Topic 926

Jazz
Exile
Post #1

Topic 926

by Jazz » Sun Aug 22, 2004 8:28 pm

Hey Jeff,



I haven't used the OGL client in a few versions, but wanted to thank you, or whomever, did the new night. It's AWESOME!!! Finally it's dark!! Thank you, thank you!



:D

Lundar
Exile
Post #2

Topic 926

by Lundar » Sun Aug 22, 2004 11:34 pm

I've also started using the OGL client, and it is awesome! It's like a whole new game! I've noticed though, that phantasm spell #6(shadow) does not seem to work during night.



-Lundar

Cruniac
Exile
Post #3

Topic 926

by Cruniac » Mon Aug 23, 2004 4:44 am

Where does one find the OpenGL client?

I'm using v351. Is there a plug-in that I need to download to enable it?

mrfancypants
Exile
Post #4

Topic 926

by mrfancypants » Mon Aug 23, 2004 6:50 am

Cruniac wrote:Where does one find the OpenGL client?

I'm using v351. Is there a plug-in that I need to download to enable it?


http://homepage.mac.com/jeffray/GLClient/

Cruniac
Exile
Post #5

Topic 926

by Cruniac » Mon Aug 23, 2004 6:55 am

mrfancypants wrote:
Cruniac wrote:Where does one find the OpenGL client?

I'm using v351. Is there a plug-in that I need to download to enable it?


http://homepage.mac.com/jeffray/GLClient/


:shock:

OMG! The improvements to the overall look of the game are incredible!

Downloading as we speak! :o

Destian
Exile
Post #6

Topic 926

by Destian » Mon Aug 23, 2004 7:18 am

Sexiest. CL client. Evar.



-D

Lorikeet
Exile
Post #7

Topic 926

by Lorikeet » Mon Aug 23, 2004 8:22 am

I suppose it still doesn't work for ATI Rage 128 with 9.1? (I think that's the name--I'm at work and can't check.)

Connie Crete
Exile
Post #8

Topic 926

by Connie Crete » Mon Aug 23, 2004 9:01 am

Lorikeet wrote:I suppose it still doesn't work for ATI Rage 128 with 9.1? (I think that's the name--I'm at work and can't check.)


Nope, it be a bug in tha <somethin (hardware/driver/dont git me talkin techincal)> that aint worth Apple/Rage whoever's time ta go fix. Outta Jeff's circle o power.



From time ta time I kin see it fer a bit with my ATI(AGP) whatever, but tha lag and tha sudden crashes makes it optimal fer huntin only in safe places.

Jeff Ray
Exile
Post #9

Topic 926

by Jeff Ray » Mon Aug 23, 2004 10:40 am

> ...wanted to thank you, or whomever, did the new night.



The "more dark" is courtesy ClientGM, since that's server-side. As this is the first version with "dark night", it may change (or change back) in the future, if problems are discovered (or enough players object). Things like darker building interiors, for instance, are very subjective, and we need the players' feedback.



Pseudo-torches and similar small light effects are mine. Please report any problems promptly.



Please note that darkcasting is only temporarily attached to certain undine, while issues regarding the proper amount of dark are being tinkered with.





> ...phantasm spell #6 (shadow) does not seem to work during night.



There are two kinds of shadows: static shadows like buildings and trees, and dynamic shadows, such as mobiles cast. They follow similar, but not quite the same, paths through the code. One difference is that static shadows did not honor all the shadow-related flags and level limits. This was generally not a problem, because static shadows only appeared in outside areas, where certain flags (eg, code that prevents shadows inside buildings) never could affect them.



The shadow phantasm is a static (outdoor) shadow, but one that players can create or move inside buildings. It didn't behave "correctly" in the sense of a CL shadow, but players did not know this and grew to accept it's behavior as "what a shadow phantasm should do".



The GL Client, however, does shadows differently. One of the differences is that static shadows behave more like dynamic shadows, in terms of when to display and when to be obscured. This had the side effect that the shadow phantasm didn't appear under certain conditions (but other players, using the Quickdraw renderer could still see it). In particular, it did not appear at night.



While investigating the bug, I decided (with the concurrence of ClientGM) to handle the problem by making the two kinds of shadows behave more consistently. This change is in the GL client now, and should eventually propagate to the standard client. PhantasmGM may decide to accept this (letting phantasm shadows behave more like other shadows), or create a separate graphic (essentially the existing graphic, but without the "shadow bit" set), which will revert the shadow phantasm back to it's previous behavior.





> ... still doesn't work for ATI Rage 128 with 9.1?



The Rage 128 under OS9 is ok, though I haven't tested it in a long time. The Rage 128 under OSX will eventually generate a kernal panic (in any GL program, not just CL; even Apple refuses to use it for Quartz Extreme). It isn't all of the Rage 128s, just a subset with bad AGP silicon, but I disable all of them to be safe.



Edit:

If someone believes their Rage 128 is new enough to not have the problem, they can force it's use with the "Allow old accelerators" option.



Use at your own risk, of course.

Destian
Exile
Post #10

Topic 926

by Destian » Mon Aug 23, 2004 10:48 am

I have to say how much nicer this makes the game look.



I've often thought that CL would look drastically improved with just a small makeover and this proves it...



Night looks so much better that I'm actually using it now. ;)



-D

?'Hoo
Exile
Post #11

Topic 926

by ?'Hoo » Mon Aug 23, 2004 2:56 pm

I've been using it a looong time. I'm glad people are starting to really notice it and start using it. I found it on thoomcare, before they put it riht up in front.

Lundar
Exile
Post #12

Topic 926

by Lundar » Mon Aug 23, 2004 9:04 pm

Jeff Ray wrote:The "more dark" is courtesy ClientGM, since that's server-side. As this is the first version with "dark night", it may change (or change back) in the future, if problems are discovered (or enough players object). Things like darker building interiors, for instance, are very subjective, and we need the players' feedback.


I really love the dark night. It adds another level of challenge to hunting at night, and looks very nice. One thing I would like to see though is darker building interiors. No building should be completely illuminated at night, and there should be torches or braziers in every building. More torches and lamps around Puddleby would be nice too, so that we don't have to stumble around at night.



-Lundar

Milan
Exile
Post #13

Topic 926

by Milan » Mon Aug 23, 2004 9:13 pm

I agree, the new night is fantastic!



A couple of things:

- My shadow is backwards! Unless I'm standing directly N or S, the OGL shadow has the tail on the wrong side.

- Have you thought about using non-linear addition for dark casters? So that 1 undine is noticeably dark, but 5 is only about twice as dark, 25 twice again, etc.. I don't think undine should make things totally dark, but the effect isn't obvious enough with only 2-3 undine on the screen.

- The OGL lighting effects are so much better in every single way than the QD client. Why isn't it part of the standard client distribution? There's even a switch to turn it off!

- Dawn should be more pink, less red.



Awesome stuff, BTW. I can't believe the difference it makes.

Lorikeet
Exile
Post #14

Topic 926

by Lorikeet » Mon Aug 23, 2004 10:49 pm

Well I tried it with the ATI Rage 128 and 9.1, and after fiddling a bit with the choices, I was able to see why everyone was oohing and aaahing over the client. Unfortunately, I lagged so much I couldn't talk. Ah well. Guess it'll wait until I get a new computer....some day.

Sor
Exile
Post #15

Topic 926

by Sor » Tue Aug 24, 2004 2:58 am

As a [relatively] long-time user of the OGL client, I bow deeply to Jeff's work, and its support by GMs. It really brings a new dimension to CL, and the darker night is÷ uh, really dark :)



I agree with Milan that darkcasters shouldn't add up to full black. Player chars individual lightning partly fixes that, but you can still get surrounded by enough undine not to see what to hit first, nor what kills you.



Suggestion for GMs : add a big nice glow to the effect when mystics tune a sunstone, so that it really "shines with the brightness of the sun" :)