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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218600 times)

Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2175 on: August 12, 2010, 07:33:08 am »

Yep. That's a necessity, to make shaders work reasonably.

Non-shader modes will just use tiles 0 through 255, so you should /try/ to make those work on their own, but in the shader you just get a linear array of textures; you can mix and match them any way you like, using multiple tiles at ones if that's what fits.

And 1 it is, though I should mention that lots of little files are only inefficient on older filesystems. Btrfs or.. btrfs handles it fine. So would reiserfs, I suppose, if anyone still used that.
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2176 on: August 12, 2010, 07:35:19 am »

A big sheet is easier on us, though.

Yay... I'm so excited.

Still a little fuzzy on how it all works, though.
I'm hoping you can give us an example of it in action.
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Vince

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2177 on: August 12, 2010, 08:01:33 am »

Yep. That's a necessity, to make shaders work reasonably.

Non-shader modes will just use tiles 0 through 255, so you should /try/ to make those work on their own, but in the shader you just get a linear array of textures; you can mix and match them any way you like, using multiple tiles at ones if that's what fits.
So that would be "legacy mode" and we can use 256 onward - splendid!
And 1 it is, though I should mention that lots of little files are only inefficient on older filesystems. Btrfs or.. btrfs handles it fine. So would reiserfs, I suppose, if anyone still used that.
True, my comment was based on NTFS. I really need a proper linux machine! :D
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Tormy

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2178 on: August 12, 2010, 08:13:56 am »

A big sheet is easier on us, though.

Yay... I'm so excited.

Still a little fuzzy on how it all works, though.
I'm hoping you can give us an example of it in action.


Yeah, I am also confused a bit, so an example would be nice to have. :P
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Marrik

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2179 on: August 12, 2010, 08:26:38 am »

this is a stupid question, but is there some place where i can find a map legend for this :P


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McBeer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2180 on: August 12, 2010, 08:31:39 am »

Quote
That's a necessity, to make shaders work reasonably.

Let me ask you, Baughn:
So, you guys are tending to make playing impossible without relatively powerful gfx card now?
You know there are people with i.e. intel chips in laptops, that are not especially useful for shaders.
You did wonderful job with optimization so far, but i can feel incoming trouble for laptop users soon(you know, not everyone is rich here).
So, are we going to lose DF soon just because of these miracles?
What alternatives will we have..
« Last Edit: August 12, 2010, 08:34:17 am by McBeer »
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2181 on: August 12, 2010, 08:38:46 am »

Worry not.

If I understand correctly, all the 2d support isn't going anywhere.
And I plan to maintain the tileset even as I go off playing with the new stuff.
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Marrik

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2182 on: August 12, 2010, 08:39:32 am »

is there a map legend for this tileset anywhere?
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cameron

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2183 on: August 12, 2010, 08:42:15 am »

since there still is text output really all you'll ever need is a terminal and a gfx card powerful enough to display text. even using shader mode as far as i know the game would still be just be drawing lots of squares just now they are using a newer technique, so it would still be supported by weak gfx cards just not older ones. but of course i could be wrong im, hazy on what he means by using shaders
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McBeer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2184 on: August 12, 2010, 08:45:00 am »

Quote
hazy on what he means by using shaders
me too, you know, i am trying to imagine ogl shaders on device that processes it 400x SLOWER, than my desktop.
I am not about to use machine that needs 400 watts to draw df, that's reason i am trying to get info.
To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.

Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/
« Last Edit: August 12, 2010, 08:50:16 am by McBeer »
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cameron

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2185 on: August 12, 2010, 08:59:16 am »

Quote
using a newer technique
yeah, this equals more cash, not optimisations and proper coding, usually;/
well i meant that since just drawing quads has become depreciated in ogl 3+ he might just be using the new recommended technique in shader mode or he might be trying something fancy

--edit well i just found something on geometry shaders which sounds like it might have something to do with it
« Last Edit: August 12, 2010, 09:01:13 am by cameron »
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2186 on: August 12, 2010, 09:01:18 am »

is there a map legend for this tileset anywhere?

Oh, sorry I missed your first post.

Uh... no, I'm not sure that there is.
But is the map really that hard to read?
Triangles are mountains, trees are forests.
Blue lines are rivers, white ones are roads...

If you're looking at them in the game, you
can just move the cursor over anything and
it'll tell you what it is and what it's called.
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2187 on: August 12, 2010, 09:09:10 am »

A lot of people /have/ powerful graphics cards, I'm just taking advantage. There's no reason not too, really - but don't worry, you don't even need am especially powerful card.

It works fine on my laptop's geforce 8600m.
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Rose

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2188 on: August 12, 2010, 09:14:28 am »

ah, but would it work on my Geforce 7900GS?
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2189 on: August 12, 2010, 09:27:02 am »

Probably not. You'll have to use one off the existing modes.

As to examples, you'll be getting one with full explanations once the code is done.
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