Author Topic: SEGFAULT - Custom 1.2 client  (Read 79076 times)

Lonly

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Re: SEGFAULT - Custom 1.2 client
« Reply #90 on: August 21, 2011, 12:11:30 am »

OhaiReapd

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Re: SEGFAULT - Custom 1.2 client
« Reply #91 on: August 21, 2011, 03:22:17 pm »
What is that supposed to be?

Volt

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Re: SEGFAULT - Custom 1.2 client
« Reply #92 on: August 21, 2011, 08:56:40 pm »
What is that supposed to be?

Code to get R_bloom working

Lonly

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Re: SEGFAULT - Custom 1.2 client
« Reply #93 on: August 21, 2011, 10:51:14 pm »
What is that supposed to be?

Code to get R_bloom working

Its quite glitched (you would know this if you used SEGFAULT already). Flickers at a distance.

/dev/humancontroller

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Re: SEGFAULT - Custom 1.2 client
« Reply #94 on: August 21, 2011, 11:15:42 pm »
here's an epic tip: if you want your eyesight to deteriorate, then turn the bloom effect on!

Lonly

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Re: SEGFAULT - Custom 1.2 client
« Reply #95 on: August 21, 2011, 11:23:46 pm »
This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.

BTW the command to turn it on is r_bloom 1

/dev/humancontroller

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Re: SEGFAULT - Custom 1.2 client
« Reply #96 on: August 22, 2011, 12:22:46 am »
This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.
(by "3D bloom" you probably mean HDR.) there's the so-called bloom effect, which is only a post-processing effect, and affects the whole screen. it strains the eyes more as the bloom effect intensity parameters increase. there's also the so-called high-dynamic range lighting, a lighting and post-processing technique to generate bloom around the overlit points of the screen. with appropriate HDR intensity parameters, in most cases blooming is minimal. i haven't played Killing Floor, but from the screenshots it appears that KF applies both. and as you can see, KF takes blooming to a "whole new level".

Lonly

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Re: SEGFAULT - Custom 1.2 client
« Reply #97 on: August 22, 2011, 02:15:31 am »
I just got real bloom successfully working, in OpenGL and its amazing. There are a couple of problems, mostly to do with OpenGL.

Working on it...
« Last Edit: August 22, 2011, 05:53:26 pm by Lonly »