Author Topic: APNG support in soldat?  (Read 9563 times)

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Offline ~Niko~

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Re: APNG support in soldat?
« Reply #20 on: January 06, 2009, 06:24:32 am »
It will be more laggy since PNG images can support alpha channel, so they might be used for cloud effects or so...

Offline Bonecrusher

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Re: APNG support in soldat?
« Reply #21 on: January 06, 2009, 12:54:09 pm »
i do not like lags... F11

Im chill like that

Offline L[0ne]R

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Re: APNG support in soldat?
« Reply #22 on: January 06, 2009, 02:44:20 pm »
F12

All the advantages of animated sceneries have been discussed in other threads.
GIFs are better than nothing, but APNG will help you go past limits that GIF has.
For those worried about map size - im sure that good mappers will consider that. Otherwise mapper's most likely a noob and the map isn't worth downloading. If you're worried about fps - dont forget that you can turn off animations completely. Animated sceneries don't create internet lag.

Offline Serial K!ller

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Re: APNG support in soldat?
« Reply #23 on: January 06, 2009, 03:02:08 pm »
It would also be cool if you where able to control an image so you can make it move/stretch/transparent/rotate (using DirectX functions) so it's more resource friendly for some animations but I guess that would take more work to implement.

f.e.
- a light that fades in, stays on and then fades out to create a broken TL lamp.
- Moving one or more images to create special effects like clouds or fire instead of a big GIF or APNG.
- A moving vehicle (f.e. a Jetplane),  with APNG or GIF you would need an image as wide as the map and a lot of frames to make it look good/smooth but that would be very inefficient and would most likely create lag.

Made new topic for this : http://forums.soldat.pl/index.php?topic=32061.0
« Last Edit: January 06, 2009, 03:15:58 pm by Serial K!ller »

Offline Mistercharles

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Re: APNG support in soldat?
« Reply #24 on: January 11, 2009, 07:40:05 pm »
It'd be nice to have flickering lamps for once.
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Offline Gotfryd

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Re: APNG support in soldat?
« Reply #25 on: January 13, 2009, 02:56:54 pm »
F12!

All the advantages of animated sceneries have been discussed in other threads.
GIFs are better than nothing, but APNG will help you go past limits that GIF has.
For those worried about map size - im sure that good mappers will consider that. Otherwise mapper's most likely a noob and the map isn't worth downloading. If you're worried about fps - dont forget that you can turn off animations completely. Animated sceneries don't create internet lag.

Exactly. That's how we should look at such ideas.

Offline ZomgProniss

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Re: APNG support in soldat?
« Reply #26 on: January 13, 2009, 07:37:56 pm »
..f11

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


this is true and if there is one thing i hate its lag
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.



it would be really great if you could use it right like just for miner details like a flickering flame on a torch or a flickering light or other lil things like that

Offline jettlarue

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Re: APNG support in soldat?
« Reply #27 on: January 24, 2009, 01:17:29 am »
Their is no reason it should lag a significant amount more than gifs, plus as far as I know there will be an option of animation anyways so if you have a slow computer it can be disabled. I f12 it, soldat's community needs some more eyecandy to keep alive when link-dead and berserker come out.

Offline Zabijaka

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Re: APNG support in soldat?
« Reply #28 on: May 18, 2009, 06:35:02 am »
Hey I'm looking on apng editor, but no ff add-on, I dont use firefox.

Offline homerofgods

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Re: APNG support in soldat?
« Reply #29 on: May 18, 2009, 06:41:45 am »
F12 ofc, I want .apng   ...and 500 mb scenery folder.. sure thing

.apng: http://www.treebuilder.de/default.asp?file=89031.xml

« Last Edit: May 19, 2009, 05:12:38 am by homerofgods »

Offline scarface09

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Re: APNG support in soldat?
« Reply #30 on: May 18, 2009, 07:53:32 am »
F11 if theres lag. F12, if theres no lag.
Football is the other face of the world. If you don't like it, then you can get the hell out!

Offline Gnoblar

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Re: APNG support in soldat?
« Reply #31 on: May 18, 2009, 08:22:33 am »
F12. I just learnt what they are and Oh my god F12.

Offline homerofgods

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Re: APNG support in soldat?
« Reply #32 on: May 18, 2009, 08:27:31 am »

Imagine the water, clouds, and surroundings we could make

It's not possible to make this kind of shading without .apng is it?
« Last Edit: May 18, 2009, 08:35:31 am by homerofgods »

Offline Gnoblar

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Re: APNG support in soldat?
« Reply #33 on: May 18, 2009, 08:38:52 am »
Will it depend on Video card or soldat engine lagwise? And not until 1.5.2 will I want to see any additions, it'll shut the n00bs up.

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #34 on: May 18, 2009, 08:49:29 am »
Just look at my avvy:


I'd use it if its size would be less than 50kb, but it's 5 times bigger.
« Last Edit: May 18, 2009, 08:52:46 am by ~Niko~ »

Offline homerofgods

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Re: APNG support in soldat?
« Reply #35 on: May 18, 2009, 09:15:48 am »
Just look at my avvy:


I'd use it if its size would be less than 50kb, but it's 5 times bigger.
it's awsum, you have the best avatar and matching sig around here :P

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #36 on: May 18, 2009, 09:27:25 am »
glad to hear that

Offline Zabijaka

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Re: APNG support in soldat?
« Reply #37 on: May 18, 2009, 04:01:31 pm »
So what program You use niko for apng edit?

Offline ~Niko~

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Re: APNG support in soldat?
« Reply #38 on: May 18, 2009, 04:04:23 pm »
Paint.NET... then using the apng assembler and it makes the animation.

Offline scarface09

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Re: APNG support in soldat?
« Reply #39 on: May 19, 2009, 01:03:46 am »
Wow this is mad...just there is no lag!!! I hope it does get implemented!
Football is the other face of the world. If you don't like it, then you can get the hell out!