I feel that it is easier to see what is going on due to the increased contrast.
I had another one but I forgot it... If I remember it I'll edit it in.
What Lighting settings does everyone prefer? Personally I turn off shadows and lighting because I think it looks a little better, and the glow around shots really sort of annoys me.
What time/daylight settings do you prefer? I almost exclusively play bzFlag at night, but on the rare occasions that I do play during daylight periods I ALWAYS have to advance the in-game daylight settings back to nighttime. I feel that it is easier to see what is going on due to the increased contrast.
I had another one but I forgot it... If I remember it I'll edit it in.
- The Red Baron
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- EvilChickenNugget
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- Saturos
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Playing everytime on day (i hate night) with everything on excluding Depth Buffer and Shadows.
Saturos ([phagozytose] : www.phago.de)
I usually play with everything on except Shadows and Lighting. The shadows don't look too good and take a good chunk out of my FPS. The lighting I really don't need, cuz I got used to it without it. Don't really care about the time of day in the game.
Hmm...wouldn't it be faster with less stuff on? Except for Depth Buffer, which I'd never turn off.lildog wrote:if i dont have everything ON then i cant play cuz i cant concentrate AND it lags WAY too much.
i like it with everything on, but when i do, it hangs and freezes and i have to force restart my machine...i'm using macosx, and i think it's a known bug.blast wrote:I usually play with everything on except Shadows and Lighting. The shadows don't look too good and take a good chunk out of my FPS. The lighting I really don't need, cuz I got used to it without it. Don't really care about the time of day in the game.
Hmm...wouldn't it be faster with less stuff on? Except for Depth Buffer, which I'd never turn off.lildog wrote:if i dont have everything ON then i cant play cuz i cant concentrate AND it lags WAY too much.
I think it is faster...i used to have lagggggg, (i have a 32 mb vid card in my laptop), so now i'm happy...sorta...
its just the way my client is. :~/blast wrote:I usually play with everything on except Shadows and Lighting. The shadows don't look too good and take a good chunk out of my FPS. The lighting I really don't need, cuz I got used to it without it. Don't really care about the time of day in the game.
Hmm...wouldn't it be faster with less stuff on? Except for Depth Buffer, which I'd never turn off.lildog wrote:if i dont have everything ON then i cant play cuz i cant concentrate AND it lags WAY too much.
I play with everything on, but with some tuning. I get good frame rates, and I usually adjust clock to late morning/early afternoon. I can't tell you how many times I've killed st's because I saw their shadows.
-toaster
"So there I was, all alone, facing all of the enemy. I started driving in circles, until I had them surrounded, and then I escaped in the confusion."
"So there I was, all alone, facing all of the enemy. I started driving in circles, until I had them surrounded, and then I escaped in the confusion."
- EvilChickenNugget
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I usually play with depth buffer on, lighting off, and
shadows off. I also use "set fixedTime 04:00:00" in
my config file to play in the dark. I find that the dark
background helps to increase the contrast so that
items are easier to see (tanks, text, etc...)
Depth Buffer: The depth buffer should always be on
if you have video hardware acceleration. Some maps
look whacked out if you don't use it. It should also
provide better FPS on hardware.
Shadows: Just garnishing as far as i'm concerned.
They wouldn't show up with my "fixedTime" setting
anyways...
Lighting: I do like the look of glowing shots, but I
don't enable it because many a map has been
designed so that lighting brings my client to a
grinding halt. The big probably with lighting is that
OpenGL 1.2 does its lighting per vertex, and not per
pixel. To make shots over a big surface look proper,
BZFlag has to break up that surface into many
smaller surfaces (to make more vertices). That math
to break up the surfaces and all the extra data that
gets sent to OpenGL causes grindage.
You can minimize that amount of grindage caused by
lgihting on a map with a couple of tricks.
1. Break up large surface (boxes) in smaller boxes.
It's a tradeoff between the total number of boxes
generated and the amount of "splitting" that the client
has to do for its lighting.
2. Use the "/set _maxLOD 1" command to force the
clients not to break up surfaces. This also means that
the glowing effect will not look right on big surfaces,
but it does look fine near smaller objects. This can
only be done by a server admin.
There are at least a couple of ways that BZFlag can
improve it's lighting in futur releases. Instead of having
OpenGL calculate the lighting effect for each shot, you
can draw it yourself (this feature is called multi-texture).
It's like drawing the circular picture of the glow on to
the surface. Also, newer video cards have vertex shaders
and pixels shaders. Pixel shaders allow a developer to
having lighting calculated per pixel, so that no spliiting
is required.
P.S. The "splitting" is also called tessellation.
P.P.S. I'm probably wrong about everything.
shadows off. I also use "set fixedTime 04:00:00" in
my config file to play in the dark. I find that the dark
background helps to increase the contrast so that
items are easier to see (tanks, text, etc...)
Depth Buffer: The depth buffer should always be on
if you have video hardware acceleration. Some maps
look whacked out if you don't use it. It should also
provide better FPS on hardware.
Shadows: Just garnishing as far as i'm concerned.
They wouldn't show up with my "fixedTime" setting
anyways...
Lighting: I do like the look of glowing shots, but I
don't enable it because many a map has been
designed so that lighting brings my client to a
grinding halt. The big probably with lighting is that
OpenGL 1.2 does its lighting per vertex, and not per
pixel. To make shots over a big surface look proper,
BZFlag has to break up that surface into many
smaller surfaces (to make more vertices). That math
to break up the surfaces and all the extra data that
gets sent to OpenGL causes grindage.
You can minimize that amount of grindage caused by
lgihting on a map with a couple of tricks.
1. Break up large surface (boxes) in smaller boxes.
It's a tradeoff between the total number of boxes
generated and the amount of "splitting" that the client
has to do for its lighting.
2. Use the "/set _maxLOD 1" command to force the
clients not to break up surfaces. This also means that
the glowing effect will not look right on big surfaces,
but it does look fine near smaller objects. This can
only be done by a server admin.
There are at least a couple of ways that BZFlag can
improve it's lighting in futur releases. Instead of having
OpenGL calculate the lighting effect for each shot, you
can draw it yourself (this feature is called multi-texture).
It's like drawing the circular picture of the glow on to
the surface. Also, newer video cards have vertex shaders
and pixels shaders. Pixel shaders allow a developer to
having lighting calculated per pixel, so that no spliiting
is required.
P.S. The "splitting" is also called tessellation.
P.P.S. I'm probably wrong about everything.
- Workaphobia
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My laptop has a SIS 630/730 card that doesn't support opengl very well at all, but if I turn quality higher and texturing on it runs ten times faster - that is to say, it goes from 2000ms lag to 200 or so. Still really not playable when you considered the slow framerate as well, but odd nonetheless. Anyone know why that is?
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