DanM, on Oct 23 2009, 02:18 PM, said:
so is this going to be incorporated into polymer/dukeplus or is this feauture is going to be segregated into a individual mod that will only serve to fragment the community further?
The multi-pass support works well with Polymost, so it may be released as a DukePlus feature when developed completely. I think it's the only thing that really needs to be realized outside the mod. It will make possible multiple mirror reflections and floor mirrors like in Unreal. The flares are vastly 8-bit mode oriented. Oh, and I'm trying to enhance sound to make it more realistic (true attenuation, sound reflections and delay depending on the distance). But this seems incompatible with multiplayer mode since it needs creating special actors for a specific position of the listener.
TX, on Oct 23 2009, 03:12 PM, said:
The lens flare thing is really cool. How many tiles does it use? A simplified version rewritten in C might be a cool addition to EDuke32.
Currently, there are three tiles shown on the screen (the coma, the streaks and the light patches) and a hidden omni actor placed in the map. To show bulky (fire etc.) or nearby emitters correctly, I made new flare tiles with five levels of defocal blur for each of four elements resulting in 20 tiles. The effect uses rotatesprite16, but needs replacing the translucency table with the color addition table.
Since I started using
showview for scene rendering, I noticed annoying bugs with it...
showview fails on
0 0 320 200 coordinates for covering entire screen. With
0 0 319 199 it works, but leaves the stripes of HoM. There are also interpolation issues clearly seen on moving projectiles. And I can't zoom it in/out using
setaspect. I guess it needs some revising.