Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Posts posted by Xycaleth

  1. Actually, through experimentation I found that my rend2 wanted a .shader equivalent of the name of the .mtr that kept my rend2 shaders. But what I put in the .shader didn't matter, it seemed, it just needed to exist. So all that exists in my bootland_nmaps.shader is "//placeholder file for rend2". The same file with .mtr contains all my normal maps, and they work in game, but without the placeholder file all my textures lack normal/-parallax maps and load up like a regular texture.

    Huh, didn't know that! The code confirms what you've found as well. I think the .shader should be optional to be honest, so I might look at changing that.

    Tempust85 likes this
  2. rend2 treats .mtr and .shader files in the same way - you can use all the new keywords in either. The only difference is, like DT said, that priority is given to the .mtr files. The benefit of using the .mtr file is so you can use the .shader file for the vanilla renderer and not have any errors.

    Tempust85 likes this
  3. While the talk does present some interesting ways of hiding latency, the previously mentioned problems still stand. All the examples shown in the talk all have a fully predictable component to them. The grenade has a fixed animation length before the grenade is thrown. The armour lock is the same. The synchronized animation for assassinations works more by coincidence than by design as you can adjust the player's perception of what's happening. Compare that to two sabers colliding. What part of the collision, or the few milliseconds leading up to the collision, are predictable? There are none. If the client predicts it wrong, because the other player has suddenly turned violently or a weapon projectile caused you to deflect it, then you get horrible visual feedback.

  4. ZeroPing for guns works because their projectiles have a very predictable path through the world. They travel in a straight line or arc and cannot deviate from that path. With sabers, the player can change the path of the saber at any time and in any direction during the swing which isn't something that can be predicted. The only way this would work is if you were playing single player or in a LAN game where your ping is zero anyway :P

  5. When the Jedi Academy source code was released April last year, a few people (including me) got together to clean it up and improve it. This project is known as OpenJK. We've taken some hints from ioquake3 (a similar project to OpenJK but for Quake 3) and in the process added a feature to swap out graphics engines while playing. The original graphics engine which comes with JKA is still there, but we're also working on rend2 (also from ioquake3), which is an alternative graphics engine that provides more modern-day rendering techniques but requires higher computer specs.

     

    So in short, rend2 is another graphics engine for JKA which will make it look better.

×
×
  • Create New...