hey kent could you run the same with the sepia shaders? just copy the files from /shaders/sepia/ to /shaders/ and run the game again. thanks man! On Wed, Jul 29, 2009 at 6:42 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Regular version, same test, home pc. I get 45 - 60 fps in the cave and 9 - > 45 fps in the voidmap. 40 fps once the puff lands. Attached is the new > profiler > > On Wed, Jul 29, 2009 at 6:39 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Same test, home pc, experimental version. I get 45 - 60 fps in the cave >> and 9 - 50 fps in the voidmap. It increases as my puffball gets closer to >> the ground but drops to 30 fps once the puff lands. Attached is the new >> profiler >> >> >> On Tue, Jul 28, 2009 at 10:20 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> thanks dude! (: >>> >>> >>> On Tue, Jul 28, 2009 at 10:02 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> Same test. I get 45 - 60 fps in the cave and 18 - 50 fps in the voidmap. >>>> It increases as my puffball gets closer to the ground. Attached is the new >>>> profiler >>>> >>>> >>>> On Tue, Jul 28, 2009 at 9:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> what do you get with the regular non experimental exe? >>>>> >>>>> Thanks for the info Kent >>>>> >>>>> On Tue, Jul 28, 2009 at 9:23 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> Game runs kinda slow for me here at work. I get 45 - 60 fps in the >>>>>> cave and 18 - 24 fps in the voidmap. Attached is my profiler. I started >>>>>> the >>>>>> cave and ran around for about 30 seconds. I then reloaded alanmap and >>>>>> walked >>>>>> to the voidmap. I floated to the bottom of the map and walked around for >>>>>> about 30 seconds >>>>>> >>>>>> >>>>>> On Mon, Jul 27, 2009 at 10:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> haha i agree our game is pretty dark and we need to fix the lighting >>>>>>> (voidmap hasnt had a lighting pass so meh) >>>>>>> >>>>>>> but it just looks like it does because it isn't all working with the >>>>>>> new graphics stuff yet (shaders). >>>>>>> >>>>>>> the goal is to make it use shaders, but look like it used to. When >>>>>>> that's finished then we can add bump mapping, field of view, blur, and >>>>>>> other >>>>>>> effects (: >>>>>>> >>>>>>> I just uploaded this exe to make sure that everyone's video cards can >>>>>>> support the shaders we are gonna use. im glad yours can but i had no >>>>>>> doubt >>>>>>> hehe, you have a pretty high end system :P >>>>>>> >>>>>>> >>>>>>> On Mon, Jul 27, 2009 at 10:05 PM, Chris Riccobono < >>>>>>> crysalim@xxxxxxxxx> wrote: >>>>>>> >>>>>>>> This makes a lot of stuff look very rich and colorful Alan - it >>>>>>>> takes >>>>>>>> away a lot of the problems with dark models!! >>>>>>>> >>>>>>>> I really like this update. I look forward to seeing when you put in >>>>>>>> the solid color and etc support. Random models don't show textures >>>>>>>> correctly but I am not sure what causes it, they're just fuzzy. >>>>>>>> >>>>>>>> But the really cool thing is that it made the voidmap much brighter, >>>>>>>> which in turn makes the scenery much easier to take in and >>>>>>>> appreciate. >>>>>>>> So basically this just upped our game aesthetically in a big way :D >>>>>>>> >>>>>>>> So I am thinking this will lessen my worry about lighting on maps a >>>>>>>> bit, which has been a nagging concern of mine for a while. I bet >>>>>>>> there are other benefits of this that I can't notice yet too. >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Mon, Jul 27, 2009 at 9:33 PM, Apache >>>>>>>> User<dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>>>>>> > User:atrix256 >>>>>>>> > >>>>>>>> > Message: experimental exe with the very beginings of shader >>>>>>>> support. >>>>>>>> > >>>>>>>> > can you guys run the ARRelease-experimental.exe and let me know >>>>>>>> how it works for you? particularly you NICK!!! >>>>>>>> > >>>>>>>> > note that shadows, lighting and solid colors don't currently work >>>>>>>> hehe, it's just testing the waters >>>>>>>> > >>>>>>>> > <Files Changed> >>>>>>>> > A ARRelease-experimental.exe >>>>>>>> > A Shaders/ >>>>>>>> > A Shaders/PDefault.txt >>>>>>>> > A Shaders/VDefault.txt >>>>>>>> > >>>>>>>> > >>>>>>>> > >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >