icecoldduke, on 02 June 2016 - 05:28 PM, said:
That is correct my legacy version would have NG effects completely disabled. The point of legacy mode is for old mods only. Not for new content. But as I said Hendricks nix'ed the idea so it won't happen.
Then what is the point in even using PolymerNG if all its unique effects are turned off?? We could just use Polymost or the classic renderer.
Tea Monster, on 02 June 2016 - 05:41 PM, said:
Old mods are not designed for new renderers, they don't use normal maps, they don't use specular maps, they don't use physics. So why do people want them turned on to play them? I don't understand that.
Old mods would be played in something like the original Polymost - for which they were originally designed - explain the problem please.
Any map can conceivably work with a theoretical HRPNG just as they do with the HRP in Polymer. In that case it doesn't matter if content was designed for PolymerNG or not because the HRPNG would have been.
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EDIT: Maybe if you just turn on the pretty lights - I think that is all they really want. Turn on coloured lighting, turn off every other rendering perk. You would basically have a Quake III style renderer. Fix any skybox issues that exist in the current Polymost and I think you'd sell that to most of the users here.
Put it this way - If a year ago someone had come along and just offered them that - a fixed and fully working Polymost with lighting - they would have hailed you as the new Saviour of Dukedom.
No. I dislike Polymost because it has shortcomings. No TROR for instance. Polymer has a skybox limitation that needs to be addressed. The allure for me is that ideally PolymerNG would solve both of these problems and be the ideal high-res renderer to play
any content developed over the years. Mods with custom models and textures and whatnot are obviously a slightly different story. Though, it depends on how much new content there is vs what would be replaced by the HRPNG.
icecoldduke, on 02 June 2016 - 05:50 PM, said:
The legacy mode is designed to load old mods, but annoying enough so you won't use it to make new content. No lights in the legacy mode. The only advantage to loading old mods into PolymerNG is the performance boost. As I said though I would like to start a new HRP NG team to start NGing the old classic maps, is there interest here in doing that?
Again I say, what performance boost? Polymost runs like the wind. There are no fallbacks other than lack of certain functionalities that Polymer includes like TROR.
icecoldduke, on 02 June 2016 - 05:53 PM, said:
For the record it isn't just because I feel like it, there are solid technical reasons why its a bad idea, and I don't want new mods to make bad content for PolymerNG. PolymerNG is only as good as the content you guys make, and in PolymerNG it matters how you make content.
Who are you to decide what is bad content? If someone wants to create "bad" content that's their decision and they should deal with the consequences and ramifications. You're like the government trying to institutionalize social laws so that people aren't allowed to offend other people. You're like an NG Content Justice Warrior! (Oops. I broke Berkley's Law, Inspector Lagomorf)
Seriously, though. Sure you can say "These are my brand new toys and you have to play with them the way I want you to" but that kind of behaviour usually just ends with the other kids deciding to play with someone else's toys.
Hendricks266, on 02 June 2016 - 06:11 PM, said:
In this case, "even if [normal mode] crawls", it will not matter for you Cataclysm guys since you won't be using egregious amounts of vertex animation anyway. Right?
I still resent the term "Cataclysm guys."