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Sweet. Does it eat into framerates much? Unlike how -pcx2dds worked -img2dds does it's thing only during mission load. Mission load will take a litlte longer (it's not bad, you may not even notice) but there is no overhead when you are actually in a mission. If anything you should get slightly high...

Is -pcx2dds really neccesary? No, and it will be removed in the next day or so, officially replaced by -img2dds (also not required) which is a more complete feature. The -img2dds option (in case you never used it in my test builds) does the same basic thing as -pcx2dds but uses the compressed data ...

Ok got the first image only thing fixed. I had just missed getting it from the code that I normally use to a stable code tree that everyone else gets to use. Playing around with the effects I did see one or two very quick instances of something not showing up behind the particles but it doesn't alwa...

Anything. Explosions, other particles, missile trails. I can get you a few screenies if you need :) Uh, screenies, yeah I was going to say that. No really, I was :) Post if you want to just send them to taylor at icculus dot org. Well, ANI particles worked fine (always did) - this is basically the ...

2) While the effect renders over the background correctly, it does not render over other effects properly. Anything behind one of the OpaqueRendered particles will be invisible (i.e. transparent) - Alpha transparency does not work as it should. The effects do not blend over other effects (or other ...

What does shine mapping look like and that is probly why it jams when I go out of the game. This is a (pretty plain) screenshot of my experimental Linux tree using OpenGL. Just specmapping, no env. Looks pretty much the same in D3D (that's the intent anyway). http://icculus.org/~taylor/fso/pics/scr...

I'm running with -spec, -glow, -fps, -snd_preload, and -jpgtga. I've got a GeForce MX4 4000 graphics card with 128 megs of video RAM and 512 on the motherboard. I'm primarily getting them with Renegade Resurgence, but since my other playing has been mission testing for 158th, I'm not really doing t...

It somehow doesn't display them in-game though. All I get is a pretty much tiny (setting the size didn't appear to help much) blob displaying the first frame of the ANI. Alright, I'll look at this tonight and see if I can't make a change that you can test. If an ANI is used for a beam texture, the ...

Oddly enough, Particle spew animations worked just fine (and plenty use has been made of it) ::? Yep I should have been paying more attention. The code that sets the frame for the particle in weapons.cpp never should have been there in the first place since it's set in particle.cpp. The fact that t...

Wow, more than 100 MB.... And renaming 101 frames is also no fun. :( I do have a VP of the shockwave you posted if you want me to e-mail or upload it somewhere (2.9meg). I used it to test with so I know that it works. You might think about some sort of "container" for the frames though, as several ...

The problem is, your build doesn't have Taylor's Pilot code included. I've completely transitioned over to this format.
Just a note that all of my code is in CVS as of yesterday so any future builds should have my bmpman changes and the new pilot code.

I was joking yesterday that I may have made this too easy, makes it kind of hard to explain :) Using DaBrain's question as an example here are the steps to making this thing work for a fictitious 5 frame TGA shockwave animation: (NOTE that the shockwave animation filename is hardcoded to "shockwave0...

If you used it as a laser bitmap you are indeed correct: It only showed the first frame (which is a bug, and I reported it several times). Looking at the code I don't see a problem here. Looks like it should use all of the frames just fine. I'll try and find out what's going wrong here. If you used...

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