Syn3h B2
67 Comments - 257116 Views
Rendering upgrades, Whirld revamp
Submitted By admin on 11/02/04
Syn3h, admin, Documents 
This Document originally posted in the "Syn3h (Legacy)" Group

Greetings everyone!
Please welcome the second of Syn3h's beta releases, available now after all-too-long of a delay.
This release focuses primarily on the Whirld and Rendering systems, though the rather massive changelog can speak for itself.
Please let me know if this version solves any inverted graphics/no picture/poor framerate issues you experienced in the previous beta.
Be sure to stop by Unity Island, which serves as a demo to show off new Whirld functionality - including the fact that it is now entirely contained in a single, binary, highly optimized, webplayer cachable .whirld file! Enjoy the new sea system, globally illuminated lightmaps, completley revamped rendering effects and fine tuned quality levels, STUNNING new vehicle and xorb materials, and much more.
Don't worry about the completley broken keybindings, lack of lava on the classic Martian worlds, rather dull looking seas at low quality levels, and other miscellaneous issues - they are on the top of my list.
For all you map designers, the Whirld toolkit will be available once Unity 3.2 is released (should be safe to hold your breath)...
  • Massive strides forward in Whirld water system
  • Cache loading will now be a bit faster, as I have obliterated the need for a secondary buffer cache.
  • Cache dir on OSX should now be ~/Library/Application Support/Whirld Cache - you can delete the old ~/Documents/Library/Application Support/Whirld Cache folder used by B1
  • Nicer looking server list in lobby, with a bit of space between each server row
  • Buggy skidmarks now properly aligned to tires
  • Buggy autorighting is now a bit smarter, and should never skid the buggy sideways along the ground like it did before
  • Buggy's suspension system now never protrudes from the bottom of the buggy
  • Buggy wheels no longer penetrate walls to fall through the floor outside the wall, and it's rollover crashes look nicer
  • Buggy's shocks are now a bit more powerful for high speed offroading
  • Buggy's camera following distance has been moved back a bit
  • Malformed Whirld entries should no longer crash Syn3h
  • Xorbs now fit buggy properly
  • Fullscreen mode can now be controlled via a button at the very top of the Interface panel
  • Antialiasing now defaults to false, please try turning it off if you experience weird rendering glitches
  • LOD System now functional again
  • Rendering materialization sites from near distances shouldn't slow down low end systems as much (Thanks, Achilles!)
  • Global shader lod max and camera rendering path are now directly linked to Syn3h's quality level, which should result in much higher framerates on low end hardware with the quality set to a minimal level
  • Integrated Whirld Repository search field in the Server Creation interface of Syn3h now has focus by default
  • Xorbs now partially transparent at lowest quality levels, instead of fully opaque
  • Fine tuned quality levels, with the two lowest now being actually useful
  • Buggy skidmarks now shown only above Simple rendering level
  • Buggy wing warping now a bit smoother
  • Vastly more intelligent new seafloor texture algorithm which smoothly blends combination of all beach textures into the sea
  • New Unity Island with occlusion culling, baked lightmaps, and much more!
  • New Whirld skybox horizon fog baking system - it's brilliant
  • World sunlight shadow feathering normalized
  • Whirld library now includes many new helpers, such as the Whirld optimizer
  • The "Cancel" button while loading a world now properly terminates loading and returns Syn3h to the lobby
  • Whirld loader no longer confused by attempting to cache URLs  with a ? in the name
  • Hosting a world instantly after starting Syn3h with a large Whirld cache to parse no longer causes a crash
  • Fastest quality level now looks a bit nicer
  • Significant shadow quality enhancements at high rendering levels
  • More reliable network testing
  • Vehicle reflection cubemaps now dynamically generated for each world, resulting in much more convincing reflections
  • Realtime vehicle reflections at fantastic level!
  • Cameras bundled inside worlds are now summarily disposed off, instead of wreaking havoc on core game logic
  • New automatic Whirld alt offset if loaded with a legacy sea alt
  • Improved rendering effects, as well as their relation to game quality levels
  • Whirld loading percentages rounded
  • Default block world object no longer cast shadows, which means that there is no longer a weird realtime shadow edge line following you around
  • Sunlight beam effect now enabled on worlds with lens flares defined in the primary directional sun light
  • Fixed " in ads
  • App Update detection enabled
  • To resolve interface ambiguities, game worlds are now described as "maps" in Syn3h's primary lobby interface
  • Buggy autorighting now slower to activate, but stronger once it gets going
  • Cache controls now available at bottom of world selection list as well as lobby settings pane
  • Beginning of webplayer caching...
  • Dynamic shadowcasting is now disabled for objects that aren't lightmapped, to prevent them from casting shadows in a strange looking circle around your camera
  • Nifty new JumpPoint system, and other smart objects, for the Whirld 4 release
  • Doppler effect temporarily disabled in preparation for audio system upgrade
  • Upgraded image effects, including edge blending that no longer needs to be manually enabled
  • Resolution dialog now shown by default for standalone builds
  • Wind for Unity Island!
  • Enabled static and dynamic batching for Whirld for significant rendering performance improvements
  • Whirld Water now automatically downgrades itself if a deferred rendering path isn't available
  • Floors, lights, etc reenabled for legacy block worlds

2 days - 6,410v
Posted 2011/02/04 - 4:21 GMT
Woohoo! Giving it a test right now. 
Only thing was, couldn't connect to games to partake in a little inaugural dogfighting.
11 hours - 775v
Posted 2011/02/04 - 4:37 GMT
1 week - 32,767v
Posted 2011/02/04 - 5:26 GMT
Well done, Aubrey. Well done :)
1 day - 5,491v
Posted 2011/02/04 - 20:21 GMT
Well, Aubrey, what can I say? It's been a long time!
Many thanks for wokring so hard: I'm about to plunge headfirst into the SECOND BETA!
2 days - 7,304v
Posted 2011/02/04 - 21:36 GMT
Minimap still doesn't work. Yet still good. 
P.S Aubrey did you get my email a while ago?
1 day - 5,338v
Posted 2011/02/04 - 22:40 GMT
Thanks Aurbey for your hard work!
8 hours - 1,253v
Posted 2011/09/22 - 15:33 GMT
1 week - 32,767v
Posted 2011/02/05 - 0:15 GMT
FINALLY!!! I am so happy.
Edit: The only major problems now are the distortions in the view. Example:
1 day - 4,998v
Posted 2011/02/05 - 0:29 GMT
Thanks for the work Aubrey! I love the bump patterns on the buggy! Although there is not refractions or reflections on the water, it is nice to have the water back. :P
I noticed some odd things though:
  • The Shift button doesn't zoom in the view.
  • The jet throttle input doesn't work.
Is implementing the newest syn3h buggy (2.1) on your list of things to do? 
Thanks for the long-awaited release!
1 week - 32,767v
Posted 2011/02/05 - 0:32 GMT
Also, Some of us love Mars Explorer, but it's current state is not the best. There are several problems regarding reliability and stability, and more in other areas. Rather than a new game, I would like to see improvements in mars explorer BEFORE syn3h comes out. There would be less to do, and syn3h has a HUGE number of things to go. Not that I don't appreciate Aubrey's work.
2 weeks - 19,758v
Posted 2011/02/05 - 14:28 GMT
Could you please elaborate on the dysfunctionality of the MiniMap? It works great on all the test machines I have used.
@Yoshi, Gub:
Don't worry about keybindings or the appearance of the sea at low rendering levels. Keybindings, as well as camera views, will be totally revamped in the next release. The sea should look incredible at Beautiful and above - it includes a brand new, totally custom, depth aware, realtime wave generating shader - but I haven't done any work on the lower quality seas yet and ghosting is an issue.
3 days - 10,628v
Posted 2011/02/05 - 15:08 GMT
Now, my computer is hardly able to handle beautiful and fantastic settings, but when i use them, i see no water on freestyle, I assume it would be the same on other maps though (except maybe unity island, which has always been different for me.)
1 day - 4,998v
Posted 2011/02/05 - 15:42 GMT
Weird Glitch Time!:
Seems as if it copies itself wherever it goes.
Odd.Just in case this is not a one-time thing, I posted it, but it might be just a unity bug.
2 days - 7,304v
Posted 2011/02/05 - 20:00 GMT
Well the minimap is totally blank. It appears as a white square on my screen. (Will upload pic when uploading starts to cooperate.)
23 hours - 2,065v
Posted 2011/02/05 - 20:01 GMT
Much Better!
The choice movement controls are a perfect solution to the mac vs pc problem, although I do not get the point of "yaw".
The new water had TIDES!  I never expected that!
The new vehicles look much better!  Apparently Syn3hians (no longer martians?) like to put snakeskin on their buggies.
Everything looks better and brighter in general.
I can run this at a much higher graphics level than Mars.
There are a few problems, though.
-I think the chat bar should be on the left like in mars so it is easier to chat in general and a lot easier to chat while monitering/changing settings.
-When you are part in the water/part out of the water, if you are mostly out, the underwater part is invisible and visa versa
-although the tide is great, it's effect is ruined by the fact that the water is still a flat plane.  If it has tides now, it needs some other upgrades, even though they will be much harder to program than tide.
-driving on top of the water is a lot worse now.  It is kind of like that old glitch in 1.9.7 where if you drive part in water, part on land, you go skipping over the water, at high speed but very unstable.
I read that the water is better at higher settings, so I tried it, and it was much much worse.  For me at least, on Beautiful and Fantastic settings, water is invisible.  This is a big problem (if your computer can handle those settings, which mine can't, at least not at acceptable framerates of at least 30 fps.  I get about 25 fps with those settings, and I am very picky about the fps.  It really bothers me if it is below 30.)
1 day - 4,998v
Posted 2011/02/05 - 22:34 GMT
I agree with you about the position of the chat.
3 days - 10,293v
Posted 2011/02/05 - 22:29 GMT
You squashed a bunch of pesky bugs! Hooray!
1 week - 32,767v
Posted 2011/02/05 - 23:56 GMT
I am also in agreement about the chat. Or in settings, you could organize, like drag the bars to one side or the other so if people want everything on one side, or server settings on one side and chat on the other, stuff like that.
1 day - 4,998v
Posted 2011/02/06 - 0:59 GMT
THe dragging would be AWESOME!
2 weeks - 19,758v
Posted 2011/02/06 - 5:51 GMT
Thanks all for your suggestions!
Regarding the sea system, don't worry about it.
If you have a high end computer, the water in Unity Island should look INCREDIBLY GOOD at beautiful and fantastic. It is powered by a new water shader I am working on that handles tides, depth aware tinting, perfectly smooth beach foam, etc. If you are using older hardware, the shader will revert to an extremely simple version that is just a placeholder for the basic sea that I am planning to implement.
8 hours - 1,253v
Posted 2011/09/22 - 21:28 GMT
It does look great!!
2 days - 7,304v
Posted 2011/02/06 - 14:31 GMT
Already Syn3h is working 10X better than Mars Explorer. I can go up to Simple on Unity Islands (Yay) with 20 FPS. Basic sea on Unity Islands is better than the  Mars Explorer one. It looks similar to the one on Paradise Paintball? Overall it's fantastic except for Chat positioning, SceneInit loading time (usually Syn3h crashes when I load a terrain world but not block worlds.), and Minimap.
1 day - 3,262v
Posted 2011/02/06 - 17:33 GMT
A couple of suggestions I would like to make about the quality levels:
I would prefere it if the new xorb and wing shaders were enabled at at least simple because I love that shader, but my computer can't handle the higher quality levels.
In the future, I think it would be nice to switch over to manual settings for much more individual controls, such as setting for 'Detailed sea', 'Live buggy reflections' (which are awesome btw), 'Headlights', 'Detailed textures', 'Trees and grass', etc.
Keep up the good work Aubrey!
1 day - 4,998v
Posted 2011/02/06 - 21:01 GMT
That would be perfect!
Do you know why I can't connect to any of the games?
3 days - 9,746v
Posted 2011/02/07 - 15:55 GMT
Hmm, my buggy still slides along the ground upside down...
1 week - 24,177v
Posted 2011/02/07 - 16:41 GMT
Lovely. :)
1 day - 3,010v
Posted 2011/02/07 - 19:31 GMT
Congratulations on the new update, Aubrey. I love the project and fully support the development.
While playing the Syn3h B2, however, I came across a few nitpicks and bugs:
• I find the brightness underwater to be a little jarring. I like the increased brightness, but I personally think you should set that down a tad.
• When viewing the buggy underwater from the surface (or vise-versa) the buggy's wheels are clearly visible but the body is hidden from sight.
• I'm not sure if it's Unity 3's motion blur glitching out but as mentioned many times objects on the screen tend to leave a ghosted image behind, but only in certain areas or worlds.
• I miss being able to see the patterns on the wings with the quality set to "Good". When set to "Beautiful" 7-15 FPS is just too slow for me.
• As mentioned above, when the graphics settings have been set to a higher quality the water becomes invisible.
• Sound effects and music seem to be broken, I miss the high-speed wind effect and the classical music of Mars Explorer. Although the laser sound effect is functional.
• Snipe mode while holding shift won't work.
• Networking seems dysfunctional. I can't connect to the main lobby, but I can with ease with Mars Explorer.
• The reflections on the buggy on higher graphical settings is very bright and confusing. I can't even see my buggy's color.
Now for what I like!
• The new material on the buggy looks awesome. I love the scales. :)
• The wind is very natural and pleasing. You really nailed it there, Aubrey.
• I enjoyed the more vibrant colors.
• Frame rates have been improved.
• I find controling the buggy to be much more responsive and agilic.
• The alt key once again puts you in camera-1.
• Ability to change quality and screen resolution from check-boxes (I'm aware that this was always here, but I never mentioned how much I liked 'em).
• The new color customization for the buggy is very pretty. Black finally looks like black! :D
• The application icon has been fixed and no longer repeats itself with odd color glitching, congrats!
• No more pink materials! (at least none that I've found)
• Although the DOF for underwater doesn't make much sense, it's very pretty.
All-in-all this is a great update Aubrey. I wish you luck in the development and I can't wait for the next beta.
1 day - 4,998v
Posted 2011/02/07 - 21:17 GMT
The pink issue is still there, just not in unity island.
1 day - 3,010v
Posted 2011/02/08 - 0:54 GMT
Ah yes, I've found it. I played in Unity island and got bored of single-player and quit. Perhaps I should've played through the game a little more before I made assumptions.
1 day - 4,998v
Posted 2011/02/11 - 1:43 GMT
Unity 3.2 came out! : D  
This means whirld 4! : D
18 hours - 2,646v
Posted 2011/02/11 - 1:52 GMT
the throttle is reversed and the rudder for the jet doesnt work also the rudder input on my joystick is now controlled by the buttons on it and i cant go into foward flight mode
1 day - 3,010v
Posted 2011/02/11 - 18:49 GMT
It does. You just need to give it some time. The throttle and rudder's acceleration seems to have been slowed down.
6 days - 29,000v
Posted 2011/02/12 - 23:02 GMT
I have the strangest feeling I did something wrong.  I tried to play the new version, but when it finished downloading I tried to play it but it was all, blocky.  I'd upload what happened, but it wouldn't let me.
3 days - 10,178v
Posted 2011/02/15 - 6:39 GMT
Mars is light again!
The dark age is over!
I'm Death Ray, and I approve of this Beta.
Thumbs up!
(So happy. So very happy.)
3 days - 10,178v
Posted 2011/02/15 - 6:41 GMT
my thumbs up looks like a bottle-o-beer, but you get the idea XD
3 days - 10,178v
Posted 2011/02/15 - 6:42 GMT
1 day - 4,998v
Posted 2011/02/15 - 22:59 GMT
I noticed when the car is flipped upside down, it doesn't usually flip over until it is stopped, and it can slide for a while. (just shooting the ground does fix this though). Also, maybe there should be some kind of particle affect when the buggy flips over, to make it look like the buggy did something to flip.
Also, when pushing rigidbodies, such as boxes, I think the front of the buggy shouldn't flip up and make it hard to push it. The buggy seems less clunky in this beta, did you do something, or is that just me? :P
3 hours - 376v
Posted 2011/02/21 - 21:15 GMT
P R O B L E M !
The water, music and lava wont load!
Other than that, I agree with everyone on the chat. Also, add in the texturing from the buggy onto the other
24 minutes - 70v
Posted 2011/03/06 - 3:23 GMT
When I went on this, I noticed something. My traditional gold buggy, from my Golden_Thunder days, WAS ACTUALLY GOLD!!! Thanks Aubrey
6 days - 29,000v
Posted 2011/03/22 - 0:34 GMT
This may, no, this IS, impacient to say, but when is the first non-beta version coming out?  Any guess?
1 day - 4,998v
Posted 2011/03/22 - 20:39 GMT
Well, I think we could start with another beta... 
There will probably be lots more betas, my guess is he will have a beta after every major feature is created, but only a guess so...
16 minutes - 30v
Posted 2011/05/03 - 3:07 GMT
Nice, checking it out now.
4 days - 9,791v
Posted 2011/05/16 - 19:23 GMT
Note the missing map.
Also, the world "Martian Mountain" crashed the game. :(
Otherwise, this is epic!!!
4 days - 12,819v
Posted 2011/08/12 - 15:17 GMT
I'm dowloading it now.
@screams like a little girl in a candy shop
Aubrey, I clicked your "new vehicles and XORB materials" link and saw a humanoid vehicle....
I bet that is going to be very awesome.
When will Syn3h come out? I mean the real Syn3h.
20 minutes - 23v
Posted 2011/09/14 - 13:23 GMT
I have windows xp pro, and in Syn3h and Mars Explorer any text just looks like a blob. Is there something wrong?
8 hours - 1,253v
Posted 2011/09/20 - 0:23 GMT
(Starts running around in circles, screaming at the top of lungs, and waving arms madly),
I like it!
5 days - 22,986v
Posted 2011/09/20 - 5:04 GMT
Can't wait for B3 XD
8 hours - 1,253v
Posted 2011/09/22 - 15:32 GMT
When I try to load some whirlds, (like Xorb Race 2.0), it says their is a syntax error. ?
1 week - 32,767v
Posted 2011/09/23 - 23:04 GMT
Then the URL isn't right, or the file was moved.
1 week - 31,391v
Posted 2011/10/04 - 3:31 GMT
I really hate the buggy...
5 days - 26,111v
Posted 2011/10/07 - 20:43 GMT
4 days - 9,791v
Posted 2011/10/31 - 14:53 GMT
About the new vehicle shader (and the shield shader as well, probably)
They don't work on my PowerBook G4 Mac. Something to do with the graphics card, I think.
In any graphics level higher than "Fast", the vehicle just renders as being white, and xorbs/shields are non-existant.
Also, I don't seem to have a minimap. :(
Other than that, I'm loving the new effects and the new Buggy! Can't wait for the jet shown on the front page. :)
4 days - 9,791v
Posted 2011/11/02 - 21:37 GMT
Oh, and when can we expect the epic jet shown on the front page? I don't intend to add any pressure, but I'm really looking forward to it. :)
this game may get laggy...
5 days - 26,111v
Posted 2011/11/19 - 21:16 GMT
It's a beta I think. :(
1 hour - 56v
Posted 2011/11/21 - 15:54 GMT
Unfortunately, It won't connect to the internet
5 days - 26,111v
Posted 2011/11/21 - 15:57 GMT
Hey! You're back!
4 days - 13,880v
Posted 2011/11/29 - 17:48 GMT
Soooo when was the last time Aubrey has posted any news? Last March?

Face it. Aubrey isn't working on this for a while. 
3 days - 10,628v
Posted 2011/11/29 - 20:02 GMT
I personally am not in contact with Aubrey, but I believe that the people who are have said that he is indeed working on it.  He is only 21 (I think) years old, after all, and likely has either college or a more stable job to deal with at this point that he didn't when he was 18/19 years old.
4 days - 13,880v
Posted 2011/12/02 - 18:27 GMT
"Face it. Aubrey is not working on this for a while."

Yeah. I know he's in college.
I know he has little, if none at all, time to work on this.

I'm just pointing out that nothing has happened for a while.  
11 hours - 775v
Posted 2012/05/01 - 0:37 GMT
When will the next one be released, and also when will the multiplayer part be fixed? it is not working very well right now... thanks :D
1 hour - 67v
Posted 2012/07/31 - 7:04 GMT
Aubrey, I'm with GRilli3D and would like to work with you to implement our glasses-free 3D solution into your projects. Get in touch with me when you can. I look forward to it.
1 hour - 111v
Posted 2013/12/24 - 18:06 GMT
Is Syn3h officially not being worked on anymore? We havnt seen a realease in 2 years. If that is teh case, can we take a peak at the source code and somebody else could continue with the development of this promising project?
4 days - 9,791v
Posted 2013/12/24 - 18:57 GMT
- Officially, it is still being developed. Just very slowly. Plus, why on earth would YOU want the source? The Mars source is darn near the same.
- Spelling check needed.
2 days - 11,579v
Posted 2013/12/26 - 3:12 GMT
I like the way you think, ACE.

No gravedigging, please. Thank you.
13 minutes - 17v
Posted 2015/07/09 - 2:29 GMT
Im baaaaack! :D Im excited to catch up on the new releases and to see everyone again! 

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