Author Topic: how poorly is shaders actually coded?  (Read 2933 times)

my point exactly.
That, and Blockland runs on the same engine as tribes 2, which isn't really supposed to support stuff like this, so it's a wonder that we even managed it.

we need baked shadow support for like static gamemodes
other than that the S&S are great

blockland.terrains:add()
woah, guys.

truce? port? space guy?

all you mothers step back, this guy's a master

im pretty sure its not how poorly they are coded, its how poor your pc is.
if you have a toaster be prepared to be burned.

I could make better shaders.
He would make them look like the Farlands

lol

In addition to what Chrono said, TF2 simply has more devs with more time and resources to ensure it's optimized perfectly.

blockland.terrains:add()

Execution error (ERR_FATAL) on #L1 (<stdin>): AttributeError: `terrains` is not a member of the `blockland` namespace

I could make better shaders.
I really hope you're joking

I really, really hope you're joking

Igloos, your autism is showing.


blockland.terrains:add()
this guy means business everyone watch out!!!

i understand they run on different engines that's obvious but what i meant was i didn't expect it to take THAT much power considering my GPU is pretty strong
it just feels like it takes a ridiciously amount of power than it should.

i understand they run on different engines that's obvious but what i meant was i didn't expect it to take THAT much power considering my GPU is pretty strong
it just feels like it takes a ridiciously amount of power than it should.
Read my post again, because TF2 is likely only calculating shadows for less than a hundred objects while Blockland calculates shadows for over 10k objects on any decent server.

we need baked shadow support for like static gamemodes
other than that the S&S are great
It's a huge feature that applies to only rare occasions of the game.

And I don't just mean brick damage, because you also have to consider events.

Opening doors. Chests. Things going from transparent to non trans and vice versa. Bricks disappearing. The entire fact that bricks also have to ghost as the client approaches them, which also causes bricks to appear.

To get what you want, you'd have to disable any brick that changes datablocks (default doors and chest), a bunch of events and default functions and such, change the brick ghosting network structure, and so on, just to have baked shadows.

I'm not saying they would be bad to have, but it's no petty cost.

It wasn't worth losing terrain for shadows. It just wasn't worth it.

It wasn't worth losing terrain for shadows. It just wasn't worth it.
Losing terrain and interiors and getting nothing in return is still worth it.