Further zoom in 2.3.9?
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bendib
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Further zoom in 2.3.9?
I don't even know that there will be a 2.3.9, but if there is, it'd be nice if I could zoom out a bit further. I've noticed that master does this. You could say "no new features to 2.3.x", but I seriously doubt that this would take any time at all to code. I think It'd be a nice, and probably quite easy addition to the next 2.3.x. :^)
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Per
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Re: Further zoom in 2.3.9?
Yes, there is a simple way to do that. But then we'd have to increase the amount of map drawn, which would slow down the game on older computers. We are not doing that in 2.3.
There are some much more complicated and smarter ways of doing that, of course. Such large changes are off limits for 2.3.
There are some much more complicated and smarter ways of doing that, of course. Such large changes are off limits for 2.3.
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Skirmisher44
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Re: Further zoom in 2.3.9?
Maybe just provide an option in the config file that specifies max draw distance, with a default value equal to what we have now?Per wrote:Yes, there is a simple way to do that. But then we'd have to increase the amount of map drawn, which would slow down the game on older computers. We are not doing that in 2.3.
There are some much more complicated and smarter ways of doing that, of course. Such large changes are off limits for 2.3.
That way, if someone with an old computer changes it and can't run the game, it's their fault, and those of us with up-to-date computers can see what's going on.
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bendib
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NoQ
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Re: Further zoom in 2.3.9?
This will make multiplayer slightly unfair. It's unfair anyway because screen aspect ratio is different. So i'm rather for it. The main use of it is to make nice screenshots of new maps, right? (:Per wrote:Yes, there is a simple way to do that. But then we'd have to increase the amount of map drawn, which would slow down the game on older computers. We are not doing that in 2.3.
There are some much more complicated and smarter ways of doing that, of course. Such large changes are off limits for 2.3.
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Iluvalar
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Re: Further zoom in 2.3.9?
This need more testing.
I was about to say like all you "oh yeah an increase of 25% would improve greatly the game". but hmm. we dont even see a difference. To affect game experience, we need to go 200% higher to achieve what i was hoping for. This will improve the amount of drawed surface by 4x. And could drasticaly cut the FPS of lower computer player.
However, my preleminary tests doesn't show an FPS drop anything close to 4x. Since I'm one of the players that suffers from low fps when I host an high oil 8p map, I'll try to make more tests.
I was about to say like all you "oh yeah an increase of 25% would improve greatly the game". but hmm. we dont even see a difference. To affect game experience, we need to go 200% higher to achieve what i was hoping for. This will improve the amount of drawed surface by 4x. And could drasticaly cut the FPS of lower computer player.
However, my preleminary tests doesn't show an FPS drop anything close to 4x. Since I'm one of the players that suffers from low fps when I host an high oil 8p map, I'll try to make more tests.
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Per
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Re: Further zoom in 2.3.9?
The amount of additional zoom added in master is the maximum that can be added before models start looking crappy.
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NoQ
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Re: Further zoom in 2.3.9?
I like the zoom level allowed in master. I think it will be good to have it in 2.3
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Iluvalar
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Re: Further zoom in 2.3.9?
Models look crappy anyway in 2.3.8.
3500 : is the original
5000 : is master
7000 : is what i just tried.
Over 7000 cyborgs start to be hard to see whatsoever, we start to enter into the distant fog and the limit of drawn tile will need to be increased ı. So let's forget everything over that.
As i said i tried 7000 and obviously is was not making any FPS issue. I bet those extra tiles are already taken into account to a certain point because of camera angles. I couldn't tell what borgs was what at that distance.
(ps: it's display.h)
3500 : is the original
5000 : is master
7000 : is what i just tried.
Over 7000 cyborgs start to be hard to see whatsoever, we start to enter into the distant fog and the limit of drawn tile will need to be increased ı. So let's forget everything over that.
As i said i tried 7000 and obviously is was not making any FPS issue. I bet those extra tiles are already taken into account to a certain point because of camera angles. I couldn't tell what borgs was what at that distance.
(ps: it's display.h)
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Per
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Re: Further zoom in 2.3.9?
Just increasing the max zoom distance will not change the FPS, since you draw exactly the same amount of terrain anyway. (Yes, it is a crappy system. That is why we are rewriting it.) However, the amount of terrain drawn is not arbitrary, you need to draw this much, otherwise it will look really awful when you zoom out and tilt the camera.
"Models look crappy anyway" is not an excuse to make them look worse. And in a way that we cannot easily fix. All the new artwork will be pointless if people play at a zoom level where everything looks like small dots; and playing at max zoom level gives you a slight advantage, so people will tend to do that.
Note that the max zoom level in 2.3 is already increased compared to the original 1.10.
"Models look crappy anyway" is not an excuse to make them look worse. And in a way that we cannot easily fix. All the new artwork will be pointless if people play at a zoom level where everything looks like small dots; and playing at max zoom level gives you a slight advantage, so people will tend to do that.
Note that the max zoom level in 2.3 is already increased compared to the original 1.10.
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Iluvalar
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Re: Further zoom in 2.3.9?
sorry the previous message was unclear.
I tried some postion 5000,7000,9000,10000,135000 by myself. We dont see any end of world (clipping) at 7000. The horizon we see when we look forward is pretty much the same.
of course we see less details at 7000 but for me it looked ok. that "Models look crappy" was more or less humour dont pay that much attention. I dont think that better models are pointless because we can't see all the details all the time.
For me I'd prefer the gameplay at 7000 then the graphical details of 5000. It's a game not a movie. For me gameplay go over graphical beauty. But I think you already know that
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I tried some postion 5000,7000,9000,10000,135000 by myself. We dont see any end of world (clipping) at 7000. The horizon we see when we look forward is pretty much the same.
of course we see less details at 7000 but for me it looked ok. that "Models look crappy" was more or less humour dont pay that much attention. I dont think that better models are pointless because we can't see all the details all the time.
For me I'd prefer the gameplay at 7000 then the graphical details of 5000. It's a game not a movie. For me gameplay go over graphical beauty. But I think you already know that
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Last edited by Iluvalar on 17 Aug 2011, 06:25, edited 1 time in total.
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effigy
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Re: Further zoom in 2.3.9?
Speaking of that, what's up with the units and structures getting dark in master once you zoom out to the new max?Per wrote:The amount of additional zoom added in master is the maximum that can be added before models start looking crappy.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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medusa
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Re: Further zoom in 2.3.9?
to make you think they are damaged.effigy wrote:Speaking of that, what's up with the units and structures getting dark in master once you zoom out to the new max?Per wrote:The amount of additional zoom added in master is the maximum that can be added before models start looking crappy.
I thought that was a bug.
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effigy
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Re: Further zoom in 2.3.9?
...well... that is indeed how they appear.medusa wrote:to make you think they are damaged. ....effigy wrote:Speaking of that, what's up with the units and structures getting dark in master once you zoom out to the new max?Per wrote:The amount of additional zoom added in master is the maximum that can be added before models start looking crappy.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241