Draw Distance

More
7 months 2 days ago - 7 months 1 day ago #1259 by Copy-Cat
Draw Distance was created by Copy-Cat
I'm sorry if I posted this somewhere else. Created a new post to discuss Draw Distance enhancement to the game.

SJ if you have some time to get on TS. I believe I have found the value that handles draw distance. I am not expert on how to go about implementing into the exe. I would like to demonstrate to you via TV my findings to hopefully implement a Draw Distance modifier to the LRM.

Maybe a Slider or a Text box like enter a value between 1000 - 4000 depending on your hardware.

Please Log in or Create an account to join the conversation.

More
7 months 1 day ago - 7 months 22 hours ago #1263 by Slippery Jim
Replied by Slippery Jim on topic Draw Distance
That would be an amazing discovery if this is true and it works without causing glitches.

Update: Copy Cat showed me his discovery and it seems to work beautifully. Only problem is we couldn't replicate it yet in a simple game executable hack.

Looking through the 'config.dat' file the game seems to use inches in terms of measurements. For instance one of the distance numbers referenced is 1500 in that file (which would translate to exactly 125 feet).
MaxViewRange  1500  // How far a character will use real LOS instead of approximate (in inches)

No, changing this value in the .dat file doesn't work, lol

Please Log in or Create an account to join the conversation.

More
7 months 16 hours ago #1266 by Copy-Cat
Replied by Copy-Cat on topic Draw Distance
I figured it out, simple hex edit... :)

Please Log in or Create an account to join the conversation.

More
7 months 16 hours ago #1267 by Slippery Jim
Replied by Slippery Jim on topic Draw Distance
You crazy genius.

Please Log in or Create an account to join the conversation.

More
7 months 5 hours ago #1268 by Copy-Cat
Replied by Copy-Cat on topic Draw Distance
Why thank you, wait.... what? lol

SJ go ahead and add the offsets into the "Vault" of knowledge and known fixes. So we can reference them in the future.

Keep up what you do mate.

Please Log in or Create an account to join the conversation.

More
7 months 1 hour ago - 7 months 1 hour ago #1270 by Slippery Jim
Replied by Slippery Jim on topic Draw Distance
Added to the book of knowledge thread.

Now the debate begins of what number we should use for the view distance.

2800 gives double the view distance of 233 feet in the game. We have to keep in mind that a higher number may make it harder for people with lower end systems to play the game.

  • The question is do we care? This mod was meant to max out Swat 3 as much as possible within reason. We still have to remember that the only reason some people may still play Swat 3 is because they have a lower end system.

  • Does a larger view distance = lower fps? Consider Swat 3 uses clipping to not render unseen geometry does it really affect the FPS much?

  • How many maps really would be affected by a lower FPS? Not many maps have a large view distance anyways since it is a game of close quarter battles.

  • Ultimately one solution is to release the Last Resort mod with the draw distance that we want and make available the normal view distance game executables as a separate download. If the person with a lower end system finds the slow frames too much they can replace the game executables manually. There won't be a mismatch error in multiplayer.

    Please Log in or Create an account to join the conversation.

    More
    7 months 1 hour ago - 6 months 4 weeks ago #1271 by Slippery Jim
    Replied by Slippery Jim on topic Draw Distance
    Holy shit. Just testing Sierra made maps with larger view distance of 2800 and it actually helps some of the original maps out.


  • Originally in Swat 3 with the Convention Center map if you opened the doors and back up you would see a glitch with the portals in the doorway. That must of been because of a lack of view distance. Now with the larger view distance that portal glitching is gone!

  • The Import Store street was originally built at the maximum view distance and the graffiti wall was in the falloff area that would dim to black. As you approached the wall it would get brighter. This is all fixed.

  • View distance in Sewers maps helps of course too with portal glitches. Flashlight throw distance is short. Probably more realistic to keep it short.

  • Construction Yard in some ways is lessened in quality because of increased view distance. Remember that this is a night map. When you first spawn the darkness creates a certain mood. The edge of the yard falls off into the darkness and the lighting is done to enhance that. With the longer view distance you don't get that darkness way in the distance. Some of the tension and mood is lost. This applies to the Sewers mission also. To a lesser extent also makes Whiteman Airport less dangerous slightly.

  • 12th and Figueroa is improved slightly because the buildings started to fall off into black and the brighter skybox gave it a fake look.

  • Garage improved on upper levels where view distance would glitch way in the background.

  • After viewing the maps with normal view distance and then with extended view distance I have a new appreciation for the Sierra map designers of Swat 3. On several maps they took a weakness of Swat 3 (a short view distance) and used that dark falloff to their advantage. They enhanced the map with lighting (or lack of). They definitely designed each map with the view distance limitations in mind and you aren't aware of it until you look at them with a larger view distance. They really were artists.

    Please Log in or Create an account to join the conversation.

    More
    6 months 4 weeks ago #1273 by Copy-Cat
    Replied by Copy-Cat on topic Draw Distance
    i know the installer is hefty as of right now, is it possible to maybe ask the user at install time which would be better choice based on their system.

    Please Log in or Create an account to join the conversation.

    Time to create page: 0.153 seconds
    Powered by Kunena Forum