Author Topic: APNG support in soldat?  (Read 6948 times)

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Offline Serial K!ller

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APNG support in soldat?
« on: January 02, 2009, 07:48:32 am »
.gif support has been promissed but it's and old format and has some disadvantages like the 256 colours limit and no alpha-transparency.


There is a format: apng that doesn't have these 2 problems so it would be great if next to .gif's soldat could use these to a:

Needs firefox 3 or opera 9.5 to view properly:



With gif's the edges would be ugly


« Last Edit: January 02, 2009, 08:15:09 am by Serial K!ller »

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #1 on: January 02, 2009, 08:05:50 am »
nice. wish this could be added to soldat.

Offline Rook_PL

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Re: APNG support in soldat?
« Reply #2 on: January 02, 2009, 11:00:55 am »
Yeah, it would be great. Is the little ball meant to move so insanely fast on second .apng? (I'm using Opera 9)

Offline zakath

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Re: APNG support in soldat?
« Reply #3 on: January 02, 2009, 12:46:33 pm »
apng would be awesome really as the files first frame can be viewed by a normal png viewer meaning there isn't any need for changes to polyworks to add apng to a map.

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Offline Espadon

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Re: APNG support in soldat?
« Reply #4 on: January 02, 2009, 12:52:21 pm »
Q: While it's totally awesome, wouldn't it open mapping up to even more bloat abuse? I mean, I expect people will make rather bloaty images just for the sake of eye candy...
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Offline zakath

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Re: APNG support in soldat?
« Reply #5 on: January 02, 2009, 01:00:05 pm »
Q: While it's totally awesome, wouldn't it open mapping up to even more bloat abuse? I mean, I expect people will make rather bloaty images just for the sake of eye candy...


Well we have already .gif support the bad thing about it is that its really hard to make smooth animations especially for things like smoke where you really need the 8bit transparency that you have in png. And you can already do eyecandy except that its not as living ans when you have animations. And a map has to be playable for ppl to really play it as ppl won't play a map just for eye candy...

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Offline -Major-

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Re: APNG support in soldat?
« Reply #6 on: January 02, 2009, 01:08:12 pm »
if I was the coder of this, I wouldn't do it :), and I doubt eC is more willing than me :D

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #7 on: January 02, 2009, 01:10:58 pm »
I smell clouds...

Offline tk

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Re: APNG support in soldat?
« Reply #8 on: January 02, 2009, 01:38:09 pm »
I smell 500 mb scenery folder (now it has only 140mb)
F12

this one is nice \/
« Last Edit: January 03, 2009, 06:11:43 am by tk »

Offline adam01526

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Re: APNG support in soldat?
« Reply #9 on: January 02, 2009, 01:57:48 pm »
good idea f12

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #10 on: January 02, 2009, 08:44:11 pm »
EDIT: my test:


or slower


Use it as an avatar if you like it.
« Last Edit: January 02, 2009, 08:56:29 pm by ~Niko~ »

Offline chutem

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Re: APNG support in soldat?
« Reply #11 on: January 02, 2009, 10:11:24 pm »
Yes. F12.

Wut is that Niko?
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Offline ~Niko~

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Re: APNG support in soldat?
« Reply #12 on: January 03, 2009, 05:38:36 am »
A square-ish square with animated flow. Just to see how powerful is APNG.

Offline Gizd

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Re: APNG support in soldat?
« Reply #13 on: January 03, 2009, 07:16:31 am »
Another feature I don't understand atm :D
F12

Offline Hair|Trigger

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Re: APNG support in soldat?
« Reply #14 on: January 04, 2009, 08:23:37 pm »
..f11

I mean can't you just imagine the lag ><

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Offline scarface09

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Re: APNG support in soldat?
« Reply #15 on: January 04, 2009, 09:01:19 pm »
F12...can't you just imagine the graphics!
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Offline chutem

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Re: APNG support in soldat?
« Reply #16 on: January 05, 2009, 11:07:16 pm »
Whats wrong with you, good graphics don't lie in animation, it's shadows/highlights/reflections/raycasting/dynamic lighting and all that shit that constitute good graphics.

Animations distract from the point of the game, and if they aren't done right, will ruin the whole thing looking like a nun at a rock concert.
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Offline daphenomena

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Re: APNG support in soldat?
« Reply #17 on: January 06, 2009, 05:24:45 am »
What's wrong with you, good graphics don't lie in animation, it's shadows/highlights/reflections/raycasting/dynamic lighting and all that s**t that constitute good graphics....

Yeah I agree. I like Soldat as it is.
I think better graphic will make it loose his charm, specially animations.


Offline zakath

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Re: APNG support in soldat?
« Reply #18 on: January 06, 2009, 05:33:19 am »
Whats wrong with you, good graphics don't lie in animation, it's shadows/highlights/reflections/raycasting/dynamic lighting and all that s**t that constitute good graphics.

Animations distract from the point of the game, and if they aren't done right, will ruin the whole thing looking like a nun at a rock concert.
What's wrong with you, good graphics don't lie in animation, it's shadows/highlights/reflections/raycasting/dynamic lighting and all that s**t that constitute good graphics....

Yeah I agree. I like Soldat as it is.
I think better graphic will make it loose his charm, specially animations.



Well 1.5 will already have animations as in animated gif scenery however apng as a format is much better then gif.

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Offline Bonecrusher

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Re: APNG support in soldat?
« Reply #19 on: January 06, 2009, 05:44:57 am »
if it will be less laggy than .gif then f12 otherwise f11

Im chill like that