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Messages - QuadStorm

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16
General Discussion / Re: What's your biggest killstreak in Blockland?
« on: August 11, 2019, 06:13:15 AM »

10/10/2015 6:04:58 PM EDT

17
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: July 27, 2019, 11:19:44 PM »
I uninstalled it, but it's kinda unclear how to properly reinstall it correctly.

How do I properly attach it to blockland, and what rendering API do I choose?
Also what should the reshade settings be?  I have no idea what I'm doing lmao
Select Blockland.exe after you click the select game to install to button. Rendering API used by Blockland is OpenGL.

Now you'll have to choose whether to use the main ReShade shader repository files or Marty McFly's qUINT shaders. I recommend using qUINT instead of downloading and installing the main repository shaders, however you can still download SMAA if you want anti-aliasing via ReShade, then you'll have to opt to download the shaders when prompted, and press uncheck all, only checking SMAA.

If you want to install qUINT (what I recommend), download the ZIP on the github, then extract the contents of the Shaders folder inside the zip (it's nested inside the qUINT-master folder) into the Shaders folder inside of the reshade-shaders folder that will the in your Blockland folder.

Once you run Blockland again, it should tell you what key you need to press to open and close the ReShade configuration menu. Press it and then you can toggle on effects such as MXAO (looks good almost everywhere), Bloom (more situation and preference dependent), SSR, ADoF, and SMAA if you opted into downloading it earlier. You can also further tune each of these effects with the variables below the shader checklist if you like.

18
Add-Ons / Re: Quicksave Bricks
« on: July 23, 2019, 07:37:47 AM »
does it freeze my game like saving bricks usually does client-sided
This works no differently from using the save bricks gui; this literally just uses that and fills in the name and description.

This currently saves ownership and extended info no matter your preference selected; I'll update it to make it use your preferences instead (again).

19
Add-Ons / Quicksave Bricks
« on: July 22, 2019, 02:07:41 AM »
Bind your desired key in Options > Controls > Quicksave Bricks > Quicksave, and you will need to do is press that key to save the bricks with automatic naming based on the server host name, server name, date, and time. Perfect for archivists.

Example Output Save Name: "Jasa's CRP2 YYYY-MM-DD HH-MM-SS"

Download: https://leopard.hosting.pecon.us/dl/yhtxj/Client_QuicksaveBricks.zip

20
Suggestions & Requests / Re: Increased View Distance
« on: July 18, 2019, 04:44:21 PM »
I'd tell you if there was.

Anyways on using Cheat Engine to increase the draw distance:
1. Click the glowing button with the computer and magnifying glass and select Blockland (either should work).
2. Change the value type to float.
3. Change the max draw distance to a certain value like 550.333.
4. Select "Rounded (default)" on the right side.
5. For the value, enter the draw distance you set it to.
6. Click the First Scan button.
7. Set the max draw distance to another certain value.
8. Enter that value as the value to be searched for.
9. Click the Next Scan button.
10. Click in the address table and Ctrl + A to select them all.
11. Press the small red arrow to the right of the address table.
12. Double-Click on the values, and change each one to another value until you find the address that determines the values of the other ones, which will be the one that you change and other values also change to the same value.
13. Set that value to whatever.

21
Suggestions & Requests / Re: Increased View Distance
« on: July 17, 2019, 02:56:42 PM »
No. There is a program called Cheat Engine that can accomplish this.

22
Development / Re: 2019/07/13 - Blockland r2000
« on: July 13, 2019, 07:36:30 PM »
Nice to see r2000.

23
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: July 12, 2019, 11:30:01 PM »
Ratio multiplier? Is this something in the shader files? I haven’t worked with them too much.
There are these 10 lines in the renderCsm_frag.glsl file:
Code: [Select]
ratio = ratio * ratio * ratio * 0.4f;0.4f is pretty much the multiplier, and assuming the old common.glsl I found wasn't tampered with too badly, "//eyeballed to match fixed function appearance" comes before it in the old shader files, so it's kinda arbitrary.

Does that work as a good client-sided fix across multiple servers, or do the default lights’ radiuses need to be fixed, since apparently that value is enabled and used when shaders are on, but disabled without shaders.
The radius of lights shouldn't need to be changed, but changing 0.4f to a lower value with dim all lights in exchange for not having overly bright areas. I tried clamping values at different places but I wasn't satisfied with the results.


Would it be okay to ask if my rendering optimization DLL be added to the main thread? It's mostly an improvement if you use shadows, so I'd imagine people looking for enhanced shadows would use it. Thanks.
Although the bottom of the thread does say to PM me, it really doesn't matter. I'm always open for new graphical resources, and even though the OP is within 100 characters of the 20k limit, room will always be made for anything new. Thanks for making it.

24
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: July 11, 2019, 03:01:14 PM »
I checked that out again, and (more or less) like last time, I just changed the ratio multiplier down from 0.4 to a lower number to end up with lights that aren't insanely bright. Considering how shaders changed since (no longer using common.glsl), I'm not sure if that relatively simple solution works as well in other cases compared to the fix Tammy made.

25
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: May 21, 2019, 12:06:28 AM »
My ultra configurable PCSS shader now uses a Vogel disk algorithm combined with a noise function that gives better results with fewer samples (but at a higher per sample cost than other methods). By default it's configured for optimal performance (8 samples), but you can always increase the sample counts for nearly perfect soft shadows.
Get it here: https://gist.github.com/QuadStorm/ddb7ecce4658ae48ab6b0dbc6b6ba430


26
General Discussion / Re: Soft shaders fps boost?
« on: May 03, 2019, 07:55:25 PM »
What soft shaders are you using? I can configure them for you to be less taxing on performance.

27
Gallery / Re: Enhanced Graphics Screenshots + Graphical Resources
« on: April 17, 2019, 11:58:18 PM »
qUINT has been updated; specifically MXAO now has a fancy preprocessor define that enables an implementation of Ground-Truth Ambient Occlusion meaning it'll be more physically accurate but will also be a bit slower. Regular MXAO is based on Alchemy AO which was the old state of the art of ambient occlusion.
Obligatory Screenshots:

With

AO Map

Without

28
General Discussion / Re: Poll - What Shader Quality Do You Use?
« on: February 22, 2019, 07:57:33 PM »
Maximum equivalent using my own PCSS shader for light gameplay and beyond maximum shadow resolution for screenshots. I turn shaders off if I really need performance over quality since having anti-aliasing makes having shadows/shaders on much more demanding.

29
Add-Ons / Re: Cinema Tools
« on: February 22, 2019, 04:57:19 PM »
Fixed extra screen bricks, and they now come with two more curved screen sizes.

30
Modification Help / Re: SpeedKart Remastered - In The Works
« on: February 21, 2019, 12:00:39 PM »
There's this vehicle collision enhancer that might be of interest: https://forum.blockland.us/index.php?topic=296466.0 but you'd probably want the value set to 8 if you do use it since it's very taxing on the server.

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