Search found 628 matches

by AnyOldName3
25 Feb 2018, 13:56
Forum: Off Topic
Topic: Two interesting PRs to watch
Replies: 4
Views: 1697

Re: Two interesting PRs to watch

If someone cares, as our shaders are shipped as GLSL source in separate files instead of HLSL bytecode embedded into the application itself, most shader mods can literally just get made and then work. The exception is post-processing effects, as we haven't yet got a nice system for that. One was pro...
by AnyOldName3
21 Feb 2018, 18:31
Forum: Feature Requests and Suggestions
Topic: More Character (Letter) Support
Replies: 2
Views: 2850

Re: More Character (Letter) Support

Post 1.0, when we're willing to break compatibility with the original engine, it's probably quite likely that we'll just switch omwaddon files to use UTF-8 by default or otherwise allow arbitrary characters. Before 1.0, we want to ensure that anything created by our construction set can just be rena...
by AnyOldName3
18 Feb 2018, 14:27
Forum: Discuss the Site
Topic: Favicon gone?
Replies: 2
Views: 2333

Favicon gone?

This has been bugging me for a while now, but I've been ignoring it in case the issue goes away by itself. After maybe a month or so, I've decided it isn't going to go away by itself, so I'm making a thread. Basically, the forum doesn't show the favicon in any of the places it should, and instead di...
by AnyOldName3
12 Feb 2018, 15:18
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7018

Re: Subdivided Exterior Grid

Your totals seem to be made up numbers to me as I can't make my calculator spit them out, but I do concede that more world space gets loaded on a Morrowind cell transition.
by AnyOldName3
12 Feb 2018, 13:14
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7018

Re: Subdivided Exterior Grid

The distant statics feature will probably have a distance cap (or small feature culling will result in an effective distance cap) when it eventually gets implemented, so we won't load everything off into infinity. There's a smaller need for sliders which affect things in currently loaded cells we ha...
by AnyOldName3
12 Feb 2018, 00:39
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4169

Re: Distant Terrain settings in Launcher

If we have a long-term super-brilliant fog shader, I'd expect it to be controlled by uniforms at runtime with those uniforms relying only on weather type records in the game data (e.g. lowAltitudeFogDistance and other things we don't have yet). While we have the current system, I don't like the idea...
by AnyOldName3
11 Feb 2018, 14:21
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7018

Re: Subdivided Exterior Grid

I imagine that if a new project wanted smaller cells, they could make the player character twice as tall and achieve a similar effect (although they also might want to recommend that users use a higher-than-default exterior cell load distance). New projects aren't limited by the same things as Morro...
by AnyOldName3
11 Feb 2018, 14:16
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4169

Re: Distant Terrain settings in Launcher

To me, it looks like those mountains in the photo aren't covered in fog and that looks how I'd expect things to if the fog didn't reach 100% opacity until way behind them. IRL, if you can see a silhouette of a mountain, there isn't opaque fog between it and you, and when there is, you can't tell tha...
by AnyOldName3
10 Feb 2018, 03:02
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4169

Re: Distant Terrain settings in Launcher

IMHO, the fog doesn't really exist for any artistic reason and is just a way to hide the far plane so you don't see objects clip and load distance so you don't see objects pop. It therefore should be tied to the far plane. Any way in which it affects the aesthetic and mood of the game is secondary (...
by AnyOldName3
09 Feb 2018, 21:48
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4169

Re: Distant Terrain settings in Launcher

You need to increase the viewing distance if you want to see distant terrain. With distant terrain off, there is terrain drawn only in fully loaded cells. Viewing distance only controls where fog is and, if set high enough, may introduce z-fighting. With distant terrain on, anywhere the camera can s...