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CarlWAW

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Posts posted by CarlWAW

  1. My personal preferences are in the area of realism and gameplay because this is what will keep me playing. IME eye candy wears off and cannot make a game any better.

     

    Realism:

    Campaigns playable on the same map or taking place on varying portions of a bigger map - with map destruction and units from the prior battle.

    That hide-command makes moving vehicles reverse and evade instead to engage.

    No more machine pistols aiming like sniper rifles.

    Way faster self preservation of vehicle crews.

    Burning terrain/buildings: flames & smoke blocking LOS.

     

     

    Gameplay:

    Clickable movement paths: selects corresponding vehicle (or in case of multiple overlaying paths opens a menu to select the correct unit).

    Cover arcs and setup areas not causing eye cancer, but showing only the borders of the arcs.

    Unit hotkeys saved with game.

     

     

    Eye candy:

    Anti aliasing working with movie lighting.

    Soldier's animations (i.e. the K98 being carried with both hands when running is just :rolleyes: ).

  2. It's being tested now. Much of the new artwork is already done, and because we are able to leverage a lot of assets from various other games, the game is fairly complete now. Mostly making scenarios and the campaigns. That takes some time to do, but not horribly long.

     

    We really want to show off some new stuff first, but that's the stuff we're debugging now. It shouldn't take too long before you see some screenshots.

     

    Steve

    That was 8 months ago. Has there been any information for customers why things got so heavily delayed?

  3. For my tastes, CarlWAW has hit the perfect balance with his shader.. it has slightly more color than the CM release shader, but also ramps up the contrast to a point where it is not overwhelming.

    I like to watch the action a lot from ground level and I think the shader makes recognizing things in the distance much easier.

    I think the latest from BarbaricCo looks most impressive. I still can't get used to the brightness but as showing off impressive graphics, I think the developers should include his shader work. A setting in the options menu to select among several shaders/looks would be very cool.

    But if only anti-aliasing would work!

    Bil, are the developers aware of BarbaricCo's interesting AA-shader experiment? There has to be a way to make AA work with the cool looks, too!

  4. I also switched off one after the next procedure in blurshader.frag. If gl_FragColor is empty, the screen is black. But if gl_FragColor is assigned a value and no other procedures are active, nevertheless AA is lost. To me it seems how the blur shader is called seems to create the problem with AA, not one of the procedures used within the shader.

    Maybe you could ask the GLSL guys what could be done to prevent losing AA when using blur shaders?

  5. @BarbaricCo

    If you are in contact with GLSL people, maybe you should ask them, what functions/procedures in the BlurShader.frag could be ported over to BumpMapping.frag?

    I see that bumpmapping.frag also has the gl_FragColor variable. This seems not to be a local variable. At the end of the procedures in bumpmapping.frag gl_FragColor is assigned the final color.

    So it should be possible to inject some color manipulation code.

    gl_FragColor seems to be of type vec4. I tried to change gl_FragColor values by adding a vec4-type with certain constant values, but saw no effect.

     

  6. This was supposed to bring You glorios FSAA MSAA AAAA with WM mode...

    ...but insted

    BarbaricCo presents:

    CoMiCraft mode:

     CoMiCraft Mode Shader.zip

    CoMiCraft%20Mode1.jpg

    Hobbit village

     

    CoMiCraft%20Mode2.jpg

    Combat Mission Wolfenstein

     

    CoMiCraft%20Mode3.jpg

    @Vanir Ausf B tracers have never been better!

     

    Even serious wargamer need a rest and kids will love it, so don't be too upset!

    point of interest is line: vec2 Tile = vec2(0.0020,0.0045); 

    LOL! Brilliant. :D

  7. These pics look terrific.  But, am confused - does accomplishing these effects require altering a file and typing in a lot of code?

    It works like any other mod. Just place the shader (or the folder which contains it), in your mod folder.

  8. I think this is the best discovery since CM exists and enhances the graphics more than all engine updates and mods combined. I cannot thank you enough, BarbaricCo! I just played "Kampfgruppe Saucken" and the graphics is just stunning with my shader: the sun rises and the quite red early morning light changes to daylight. :o Incredible. Switching ML off is just shocking. Like looking through a green veil. CM now looks like I always wished it would look like.

  9. From my understanding, the ML effects shader is layered on everything else, if switched on. Thus it has some bad effects on anti aliasing (AA), when certain parameters are tweaked beyond a healthy range which appears rather narrow.

    I also noticed that AA seems not to be deactivated in general. AA seems to be affected only where the shaders, which are used for ML, are present (vehicles, buildings).

     

    I have never touched shader programming, but the language is surprisingly similar to Java/C++. I can hardly believe that GFX-cards can handle such amounts of less than optimal high level language code. Incredible. I thought graphics code was highly optimized and close to ASM programming. The good thing is, that in the meanwhile I think I have a rough understanding what the code in blur_shader.frag does (or is supposed to do).

     

     

     

     

     

  10. I think I found my personal favourite settings.

     

    aAWO5Rf.png

    I think the tank's bright side and the parts in the shadows contrast perfectly with the green of the trees and the trees against the hazy sky, while the building's grey roof just has the correct brightness to shine through the trees. The feeling of depth is very good. OVerall the picture is pleasantly warm.


    QGFPXjS.png

    Soldiers in the shadows are black, while the contrast with the white church is not hurting the eyes. Wall in the shadow shows a good amount of darkness.

    The different greens are good to feel, whithout the green color dominating the screen.

     

    1u71H2g.png

    Here I like the differences between being exposed to the sun, partial shadows and being fully in shadow. The green is vibrant enough to shine through the treetrunks, without dominating the screen. The green grass seems bright enough to clearly contrast any (moving) object on it.

     

    gCZXXKi.png

    Objects on the hill seem three-dimensional and nicely contrasting, without aggressive contrast from the sky. I like the blending of the sky with the rapeseed and the contrasting of the trees. Also the shadow of the tree in the foreground looks great.

     

    And last but not least the previously used test scenes:

    mTIVQek.png

    Amazing how threedimensional and warm CM can look, like an excellent oil painting.

    jDxHvMR.png

    The rapeseed is yellow enough and contrasting well with the green, the trees are beautifully dark green, throw dark shadows, with just enough to guesstimate details of the vehicle; the green of the grass shows partial dryness, the wheat looks dry and the soil behind the rear StuG looks freshly plowed and fertile and the sky's contrast and clouds look natural.

    krin9S2.png

     

     

  11. CarlWAW, not to knock your efforts, but I find I prefer Barbaric's work in his latest post #43. Those look pretty damn amazing.

     

     

    Nothing to worry. :)

    Surely they look great but sadly it's one thing to make it look stunning at first sight or to watch it for hours without strain on the eyes. I have a quite good IPS panel here on my notebook and I guess for me the contrast in combination with the colors probably would be too much strain on the eyes.

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