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- Some points to get Bad Mood look alot smoother, even though
- of no higher framerate.
-
-
- (*) Point one
- I tried the mousemovent for the first time today, and WOW! It
- really, really made the whole thing feel twice as smooth, or even
- more! This due to the "realtive movementspeed to fps" the mouse
- does. Very nice, indeed.
- This made me feel that making the steprate for the keyboard
- control relative to fps is very important. I guess that would
- make Bad Mood several time better to stear (a mouse isn't really
- nice to move around with..) Ofcourse, to implement this feature,
- some sources wouldn't really hurt.
-
-
- (*) Point two
- Another thing I tried was pressing 1/2 buttons at an ok rate,
- to emulate doom style of walking. It wasn't very easy, and I
- hit the floor several times before getting the hang of it. But
- once I managed to walk around a bit, pressing 1/2 at a nice
- rate, everything seemed so much smoother. You don't just concentrate
- on the floor movement scrolling before your eyes (12-15fps scrolling
- sure isn't smooth), but also on the movment up/down. I think
- adding this feature is made in an hour or two, we just need some
- sources.. (where did I hear that before?).
-
-
- (*) Point three (ye ye, it's the last one)
- The textures.
- As simple as that! Smoother textures does a whole lot, take my word
- for that. I've been experimenting alot with textures for various
- demos that we (dhs) have made. Among the effects I've expeimented with
- is (ofcourse..) zoom-rotators, which could be (sort of) compared
- with the pixel scaling/rotating/zooming Bad Mood does.
- A bad texture can easliy make a demo-effect like that look several
- times worse that it has to do, or the other way around; a good texture
- can make it look wonderful.
- Making smoother textures, does not only make the whole thing feel
- smoother, but will also remove alot of the flicker you see far away
- where the graphics is being heavliy scaled (espcially noticeable in
- the lower resolutions).
-
-
- (*) Summary (oh no, a long one is it too.. but please read)
- Reading this makes it clear the sources would be quite nice to have,
- and also a WAD generator that can have a different palette for each
- 256colour texture (this will do wonder for the graphics not being
- limited to a fixed 256 colour palette).
- PC DOOM WADs are being restricted to a fixed palette like that,
- and I don't think I surprice anyone by saying "it really shows".
- We here have the chance to litterary kick the shit out of Doom
- or whatever 256-colour PC WAD-style game in the terms of colourful
- graphics. If we can't beat the speed, let's beat it at another basis.
-
- Ofcourse, there's negative stuff to have a new palette for each
- texture, as the shadow tables will grow quite fast (32kb for each
- texture just in fading palettes). But that's the story if we use
- 64 levels of shade, and is that really needed? I don't think so, but
- as usual, it's my opinion.
- So why not go for a tiny little preference-setting where you tell
- how many lightning steps you like? In this way the owners of lots of
- RAM could use the 64 steps, while others (like me..) with only 4mb
- perhaps could live with 8 or 16 steps of shading (will only use
- 4kb for 8 steps and 8kb for 16) If we store all 64 steps of shade in
- the WAD file, it would be very easy for the texture loader to "filter"
- the shades needed for the current selection.
-
-
- Okey, that's it for this time.. I don't see thoose suggestions to be
- placed in the "dreamers" list, as they are quite easy to generate,
- just given the sources and a WAD editor (isn't one being done?).
-
-
-
- Greetings, Anders Eriksson - ae@kuai.se - Dead Hackers Society
-
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