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-
- > Some points to get Bad Mood look alot smoother, even though
- > of no higher framerate.
-
- Go for it...
-
- {
- (*) 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.
- }
-
- Ok, sources sources - I'll have them ready pronto. I've already
- promised them imminently to Bertrand & Laurent.
-
- {
- (*) 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?).
- }
-
- :,
-
- I'm getting a definite pattern here - something to do with sources....
-
- :)
-
- {
- (*) 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).
- }
-
- Ok, I agree. Some nice textures would make all the difference. But
- we are not gong to manage that with DEU. It's SUCH a painful program
- to use - even on the best of PC's. The software is just so flaky and
- unstable.
-
- By the looks of that legal message you posted, DEU is not going to be
- around very long anyway...
-
- :/
-
- {
- (*) 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.
- }
-
- Well, if you don't mind the immense amount of ram needed to store all
- those palette tables, I don't see why not. I sent a message to Bertrand
- recently containing a number of suggestions based on expanding the
- truecolour nature of the palettes - coloured lighting and Predator style
- visible-spectrum selection, as well as photon-bombs which flash bright
- like a strobe, leaving all the monsters blind.
-
- {
- 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.
- }
-
- I think we could get away with 32 levels, as the extra green bit is not
- that fantastic, and tends to add a 'slimy' tinge to the display in places -
- particularly where greys dominate. Dropping lower starts to look really
- bandy and grim - the light level drops off using an inverse-cube-distance
- curve, so you would get some rarther thick ugly bands in the mid distance.
-
- {
- 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.
- }
-
- Hmm, easy enough programming wise, but it means lots of hassle-ridden
- flags and variables and stuff for the colour index generators. This would
- make the code REAL nasty looking and hard to maintain. Once we have
- a more complete system we can add user-options like this, but I'll leave it
- for now. It might be wise to keep an unblemished 'original' version of the
- source when we start hacking around with it later - just in case!
-
- {
- 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?).
- }
-
- Nope - seem like reasonable suggestions to me, and it's even got
- a scientific basis! (Psychovisuals & Computer Graphics - Siggraph '92 or '93
- I think - psychological impact of motion & detail redundancy).
-
- Some light reading for you!
-
-
- BTW, sorry about the curly brackets, but I don't seem to have a 'quote'
- button at this end. :/
-
- Cheers,
-
- Doug @ BSS <101573.1275@compuserve.com>
-
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