Author Topic: .SVG Support for Crosshair.  (Read 7779 times)

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Offline eYe

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Re: .SVG Support for Crosshair.
« Reply #20 on: March 31, 2009, 07:13:54 pm »
Just a comparison: Runescape, played by a great number of players considering it was made in Java. Great game, even if you don't like it. Does not rely on graphics. Runescape is updated, graphics make half the people quit because they only played runescape in the first place since their computers didn't allow them to be on, say, wow with more than 15 fps.

You want to improve soldat's graphics which, even in the smallest manner, may cause people to quit. Like me. I quit runescape. I've played soldat for 6 years. If you suggest a graphical improvement my computer will not take it and I will be forced to quit. The same will happen with a lot more players who still haven't found it in their reach to afford a kick-ass machine. Soldat doesn't exactly have the largest community out there, so, care to destroy it? Go ahead.

Offline iDante

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Re: .SVG Support for Crosshair.
« Reply #21 on: March 31, 2009, 07:25:46 pm »
Just a comparison: Runescape, played by a great number of players considering it was made in Java. Great game, even if you don't like it. Does not rely on graphics. Runescape is updated, graphics make half the people quit because they only played runescape in the first place since their computers didn't allow them to be on, say, wow with more than 15 fps.

You want to improve soldat's graphics which, even in the smallest manner, may cause people to quit. Like me. I quit runescape. I've played soldat for 6 years. If you suggest a graphical improvement my computer will not take it and I will be forced to quit. The same will happen with a lot more players who still haven't found it in their reach to afford a kick-ass machine. Soldat doesn't exactly have the largest community out there, so, care to destroy it? Go ahead.
Horrible comparison. A grand 0 people quit because of the graphics update (you can still choose to play on standard detail). People quit because of the real world trading issue.

Adding .svg support for the crosshair will not make it any harder on a computer than it is already. This is a minor suggestion, with minor implications. People aren't going to quit just because this one straw broke their computer's back, because it won't.

Also...
played by a great number of players considering it was made in Java.
What do you have against Java?

Welcome to the forums btw.

Offline eYe

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Re: .SVG Support for Crosshair.
« Reply #22 on: March 31, 2009, 07:48:15 pm »
you CAN'T play on standard detail anymore. That's why people quit. People were hanging on even with the Grand Exchange. Pretty much every members' world was still full even after GE. The downfall was marked after the standard detail was turned off. Now Runescape is only at the disposal of semi-potent computers and I'm afraid the same might happen with Soldat if people start thriving for changes.

I don't recall saying I had anything against Java.

Offline iDante

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Re: .SVG Support for Crosshair.
« Reply #23 on: March 31, 2009, 09:18:59 pm »
Well the thing I was trying to get across was the fact that if this is added it won't be like the graphical update to runescape. It's a small thing, not a giant update like theirs that requires hardware acceleration or whatever. (On another note, what is the difference between standard and high detail then?)

A poll would be nice.

Offline Xxypher

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Re: .SVG Support for Crosshair.
« Reply #24 on: March 31, 2009, 09:48:22 pm »
It wouldn't cause a single BIT of lag! Vector programs run on hardly anything.

Offline KYnetiK

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Re: .SVG Support for Crosshair.
« Reply #25 on: March 31, 2009, 10:42:56 pm »
PNG support in Soldat doesnt utilise the vector aspect of it, only rasterizing with a better quality and an alpha channel. Maybe its not the best vector method, but it sprang to mind, albeit in typo form lol.

And yes,  vectors  run on practically nothing, and certainly dont require hardware acceleration. Do you need the latest GeForce to run Flash swfs? I think not. If Flash used hardware acceleration and DX support my pants would never be the same again.

But this is a very cosmetic idea, not entirely necessary but would look very sexy, especially as far as custom reticles are concerned.
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Offline Keldorn

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Re: .SVG Support for Crosshair.
« Reply #26 on: March 31, 2009, 10:51:09 pm »
I'm not exactly sure what you guys mean.

Can someone explain?

Go to wikipedia and find some gfx of flag or something in .svg and zoom it. You'll see it's not pixelate even zoomed.

Thanks. I just did. This would be awesome and would help a lot! F12!
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Offline PaFel

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Re: .SVG Support for Crosshair.
« Reply #27 on: April 01, 2009, 03:39:08 am »
But this is a very cosmetic idea, not entirely necessary but would look very sexy, especially as far as custom reticles are concerned.

Imo. Most of the things that can still be improved in soldat are those cosmetic things and some things in weapons.ini.

Offline Gnoblar

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Re: .SVG Support for Crosshair.
« Reply #28 on: April 01, 2009, 05:59:17 am »
I bought a program for $15 that converts bitmaps to vectors, very useful.
Interesting, what is the program?

http://vectormagic.com/desktop

Oh and my windows 95 with 64MB RAM and 8GB hard drive can run soldat. It can even run it with most settings on high (not sound). Don't see what the problem is...
« Last Edit: April 01, 2009, 06:02:00 am by Gnoblar »

Offline jrgp

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Re: .SVG Support for Crosshair.
« Reply #29 on: April 01, 2009, 06:34:12 am »
This is very doable. Especially with C++ and even the new Microsoft Silver light.
F12.
Those don't apply to the client version of Soldat in any way at all, seeing as it's written in Borland Delphi (pascal) not C++ and uses DirectX for graphics. Silver Light is just a browser plugin type thing intended to provide competition towards Macromedia/Adobe Flash.

And yes,  vectors  run on practically nothing, and certainly dont require hardware acceleration.
As for vecters needing hardware acceleration, it really depends on the program that's using them, not the fact that they are vectors.

Do you need the latest GeForce to run Flash swfs? I think not. If Flash used hardware acceleration and DX support my pants would never be the same again.
Having a GeForce that's at least a 5x will run most Flash swf's perfectly, so yeah a newer model isn't necessary and as far as I know the Flash player cannot use DirectX for anything (which makes sense as Adobe has versions of it for platforms that have no way of supporting DirectX.)

But as for Adobe's Director and Shockwave plugins, they can and do use DirectX for certain things, as Director media was originally designed for Windows CD ROMS with high tech graphics. For an example of a game like this, checkout Crimson Viper.

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Offline Gnoblar

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Re: .SVG Support for Crosshair.
« Reply #30 on: April 02, 2009, 08:30:56 am »
A poll would be nice.

Can't. I can't create polls. Either my account has been banned from it or its some forum bug, I know how to, I just can't.

Offline L[0ne]R

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Re: .SVG Support for Crosshair.
« Reply #31 on: April 02, 2009, 11:38:28 am »
It would be nice to see cleaner crisper crosshair, but then comparing to the horrible low-res of the rest of the game it'll look out of place..
If .svg support will ever be added, along with it I'd like to see an increase in image size for gostek, weapon and texture graphics, to make the whole game look crisper overall.
After all, 640x480 is getting old even for old computers..

Offline Gnoblar

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Re: .SVG Support for Crosshair.
« Reply #32 on: April 04, 2009, 08:03:37 am »
After all, 640x480 is getting old even for old computers..

Most PC;s can handle 800x600 and i still believe that this should be the resolution NOT blown up, but the actual resolution. If 32Mb of RAM and a 4MB video card or something ridiculous can handle soldat fine, then i'm sure it can handle 800x600.

Offline Gnoblar

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Re: .SVG Support for Crosshair.
« Reply #33 on: April 06, 2009, 08:43:20 am »
To he'll with it, make .SVG support available for all images. Now THAT would be sexy.

Offline L[0ne]R

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Re: .SVG Support for Crosshair.
« Reply #34 on: April 06, 2009, 03:14:01 pm »
I thought of suggesting that too, but then weapon and gostek modding will become a problem. :/

Offline PaFel

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Re: .SVG Support for Crosshair.
« Reply #35 on: April 07, 2009, 09:50:55 am »
Imo there's no need to make gostek and weapons other formats than .png and .bmp.

Offline Xxypher

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Re: .SVG Support for Crosshair.
« Reply #36 on: April 07, 2009, 11:43:01 am »
No, not the Gostek. Just the crosshair. It shouldn't distort because of zoom, bink, and distance.

Offline Gnoblar

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Re: .SVG Support for Crosshair.
« Reply #37 on: April 09, 2009, 08:48:59 pm »
Crosshair is the one I really want, but .SVG support for all weapons AS WELL AS .PNG and .BMP would be cool...

Offline Hair|Trigger

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Re: .SVG Support for Crosshair.
« Reply #38 on: April 12, 2009, 02:22:16 am »
To he'll with it, make .SVG support available for all images. Now THAT would be sexy.

ah, so are you going to be the one making a full mod with vector graphics? 

Vectors can't stop resolution distortion, you would still need to play at native resolution, so the mod will look exactly the same as Soldat at native resolution with Anti-aliasing turned on.   so you'd be much better off playing at a native resolution with AA turned on.
« Last Edit: April 12, 2009, 02:26:07 am by Hair|Trigger »

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Offline chutem

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Re: .SVG Support for Crosshair.
« Reply #39 on: April 13, 2009, 04:24:33 am »
To he'll with it, make .SVG support available for all images. Now THAT would be sexy.

ah, so are you going to be the one making a full mod with vector graphics? 
Might as well allow vectors for every graphic, nothing wrong with giving people choice, is there?
Someone may feel like making vector mod.
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