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thedisclaimitory

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Posts posted by thedisclaimitory

  1. he,he,he. 

    I am Kane, uh, Don't worry about Yuri comrade general, he will be alright but i will take over your... "Mother land" as you call it.
    don't worry general everything will be just fine, but don't expect your old "regime" as they say, too last any longer, but in the meantime, we must keep the peace.. through, power. 

  2. Idk, hes kicked and banned me for 24 hours for no reason and someone unbanned me but 1 reason was credible but the others he just kicked me and said oh you're afk, oh you're setjoin name is racist when i had it for like a year and a half so i changed it and he didn't even give me time to change it. Like wtf, if you're going to kick someone it has to be like hacking or some shit don't just kick people because they fuckin take you're shit i mean, don't mods have like a !vkick command for people even if the vehicle is asigned to that specific person. why cant we have an unbiased and fair moderation like i understand that life isnt fair but come on guys cant we just get along. 

  3. I've been good all year round. I was accused of doing shit but it's fine, it's all fine. *80 people outside of my house telling me that I'm a rapist and should km*. You know it is nice knowing people try to prank you but they end up pranking not only you but everyone around you because they became so dumb and gullible all of a sudden, it's like they're not even themselves anymore. *Jesus walks in yet again*."So you've finally realized how to be a good man?" Yes. "here's some money, now buy yourself something"   

  4. Well, what if he had to use the bathroom to take a sh_t or something? You don't know and honestly I think @Threve is right if you buy something its yours its not the teams unless you want it to be for you and you're team; so what Im saying is leaving a vehicle out in the middle of the base and locking it, is not team hampering, team hampering would be basically blocking the ai harvester from getting out of the warfactory or something of that sort so you're team gets no money; that right there is way more credible for team hampering other than just locking a vehicle. *(And Im just gonna say this right now)*. Please just quit complaining about what we can and cannot do on IA that is normal like locking you're own damn car or something, I'l say this right now I'm sick of seeing this type of stuff where people complain about other people and calling for bans and kicks when all there doing is being normal just please lay off of it please its getting quite F___ing old.   

  5. 9 hours ago, Kaskins said:

    Ezekiel Turn rate increase from 0.4 to 0.41
    Ezekiel Missile Turn Rate reduce from 100 to 85.
    Ezekiel Missile now fire 1 at a time instead of 2 at a time.

    finally the EZ rushes are going to be decreased by 10 percent  also i love the new map

  6. i think the m24 chaffee is the true light tank of Ra1 because its got a rounder turret, its fast, its not an apc, and it was made during the start of the coldwar and i think it was used during the Vietnam war and I think it was a popularized tank so im definitely sold that the Ra1 light tank is the m24 chaffee light tank                                                   Image result for chaffee tank

  7. 6 hours ago, FRAYDO said:

     


    Dynamic Lighting Improvements

    To be clear, I'm almost exclusively talking about how light interacts with dynamic/moving objects, not about the baked vertex lighting for static meshes ("light solve"). The latter is not easy to replace at a reasonable performance cost despite how terrible it looks, so I'm leaving that for the future. I'm also slightly misusing the term "Dynamic Lighting" to mean static lights illuminating moving geometry. We do not have moving lights in W3D.

    , the incoming light direction was calculated once for each mesh and thus every light was effectively treated as a directional light (infinitely far away) in the pixel shader. This means that there was no smooth distance falloff (attenuation) for the light across a larger object. The only thing that was considered per-pixel was the angle between the mesh normal and the incoming light direction.

    You can clearly see the jarring visuals this can create in the screenshot below (walls are usually not lit as dynamic meshes, but they demonstrate the issues quite well):

    BtxW6Kv.png

    The wall in front is lit by a red spot light, while the back wall is lit by a white point light. There are horrible discontinuities in the lighting across the three wall segments, and the leftmost segment in the front doesn't receive any lighting because its center point is not within the maximum attenuation radius of the light. Furthermore, the tree to the right is fully lit up despite only grazing the red spot light cone (the cone visualization is also new) because it is still only checked aginst the radius, not against the actual cone.

    The latter is not just a minor visual problem since we can only have a maximum of four lights processed per object (for performance reasons), so if there are multiple spot lights close to each other with non-overlapping cones, but overlapping spheres according to their attenuation radius, the game might have a difficult time picking the lights that contribute the most light to this mesh, leading to annoying situations where lights suddenly "pop up" or flicker when you're moving through the world.

    This means we largely had to make two fundamental changes: 

    1. Move the code that handles light attenuation from the CPU side to the GPU pixel shader and pass all the relevant information along (light position instead of direction, inner and outer attenuation radius, etc.).
    2. Improve the light culling code so that it can more accurately predict how much a light would contribute to the resulting illumination of a given mesh.

     

     

     

     

     

    [blurb]APB update coming soon! In the meantime, have a dev blog of the latest changes that will be implemented. Water effects tweaked, Battlefield unit reference, and more![/blurb]

                      RTX ON

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