client.dll not loading properly? It sounds like you installed something wrong.
Take a look at <span style='color:yellow'>C:\Program Files\Steam\SteamApps\email@email\Half-life\glow\</span>
I named my mod folder glow, but the name of the folder doesn't matter.
Inside it, you should have the folders... <span style='color:yellow'>cgprograms cl_dlls dlls maps models sound sprites</span> and maybe <span style='color:yellow'>logos and SAVE</span> Inside <span style='color:yellow'>cgprograms</span>, make sure you have the files: <span style='color:yellow'>glow_blur_fp.cg glow_blur_vp.cg glow_combine_fp.cg glow_combine_vp.cg glow_darken_fp.cg glow_darken_vp.cg</span> Inside <span style='color:yellow'>cl_dlls</span>, be sure that you have <span style='color:yellow'>client.dll</span>. Inside <span style='color:yellow'>dlls</span>, you should find <span style='color:yellow'>hl.dll</span>.
As for maps, models, sounds, and sprites, you should have the stuff copied from your NS folder.
I sure hope you didn't install the glow mod on top of your copy of NS. That would be a problem.
*EDIT* <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This effect is buggy as! Even when its off it is seriously buggy. if Ns puts this in I will cry. For example I tested this in normal hl with it OFF and looked a crate and WOW LOOK ITS A BULLET SKIN ! How is this possible I have no idea but if I walk to the left a little bit it goes back to the crate textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Um... that isn't going to have anything to do with the glow effect. All it does is change lighting; it doesn't retexture random brushes. At least, I think that's what you're saying.
This effect was coded by Deathwish, from the Half-life: Nightwatch team. An article about writing it was posted on the VERC Collective site (kind of a modder hub), and then the link to the VERC post was posted in the NS beta discussion forums.
Here's the post on VERC: <a href='http://collective.valve-erc.com/index.php?doc=1081854378-22165000' target='_blank'>http://collective.valve-erc.com/index.php?...854378-22165000</a>
And here's the thread that was posted on the NS beta discussion: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72930' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=72930</a>
Somebody made a minimod, the effect demonstrated as a Half-life mod with just the effect and the bare essentials coded to make it a mod. I'm not sure who made it, but my first guess would be Deathwish.
*EDIT* to see the effect on NS maps, you have to add the NS maps, models, sprites, etc. to the minimod folder. If you want to try it, see the guide I posted up there.
Here's the link (posted by RedDragonGecko) to the minimod: <a href='http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip' target='_blank'>http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip</a>
<!--QuoteBegin-sheena yanai+Jun 22 2004, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jun 22 2004, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what about hl singleplayer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The mod I worked for HL:E had this in. It looks like crap to be honest and the Fps drops is not worth it.
Ok I figured it out. My Windows folder is named WINNT not WINDOWS. But now I get a new error. Upon trying to load any map I recieve an error saying it could not load valid VP files. I click ok and the map loads, but then my view looks like I am looking through some transparent white paper. Now what the heck is a VP file. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin-sheena yanai+Jun 22 2004, 07:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jun 22 2004, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what about hl singleplayer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> HL singleplayer works, although the lighting and textures are really ugly (being default HL). The original accident looks a lot better with the glow mod (especially lightning.. lightning looks amazing) but when you get out into the halls and stuff, it's overbright on the walls (again, default HL textures/lighting = teh sux)
600mhz, 100mhz board, less than 1ghz NON ddr ram, and a gf4mx with 64 mb ram, its a lower average ns PC. Tried the tronglow2 minimod that does NOT require pixel shaders.
on higher resolutions it sucks 0,5 fps , it does not look that good also. on lower resolutions its smooth and looks a lot better than on higher resolutions.
Its perfect for newer cards without pixel shaders if you prefer lower resolutions anyways. Put it in, optional, its eye candy for screenshots and it fits into the ns concept.
this runs smootly on a 5 year old pc with a 1 year old gfx card without pixel shader, not bad: <a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0000.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0000.bmp</a> <a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0001.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0001.bmp</a> <a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0002.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0002.bmp</a> <a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0003.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0003.bmp</a>
George: what card are you running? I don't pretend to be an expert on cards or Half-life engine programming, but I think your card is the weakest link there.
Ollj: what are the "higher resolutions" you were speaking of? At 1024x768, it looked beautiful; does the quality just drop off as the resolutions get higher?
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> A drop of 20FPs would leave me with a total of -5pfs, which may be a bit of a downside to this.
<!--QuoteBegin-semi-psychotic+Jun 22 2004, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jun 22 2004, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ollj: what are the "higher resolutions" you were speaking of? At 1024x768, it looked beautiful; does the quality just drop off as the resolutions get higher? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> definitely! <b>This effect is calculated per pixel, the less pixels the smoother it runs:</b>
1600*1200 => 0,5 fps (instead of 80) and crappy sounds. 800*600 => never less than 80 fps (instead of 90). <b>You wont notice a big fps drop in smallest resolutions, i bet.</b> Yes gf4mx440 64 - 600mhzCPU
On the other hand the glow size is set in pixel too. Like fonts get bigger on lower resolutions, the glowing gets bigger on small resolutions (with same small glowing settings). => <b>Smaller resolution glowing looks stronger than on higher resolutions.</b>
(relating to the minimod that does not require pixel shaders)
<!--QuoteBegin-Zephor+Jun 22 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zephor @ Jun 22 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-EEK+Jun 21 2004, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Jun 21 2004, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Zephor+Jun 22 2004, 01:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zephor @ Jun 22 2004, 01:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Windelkron+Jun 17 2004, 07:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 17 2004, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> teaser <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> bigger version plz? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Why the hell would you want a bigger version, it's already 1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Because some people have monitors bigger than 1024 ( I need a 1600x1200 image if possible).
I can't work ns right now and would like to have the image as my desktop. my monitor runs at 1280x1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> edit, I cant read. I'll take it for you, do you want as bmp or jpeg? (bmp looks nicer but it will be 3 mb)
<!--QuoteBegin-Windelkron+Jun 22 2004, 02:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 22 2004, 02:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Zephor+Jun 22 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zephor @ Jun 22 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-EEK+Jun 21 2004, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Jun 21 2004, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Zephor+Jun 22 2004, 01:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zephor @ Jun 22 2004, 01:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Windelkron+Jun 17 2004, 07:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 17 2004, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> teaser <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> bigger version plz? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Why the hell would you want a bigger version, it's already 1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Because some people have monitors bigger than 1024 ( I need a 1600x1200 image if possible).
I can't work ns right now and would like to have the image as my desktop. my monitor runs at 1280x1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> edit, I cant read. I'll take it for you, do you want as bmp or jpeg? (bmp looks nicer but it will be 3 mb) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> do a jpeg please. Thanks so much.
Well, it's obvious that higher resolutions are going to cause bigger FPS drops with the glow enabled. I was just wondering if the image quality was dropping at higher resolutions, which struck me as kind of odd unless the card was being forced to maintain a certain FPS rate.
Of course, now that you reminded me that the glow effect is calculated by pixel (and not by lighting effects... otherwise, the maps would have it included! Doh!), it makes sense that lower resolutions would create a stronger effect.
While this is slightly neat, I should point out that the mod is simply triggering a screen-wide pixel shader.
ATI cards can already do this, and you can do it in-game too, not just in a minimod.
It's in the control panel, in the 3D settings, under the "SMARTSHADER" tab. It's a feature of the ATI control panels which, as I mentioned before, simply apply a pixel shader to the entire screen. It works with most games, including Half-Life.
There are a few pixel shaders included by default, though this "glow" effect is not one of them. Still, it's neat playing NS online with the ASCII pixel shader, which turns the game into ASCII mode.
Seeing as ATI released a program allowing people to use custom pixel shaders, it should be very simple for somebody to port this glow pixel shader, and save it as a SMARTSHADER plugin. Then anybody with an ATI card can use this glow effect in-game, online.
EDIT: More info on writing a shader for this can be found here:
The Programmable SMARTSHADER Effects Control appears to have a major memory leak, which cause your computer to start accessing the hard drive after a few minutes of gameplay. The SMARTSHADER tab on the Display Properties doesn't exhibit this problem.
Unfortunately, playing with a Glow Effect SMARTSHADER doesn't appear to be realistic, since you need to use the Programmable SMARTSHADER Effects Control to do this, and it causes horrible performance drops after awhile.
<!--QuoteBegin-Sandstorm+Jun 23 2004, 02:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandstorm @ Jun 23 2004, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Programmable SMARTSHADER Effects Control appears to have a major memory leak, which cause your computer to start accessing the hard drive after a few minutes of gameplay. The SMARTSHADER tab on the Display Properties doesn't exhibit this problem.
Unfortunately, playing with a Glow Effect SMARTSHADER doesn't appear to be realistic, since you need to use the Programmable SMARTSHADER Effects Control to do this, and it causes horrible performance drops after awhile. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> All it does is change a registry setting:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All the pssControl tool does is set registry settings that our OpenGL driver looks for. The registry setting is the filename to look for the programmable SMARTSHADER script in. The script files are parsed by the driver and transferred as binary data packets to the hardware. All the driver ever does is convert information into packets the hardware can understand so there are no surprises here.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I haven't experienced the memory leak you have spoken of; I've been running the app for half an hour now without any memory leak. On the other hand, I haven't been able to get it to work either (with custom effects).
If there really is a memory leak, it would be easy for somebody to write their own program to load custom shaders, like the glow shader.
EDIT: Found out why nothing was working; I was using an older version of the pssControl program to load SmartShader effects. But the new one also doesn't have a memory leak. Something must be wrong with your computer.
Unfortunately, all the effects are loading up improperly, not properly applying. Something's going on, but it's not the effects. Obviously they don't like my 4.6 drivers when the program is made for 4.3.
The effects work fine. The program works fine. There is no memory leak. And even if there is, since it just changes a registry setting to point to the file, you can CLOSE THE PROGRAM after you change the file and it still works.
I took a screenshot (attached) of an nearly-impossible-to-fake effect, the motion blur (Called "ghost") shader the shader changer comes with. It is attached.
So, I reiterate my challange: Somebody port the glow effect to a SmartShader file, so we can enjoy this effect in REAL NS GAMEPLAY! We've proven that you can play NS with pixel shaders, advancing beyond the mini-mod. Now somebody has to use it.
Comments
/nevermind, I have it working.
Take a look at <span style='color:yellow'>C:\Program Files\Steam\SteamApps\email@email\Half-life\glow\</span>
I named my mod folder glow, but the name of the folder doesn't matter.
Inside it, you should have the folders...
<span style='color:yellow'>cgprograms
cl_dlls
dlls
maps
models
sound
sprites</span>
and maybe <span style='color:yellow'>logos and SAVE</span>
Inside <span style='color:yellow'>cgprograms</span>, make sure you have the files:
<span style='color:yellow'>glow_blur_fp.cg
glow_blur_vp.cg
glow_combine_fp.cg
glow_combine_vp.cg
glow_darken_fp.cg
glow_darken_vp.cg</span>
Inside <span style='color:yellow'>cl_dlls</span>, be sure that you have <span style='color:yellow'>client.dll</span>.
Inside <span style='color:yellow'>dlls</span>, you should find <span style='color:yellow'>hl.dll</span>.
As for maps, models, sounds, and sprites, you should have the stuff copied from your NS folder.
I sure hope you didn't install the glow mod on top of your copy of NS. That would be a problem.
*EDIT*
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This effect is buggy as! Even when its off it is seriously buggy. if Ns puts this in I will cry. For example I tested this in normal hl with it OFF and looked a crate and WOW LOOK ITS A BULLET SKIN ! How is this possible I have no idea but if I walk to the left a little bit it goes back to the crate textures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Um... that isn't going to have anything to do with the glow effect. All it does is change lighting; it doesn't retexture random brushes. At least, I think that's what you're saying.
Where do you get this mod?
Here's the post on VERC: <a href='http://collective.valve-erc.com/index.php?doc=1081854378-22165000' target='_blank'>http://collective.valve-erc.com/index.php?...854378-22165000</a>
And here's the thread that was posted on the NS beta discussion: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72930' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=72930</a>
Somebody made a minimod, the effect demonstrated as a Half-life mod with just the effect and the bare essentials coded to make it a mod. I'm not sure who made it, but my first guess would be Deathwish.
*EDIT* to see the effect on NS maps, you have to add the NS maps, models, sprites, etc. to the minimod folder. If you want to try it, see the guide I posted up there.
Here's the link (posted by RedDragonGecko) to the minimod: <a href='http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip' target='_blank'>http://myweb.tiscali.co.uk/jamesleece/store/newtest.zip</a>
bigger version plz?
bigger version plz? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Why the hell would you want a bigger version, it's already 1024.
The mod I worked for HL:E had this in. It looks like crap to be honest and the Fps drops is not worth it.
HL singleplayer works, although the lighting and textures are really ugly (being default HL). The original accident looks a lot better with the glow mod (especially lightning.. lightning looks amazing) but when you get out into the halls and stuff, it's overbright on the walls (again, default HL textures/lighting = teh sux)
Tried the tronglow2 minimod that does NOT require pixel shaders.
on higher resolutions it sucks 0,5 fps , it does not look that good also.
on lower resolutions its smooth and looks a lot better than on higher resolutions.
Its perfect for newer cards without pixel shaders if you prefer lower resolutions anyways.
Put it in, optional, its eye candy for screenshots and it fits into the ns concept.
this runs smootly on a 5 year old pc with a 1 year old gfx card without pixel shader, not bad:
<a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0000.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0000.bmp</a>
<a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0001.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0001.bmp</a>
<a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0002.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0002.bmp</a>
<a href='http://www.df5jz.de/Ollj/tronglow2/ns_origin0003.bmp' target='_blank'>http://www.df5jz.de/Ollj/tronglow2/ns_origin0003.bmp</a>
Ollj: what are the "higher resolutions" you were speaking of? At 1024x768, it looked beautiful; does the quality just drop off as the resolutions get higher?
Ollj: what are the "higher resolutions" you were speaking of? At 1024x768, it looked beautiful; does the quality just drop off as the resolutions get higher? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
definitely!
<b>This effect is calculated per pixel, the less pixels the smoother it runs:</b>
1600*1200 => 0,5 fps (instead of 80) and crappy sounds.
800*600 => never less than 80 fps (instead of 90).
<b>You wont notice a big fps drop in smallest resolutions, i bet.</b>
Yes gf4mx440 64 - 600mhzCPU
On the other hand the glow size is set in pixel too.
Like fonts get bigger on lower resolutions, the glowing gets bigger on small resolutions (with same small glowing settings).
=> <b>Smaller resolution glowing looks stronger than on higher resolutions.</b>
(relating to the minimod that does not require pixel shaders)
bigger version plz? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Why the hell would you want a bigger version, it's already 1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Because some people have monitors bigger than 1024 ( I need a 1600x1200 image if possible).
I can't work ns right now and would like to have the image as my desktop. my monitor runs at 1280x1024.
bigger version plz? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Why the hell would you want a bigger version, it's already 1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Because some people have monitors bigger than 1024 ( I need a 1600x1200 image if possible).
I can't work ns right now and would like to have the image as my desktop. my monitor runs at 1280x1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
edit, I cant read.
I'll take it for you, do you want as bmp or jpeg? (bmp looks nicer but it will be 3 mb)
bigger version plz? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Why the hell would you want a bigger version, it's already 1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Because some people have monitors bigger than 1024 ( I need a 1600x1200 image if possible).
I can't work ns right now and would like to have the image as my desktop. my monitor runs at 1280x1024. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
edit, I cant read.
I'll take it for you, do you want as bmp or jpeg? (bmp looks nicer but it will be 3 mb) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
do a jpeg please. Thanks so much.
Of course, now that you reminded me that the glow effect is calculated by pixel (and not by lighting effects... otherwise, the maps would have it included! Doh!), it makes sense that lower resolutions would create a stronger effect.
ATI cards can already do this, and you can do it in-game too, not just in a minimod.
It's in the control panel, in the 3D settings, under the "SMARTSHADER" tab. It's a feature of the ATI control panels which, as I mentioned before, simply apply a pixel shader to the entire screen. It works with most games, including Half-Life.
There are a few pixel shaders included by default, though this "glow" effect is not one of them. Still, it's neat playing NS online with the ASCII pixel shader, which turns the game into ASCII mode.
Seeing as ATI released a program allowing people to use custom pixel shaders, it should be very simple for somebody to port this glow pixel shader, and save it as a SMARTSHADER plugin. Then anybody with an ATI card can use this glow effect in-game, online.
EDIT: More info on writing a shader for this can be found here:
<a href='http://www.driverheaven.net/smartshader/' target='_blank'>http://www.driverheaven.net/smartshader/</a>
Now somebody go port the glow effect from Cg so we can all play using the glow online.
Unfortunately, playing with a Glow Effect SMARTSHADER doesn't appear to be realistic, since you need to use the Programmable SMARTSHADER Effects Control to do this, and it causes horrible performance drops after awhile.
/edit: forget it. Seems like every image host in existance is filtered.
take a telegram,
To Flayra
Sender Spacer
Message reads: put glow mod in NS, stop please please please, stop
ps: don't ever, stop
<u>btw i aint read the whole thread</u>but if a server implmented this would it be possible to play with it on now ?
Unfortunately, playing with a Glow Effect SMARTSHADER doesn't appear to be realistic, since you need to use the Programmable SMARTSHADER Effects Control to do this, and it causes horrible performance drops after awhile. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
All it does is change a registry setting:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All the pssControl tool does is set registry settings that our OpenGL driver looks for. The registry setting is the filename to look for the programmable SMARTSHADER script in. The script files are parsed by the driver and transferred as binary data packets to the hardware. All the driver ever does is convert information into packets the hardware can understand so there are no surprises here.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I haven't experienced the memory leak you have spoken of; I've been running the app for half an hour now without any memory leak. On the other hand, I haven't been able to get it to work either (with custom effects).
If there really is a memory leak, it would be easy for somebody to write their own program to load custom shaders, like the glow shader.
EDIT: Found out why nothing was working; I was using an older version of the pssControl program to load SmartShader effects. But the new one also doesn't have a memory leak. Something must be wrong with your computer.
Unfortunately, all the effects are loading up improperly, not properly applying. Something's going on, but it's not the effects. Obviously they don't like my 4.6 drivers when the program is made for 4.3.
The effects work fine. The program works fine. There is no memory leak. And even if there is, since it just changes a registry setting to point to the file, you can CLOSE THE PROGRAM after you change the file and it still works.
I took a screenshot (attached) of an nearly-impossible-to-fake effect, the motion blur (Called "ghost") shader the shader changer comes with. It is attached.
So, I reiterate my challange: Somebody port the glow effect to a SmartShader file, so we can enjoy this effect in REAL NS GAMEPLAY! We've proven that you can play NS with pixel shaders, advancing beyond the mini-mod. Now somebody has to use it.