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Цытрусовый Раб Отаку

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Сообщения, опубликованные Цытрусовый Раб Отаку

  1. Хотя бы то, что недалеко от города Вивек растут пальмы, на писке стоят эшл деревья которых сожгло ясное солнце, а из камней светит спрайтовый?/частичный?/плэйновый? луч.
  2. Новая версия МГЕ 1.78

    Changes (since rev. 175):

    MGEgui:

     

    * Fixed: missing tooltips when language autodetection doesn't change the default language [rev. 177]

    * Fixed: '.ToolTips' section naming in Template.lng (which was named initially as '.ToolTipText' in non public builds/sources) [rev. 178]

    * Changed: enabled caustics intensity changing regardless of selected Distant Land's Shader Model (caustics will be rendered in SM2.0 water if you don't set this setting to zero) [rev. 178]

    * Changed: the appearance of About box (added the big icon of MGEgui, changed opacity, and it uses translatable strings now) [rev. 177]

    * Added: translation support for global and MainForm strings, and updated Template.lng and Polish.lng to have them (mostly used for message boxes) [rev. 177]

    * Added: 'Translator' tag to language file that will be displayed in About Box (and 'Translation' translatable string used for it too) [rev. 178]

     

     

    d3d8:

     

    * Fixed: displaying of Morrowind rendered objects when Distant Land is disabled [rev. 178]

    * Fixed: a crash when Distant Land and Supply depth info were disabled [rev. 178]

    * Changed: enabled rendering of caustics regardless of Shader Model version set for Distant Land [rev. 178]

     

     

    InGame.fx:

     

    * Fixed: (by harlanrm) the Distant Land not being enabled for some graphics cards (that don't like compiling water shader with ps_2_B) [rev. 177]

    * Added: caustics to Shader Model 2.0 water (NOTE: InGame.fx is not compatible with previous revisions) [rev. 178]

  3. Изменения в новом билде.

     

     

     

    MGEgui:

    Added: version tag saved to MGE.ini (to identify the version, when someone posts MGE.ini without providing MGE version information) [rev. 171]

    Added: configurable tooltip reading speed [rev. 171]

    Added: selectable base for auto-calculating Distant Land other distances [rev. 171]

    Added: selectable Distant Land exponential distance multiplier [rev. 171]

    Added: configurable MGE status messages timeout [rev. 171]

    Added: localization support for text on controls and their tooltips (currently used only on the main window of MGEgui so far) [rev. 175]

    Added: automatic language selection for translation of user interface of MGEgui which is used by default [rev. 175]

    Added: customization of 3rd person camera [rev. 175]

    Added: "Move forward 3rd PC camera", "Move back 3rd PC camera", "Move left 3rd PC camera", "Move right 3rd PC camera", "Move down 3rd PC camera" and "Move up 3rd PC camera" macro functions [rev. 175]

    Added: translation template for user interface, and Polish translation of main window of MGEgui (list of strings on combobox can't be translated yet, and other windows will be translatable later as well) [rev. 175]

    Changed: underwater fog auto-calculation to use a fraction of square root of draw distance, so for high draw distances underwater visibility range is lower (auto-range is now: -0.45 * sqrt (draw_distance), 0.45 * sqrt (draw_distance)) [rev. 171]

    Changed: above water fog start auto-calculation to be different for exponential fog (0.15 * draw_distance) [rev. 171]

    Changed: distant statics end distance auto-calculation fraction of draw distance for exponential fog [rev. 171]

    Changed: "Blur reflections" to be only grayed out, but not unchecked, when SM3.0 is unselected [rev. 175]

    Fixed: "Distant Land Options" window to be non-sizable [rev. 171]

    Fixed: importing of MGE.ini settings from ".MGE" files, where number of bytes to read is not a valid UTF-8 character [rev. 175]

    Fixed: distant interior's fog range to be changeable only when distant statics can be used by interiors [rev. 175]

    Fixed: saving of decimal values to be performed with no higher precision than defined for the entry [rev. 175]

     

    d3d8:

    Changed: (by LizTail) depth info to be independent of Distant Land feature (shaders depending on depth info can be now used without Distant Land enabled) [rev. 169, 170, 172, 173]

    Changed: status message timeout to be read from MGE.ini [rev. 171]

    Changed: Distant Statics cutoff distance for exponential fog mode to use "Exponential Distance Multiplier" read from MGE.ini (Distant Statics will be now drawn for selected end distances in exponential fog mode) [rev. 171]

    Fixed: (by phal) fog ranges not being passed to shaders in interiors (should fix SSAO error when starting in interior cells) [rev.165]

    Fixed: (by LizTail) issue with disabling distant land via a key binding causing the distant view to freeze instead of going away. [rev. 174]

    Fixed: (by LizTail) issue where depth was cleared after distant land was finished rendering instead of before. [rev. 174]

    Added: 3rd person camera key macro handling functions [rev. 175]

    Added: reading of initial 3rd person camera offset from MGE.ini [rev. 175]

     

    InGame.fx:

    Added: (by phal) caustic lighting for both above and under water [rev. 167]

    Changed: (by LizTail) improved the way the shader that blends between Morrowind and distant land interacts with anti-aliasing (should remove the edge artifacts around grass and alpha blended objects drawn by Morrowind) [rev. 166]

    Changed: SM2.0 water shaders to version tweaked by harlanrm that resembles appearance of SM3.0 water (BUG: now both SM2.0 and 3.0 reflection shaders don't reflect properly fog when sky reflection is disabled) [rev. 171]

    Changed: conditional compiling of water shader to more optimized version [rev. 171]

    Fixed: (by phal) caustics to work with the new water volume texture [rev. 165]

    Fixed: (by phal) caustics lights that would not render correctly on distant statics (shine through them) (BUG: caustics can be visible on a grass near water) [rev. 168]

     

    Textures:

    Changed: (by LizTail) replaced the 32 water normal textures with a single 256x256x32 volumetric DDS texture. This allows blending between animation frames to be automatically handled by passing the time as the texture's W coordinate. The speed of the water animation can now be adjusted from within the shader as well [rev.164]

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