Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » TT TEASER! - water rendering and widescreen fix
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Re: TT TEASER! - water rendering and widescreen fix [message #380650 is a reply to message #380098] |
Thu, 16 April 2009 05:52 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
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Obiously magic...
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
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Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
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ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
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Re: TT TEASER! - water rendering and widescreen fix [message #380726 is a reply to message #380584] |
Thu, 16 April 2009 14:55 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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LR01 wrote on Thu, 16 April 2009 03:39 | Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.
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You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.
TexCore wrote on Thu, 16 April 2009 07:15 | i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out
(p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that
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The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing).
Renardin6 wrote on Thu, 16 April 2009 17:39 | windscreen fix?
Even for 1920*1080 ?
Nice job for the water but I think you knew already what I was thinking of that Saber.
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Well, it works for 1920x1200, obviously it also works for 1920x1080
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Re: TT TEASER! - water rendering and widescreen fix [message #380787 is a reply to message #380782] |
Fri, 17 April 2009 03:17 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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TexCore wrote on Fri, 17 April 2009 03:45 |
Saberhawk wrote on Thu, 16 April 2009 16:55 |
The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing).
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sad, sorry for that
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Don't be. Even if you could easily edit it (and still have it be correct), it's effect is barely noticeable on the shader's output.
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Re: TT TEASER! - water rendering and widescreen fix [message #380795 is a reply to message #380098] |
Fri, 17 April 2009 04:35 |
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Crimson
Messages: 7429 Registered: February 2003 Location: Phoenix, AZ
Karma: 0
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General (5 Stars) ADMINISTRATOR |
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We're working on some other updates for you. I just wanted to get something out there for you guys. Unfortunately I can't show you a screen shot of anti-cheat stuff, but whenever the team shares something that you can see and appreciate, I'll share it.
Many of you guys don't understand what a massive undertaking this is. Many parts of the engine are being recoded from scratch. We think it's important not to lose the "look and feel" of the classic Renegade we know and love. Subtle things like the distances between buildings, placement of certain structures used for cover. We don't want to lose those things. We just want to make the current game work better, with as few bugs as possible. (Hopefully no bugs, but that could very well be a pipe dream)
We are trying to achieve the perfect compromise between those who oppose change and those who don't and make you both happy.
I'm the bawss.
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Re: TT TEASER! - water rendering and widescreen fix [message #380818 is a reply to message #380726] |
Fri, 17 April 2009 06:03 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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Saberhawk wrote on Thu, 16 April 2009 23:55 |
LR01 wrote on Thu, 16 April 2009 03:39 | Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.
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You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.
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ah, then something more (say if I to far away from the topic)
no changes on the W3D plugin?
Moding can be real Fun...
[Updated on: Fri, 17 April 2009 06:06] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #380819 is a reply to message #380818] |
Fri, 17 April 2009 06:09 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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LR01 wrote on Fri, 17 April 2009 09:03 |
Saberhawk wrote on Thu, 16 April 2009 23:55 |
LR01 wrote on Thu, 16 April 2009 03:39 | Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.
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You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.
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ah, then something more (say if I to far away from the topic)
when I would make a plane then, I could use the shaders to make "water" of it, but also to make a "mirror" ore "exhaust famues" of it. I assume that happens on the material name assigned to that plane?
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For backwards compatibility purposes, it likely could (the shader would need a "UsesMaterialNameAttachment" or "UsesTextureNameAttachement" flag set to true on it.) The proper way of attaching shaders in scripts 4.0, however, is to set the "Shader" mapper argument for the material. The mapper arguments is where you put things like UPerSec, and VPerSec. Attaching shaders this way allows them to bypass the name lookup entirely and put far less stress on the CPU.
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Re: TT TEASER! - water rendering and widescreen fix [message #380825 is a reply to message #380819] |
Fri, 17 April 2009 08:06 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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Toggle Spoiler
Saberhawk wrote on Fri, 17 April 2009 15:09 |
LR01 wrote on Fri, 17 April 2009 09:03 |
Saberhawk wrote on Thu, 16 April 2009 23:55 |
LR01 wrote on Thu, 16 April 2009 03:39 | Nice water there, now I wonder, how does it work?
I mean, how do you create water now? (don't think it's done through renx now is it?)
Ore like the unreal engine.
|
You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go.
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ah, then something more (say if I to far away from the topic)
when I would make a plane then, I could use the shaders to make "water" of it, but also to make a "mirror" ore "exhaust famues" of it. I assume that happens on the material name assigned to that plane?
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For backwards compatibility purposes, it likely could (the shader would need a "UsesMaterialNameAttachment" or "UsesTextureNameAttachement" flag set to true on it.) The proper way of attaching shaders in scripts 4.0, however, is to set the "Shader" mapper argument for the material. The mapper arguments is where you put things like UPerSec, and VPerSec. Attaching shaders this way allows them to bypass the name lookup entirely and put far less stress on the CPU.
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cool, makes things easier to do.
now something else, it reflects everything?
(I mean, rockets and explosion and such to?)
(ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)
Moding can be real Fun...
[Updated on: Fri, 17 April 2009 08:07] Report message to a moderator
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Re: TT TEASER! - water rendering and widescreen fix [message #380828 is a reply to message #380825] |
Fri, 17 April 2009 08:15 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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LR01 wrote on Fri, 17 April 2009 11:06 |
cool, makes things easier to do.
now something else, it reflects everything?
(I mean, rockets and explosion and such to?)
(ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)
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Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc!
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Re: TT TEASER! - water rendering and widescreen fix [message #380829 is a reply to message #380828] |
Fri, 17 April 2009 08:49 |
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Account
Messages: 33 Registered: December 2008
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Recruit |
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Saberhawk wrote on Fri, 17 April 2009 10:15 |
LR01 wrote on Fri, 17 April 2009 11:06 |
cool, makes things easier to do.
now something else, it reflects everything?
(I mean, rockets and explosion and such to?)
(ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)
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Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc!
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