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Warsow 0.5 preview interview
on Saturday, June 27, 2009 :: by soh-lokirulez @ 3:28 PM
7695 Views :: 4 Comments :: :: Interviews, Ask the devs

4. Renderer features

4.1 What are the most important renderer and graphic updates to the engine?
jal: That's for Vic.

Vic: Pretty much all important updates to the renderer were made during the 0.4 development phase. 0.5 expands some of them but this time I took the time to clean up the code, improve and fix things that usually had been overlooked before. The biggest new features are probably support for templated shaders, framebuffer objects which used for portalmaps and shadowmaps by default now, cellshaded material GLSL program (used for bigVic), additive dlights are now turned off by default, which allows unclamped and thus better looking gloss on materials and a couple of new shader keywords (noDepthTest and grayScale).

4.2 Warsow aims to be an eSport orientated game and from what I hear a lot of players like a clear contrast and use brightskins (to be honest I'm a picmip guy and dumb down the looks down a lot). Do you think a fast game like Warsow needs to have shiny GFX at all?
jal: Games need clear visibility. Not only competitive games, all of them. But there's no reason why they can't look nice at the same time. That's our goal, at least. Personally, I don't seek any hidden intention by making it look nicer besides the pleasure of having it looking nicer. I don't see any problem with that as long as it keeps a clear visibility.

Vic: I know that some members of the community would prefer playing in a mono-colored environment shooting moving hitboxes with cubic weapons, but this is not a game I would like to be part of and this is not a game the majority of human population would enjoy. I fail to see any conflict in being fast, well-looking and clean simultaneously, to be honest. Tweaking settings to make the game look as ugly as possible is just a nice and legitimate way to say "Hey, devs, we don't care how the game looks!", but the fact is that we actually do care about that, and as long as we're developing the game that's the only thing that counts (mind you, I used to play Q2 with poisonously-colored fullbright skins in the old days but now I just don't care).

thelawenforcer: Esports oriented doesnt mean that there cant be any gfx at all. As a player, i do find picmip very useful, but theres also a difference between speccing and playing.

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Comments
By SolidFake @ Saturday, June 27, 2009 6:57 PM
Well, maps would last longer if e.g. jumpheight and other tricks wouldn't be changed with each version
By makkE @ Sunday, June 28, 2009 10:37 PM
"Vic: To be honest, I've never quite understood why if you're a CA player, you can't play duel or if you're a dueler, you can't play CTF and so on."

Well, it never was a problem in 0.3, but it started to become a problem with the introduction of newmovement.

If you want to compete in duel, you are forced to use the new one, if you want casual fun in CA, you need to use the old one. Switching really sux and it's that has driven me away from wsw.
By Lo @ Saturday, July 11, 2009 12:57 AM
"..If you want to compete in duel, you are forced to use the new one.."

what the fuck are you talking about?
By makkE @ Monday, July 13, 2009 10:27 AM
Okay, maybe that was badly put. One can probably compete just as good, but alone having the choice always leaves doubt, as to whether one is missing out on opportunities to turn some corner faster, etc. I hate being forced to chose over fundamental game mechanics.

Having two sets of movements to chose from is still bad design, whether it'S 0.4 or 0.5 :/

But I don't want to start a discussion here, I won't like 0.5 anyways, so it's pointless.

GL for the future, warsow, I'm out.

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