Author Topic: DS9FX - Xtended  (Read 14480 times)

Offline Mario

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Re: DS9FX - Xtended
« Reply #120 on: March 25, 2010, 01:53:36 PM »
Now we're getting somewhere, cordanilus provided me with a beam effect. I know it currently doesn't match as it's white but I wanted to hear some opinions...

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Offline ACES_HIGH

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Re: DS9FX - Xtended
« Reply #121 on: March 25, 2010, 02:14:18 PM »
Just a couple pointers from an astronomy student;
Pulsars pulse due to rapid but regular rotation, so regular that clocks can be set by them, accurate to the pico second.  the pulse period on your pulsar is far too random.  also, if you include the rotating beam effect it should come out of both sides of the star, and match the period of the flashing.  One more thing, because pulsars are always neutron stars, it should be smaller and whiter.  otherwise it looks awesome.

Offline Morgan

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Re: DS9FX - Xtended
« Reply #122 on: March 25, 2010, 02:17:55 PM »
It's a very cool step in the right direction, but currently it's sort of coming off like a comet tail moving back and fourth.

Offline Mario

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Re: DS9FX - Xtended
« Reply #123 on: March 25, 2010, 09:51:33 PM »
Seriously, artistic freedom :P

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Offline ACES_HIGH

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Re: DS9FX - Xtended
« Reply #124 on: March 25, 2010, 09:58:46 PM »
now, that's perfect.

Offline cordanilus

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Re: DS9FX - Xtended
« Reply #125 on: March 25, 2010, 10:01:24 PM »
Yes, you get one in every flavor.  he he he  :yay:

Offline JimmyB76

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Re: DS9FX - Xtended
« Reply #126 on: March 26, 2010, 07:40:34 AM »
now thats pretty damn sweet  :bow:

Offline Shadowknight1

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Re: DS9FX - Xtended
« Reply #127 on: March 26, 2010, 07:53:16 AM »
That's great!  :yay:

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Offline Mario

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Re: DS9FX - Xtended
« Reply #128 on: March 27, 2010, 11:15:41 PM »
Here is the actual system from DS9FX containing a pulsar. It spins a lot faster = fraps slowdown.

Creating new pulsars is easy, like adding lens flares to a system (though it requires a few more parameters).



Pretty much anything can be set: speed of the rotation, flash duration, beam color, beam size, background sound it produces these sorts of things.
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Offline ACES_HIGH

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Re: DS9FX - Xtended
« Reply #129 on: March 27, 2010, 11:25:19 PM »
you rock man, keep it up :dance

Offline Billz

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Re: DS9FX - Xtended
« Reply #130 on: March 28, 2010, 01:14:39 PM »
How close can you get to the pulsar before it starts damaging your ship or really badly lagging?
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Offline Mario

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Re: DS9FX - Xtended
« Reply #131 on: March 28, 2010, 02:24:09 PM »
Quote
How close can you get to the pulsar before it starts damaging your ship

Haven't added that yet, most important was to add the GFX. However I'm still considering whether to implement this to be changeable by the creator of the system or to be internally calculated. I prefer it to be changeable, each pulsar should be unique.

Quote
or really badly lagging?

What lagging? This effect uses 3 kb large nif file with one texture 1024x256, animations are done via code which further make sure that few resources are used. I fought a battle 5 vs 5 galaxy's in the system with no lagging caused by the animation.

Considering that, Badlands should lag even more as it has about 60 objects in the set which are low poly and testers with single core are able to run the maps on full detail. Animations are also done via code which make sure few resources are used. For those about to faint, object count can be set from Low to High, even set to None.

So what lagging are we talking about (I'm confused by what you meant, which leads to this lengthy reply)? Judging by the computer used to create DS9FX, I cannot notice any lagging. And if we're to judge by the Badlands there should be no discernible lagging. DS9FX is much improved in resource management also, it cleans up after itself. Once you leave the set it will remove planets, suns from memory to free up more resources.

I can say that the requirements for DS9FX Xtended are the same as for v3.0, which was released 3 years ago. Those requirements were a general summary of the systems used to test DS9FX on.

Min v3.0 requirements:
- 1.8 GHz Processor
- 256 MB RAM
- 128 MB Graphics Card (GeForce 5200 or ATI Radeon equivalent)


There is one way DS9FX will lag pretty much, if debug logging mode is turned on. These views come based on my experiences and on my computer configuration.

However the result of the lagging in the youtube video is due to fact that fraps seems to not like the timer which is used to create the animation, that's all.
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Offline Billz

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Re: DS9FX - Xtended
« Reply #132 on: March 28, 2010, 02:49:09 PM »
Quote
How close can you get to the pulsar before it starts damaging your ship

Haven't added that yet, most important was to add the GFX. However I'm still considering whether to implement this to be changeable by the creator of the system or to be internally calculated. I prefer it to be changeable, each pulsar should be unique.

Quote
or really badly lagging?

What lagging? This effect uses 3 kb large nif file with one texture 1024x256, animations are done via code which further make sure that few resources are used. I fought a battle 5 vs 5 galaxy's in the system with no lagging caused by the animation.

Considering that, Badlands should lag even more as it has about 60 objects in the set which are low poly and testers with single core are able to run the maps on full detail. Animations are also done via code which make sure few resources are used. For those about to faint, object count can be set from Low to High, even set to None.

So what lagging are we talking about (I'm confused by what you meant, which leads to this lengthy reply)? Judging by the computer used to create DS9FX, I cannot notice any lagging. And if we're to judge by the Badlands there should be no discernible lagging. DS9FX is much improved in resource management also, it cleans up after itself. Once you leave the set it will remove planets, suns from memory to free up more resources.

I can say that the requirements for DS9FX Xtended are the same as for v3.0, which was released 3 years ago. Those requirements were a general summary of the systems used to test DS9FX on.

Min v3.0 requirements:
- 1.8 GHz Processor
- 256 MB RAM
- 128 MB Graphics Card (GeForce 5200 or ATI Radeon equivalent)


There is one way DS9FX will lag pretty much, if debug logging mode is turned on. These views come based on my experiences and on my computer configuration.

However the result of the lagging in the youtube video is due to fact that fraps seems to not like the timer which is used to create the animation, that's all.

I assumed that because of the level of work going into the pulsar, which is incredible, that it would lag the game as you get closer to it. I'm sorry I wasn't cleaer before.

Can't wait to try it! :D
Can't wait for 2014 to start.

Offline Mario

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Re: DS9FX - Xtended
« Reply #133 on: March 28, 2010, 03:17:35 PM »
I assumed that because of the level of work going into the pulsar, which is incredible, that it would lag the game as you get closer to it. I'm sorry I wasn't cleaer before.

Can't wait to try it! :D

Ah, I get it now... if the lag does happen for some reason it should happen right away as soon as the system loads. If it doesn't lag as soon as you enter the system, it won't at all.

Simple as that.
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Offline cordanilus

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Re: DS9FX - Xtended
« Reply #134 on: March 29, 2010, 02:03:12 PM »
Hey, that looks great.  I'm gone for the week-end and you pump out this blue beauty.  You're like the kirk of scripting.  lol  With style. :D

Offline Mario

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Re: DS9FX - Xtended
« Reply #135 on: April 20, 2010, 06:36:35 AM »
The mod is entering into final stages and I'm here only to confirm the release.

Official Release Date: 13th June
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Offline FekLeyr Targ

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Re: DS9FX - Xtended
« Reply #136 on: April 20, 2010, 03:51:46 PM »
The mod is entering into final stages and I'm here only to confirm the release.

Official Release Date: 13th June
As Mr. Burns would say: Excellent.
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Offline Nebula

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Re: DS9FX - Xtended
« Reply #137 on: April 20, 2010, 04:35:42 PM »
sweet only a few days from my B day :D
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Offline Tuskin38

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Re: DS9FX - Xtended
« Reply #138 on: April 20, 2010, 06:27:08 PM »
Yay, nine days before Exams :P

Offline 086gf

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Re: DS9FX - Xtended
« Reply #139 on: April 20, 2010, 09:31:28 PM »
Alright, thats very good news.
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