Author Topic: new build; important that you test it  (Read 19014 times)

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new build; important that you test it
I really don´t know why you´re doing this, Bob (yeah i know it´s your time and your decision, how to waste it). I can understand, that spending so much work in one feature just to make the decision to put it in the trashcan (´cause i think that white sqare thing was buggy all the time), is really hard. On the other hand you´ve made a real stable (for me) build 06_30 with all that new cool features in it. Why don´t just compile your exzellent eyecandy stuff (env-mapping) to it and leave it alone? Just for 2-3 fps?     :confused:  

Hey, i´m far from being a coder, so it´s not on me to criticize your work. It´s just a thougt.

EDIT: Just a quick test. There are white squares in shockwaves (i´m using the new ones from (i think) Dabrain)
« Last Edit: July 02, 2004, 10:02:17 am by 1875 »

 

Offline TopAce

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new build; important that you test it
Quote
Originally posted by Rol
for me random tigers lastest build works better in your build i have sometimes less than 10fps even if there are only 5 small ships in the area

can someone fix the hud problems when playing on 1280x1024?

asus a7n8x
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512 333mhz ddr ram
radeon 9600pro 128mb


Non-standard resolutions have always been buggy. Play on 1024x768 if it is not a problem.
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new build; important that you test it
I got a new video card today and tested your build without the -nohtl tag.  That was... weird to say the least.

The model geometry was screwy when I clicked on the icons, then I started the mission and everythinf was screwed up.  I think it confused the textures somehow in addition to fudging up the model geometries, since the game was displaying large numbers of planet textures (mission 2 of the main campaign).

There were no interface graphics that I could see.  I hit 'escape', hit 'y', then the mainhall graphics didn't come into memory.  I repeated to exit, reloaded, and it did the exact same thing.

This is not the card, Bob.  It works fine with the build I usually use (06/07/2004).

EDIT: It's not just this build, either.  Whatever you did in the 06/30 build, the techroom model geometry is every bit as screwy.
« Last Edit: July 02, 2004, 06:00:52 pm by 1668 »
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- Gen. George Patton Jr.

 

Offline Bobboau

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new build; important that you test it
it sounds like you'r card doesn't suport index buffers :wtf:
what card is it?
and if you need to get out of game realy quick hit shift-esc, it'll boot you right out.
try to get me a screen shot of the messed up geometry (does it look exactly the same each time you run the game? or does it look like the geometry is totaly random noise (key word is random, as in it's a diferent bunch of jumbled pollies each time you run it))

and do not use -nohtl, it totaly bypasses everything I'm working on.

this FVF code is more than just a performence factor, it alows much more flexability in what sort of data can be sent, and makes a lot of stuff that we can't realy do in an efichent manner currently extreemly easy, point sprites for example could be done with the modification of about five lines of code rather than the page and a half that is currently needed. but on the performence issue, it could provide a 20-50% bandwidth improvement.

and I only want perfomence comparisons relitive to other builds that I have posted sence the reintegreation, with currently there are 3, why do I want this? becase I want to know how much of a diference the changes I am makeing are haveing. other builds from other people could have all sorts of things diferent that would make diferences, things like (once more) point sprites would improve frame rates dramaticly, in sceens wich have a lot going on, and this probly acounts for the "unstable" framerates.
« Last Edit: July 02, 2004, 06:51:32 pm by 57 »
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Offline Bobboau

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new build; important that you test it
I have yet to hear weather the
http://freespace.volitionwatch.com/blackwater/fs2_open_FVF_test.zip
build still has the white square issue, note this is not the build posted at the top of the thread, I need to know if they still show up, if they don't I havn't realy fixed the problem, but at least I know were it is, so will people who were able to regularly get the white square bug in 7-1 test the fvf test that I just linked to and tell me if they are still there. white squares are the only bug I'm working on at this moment, I must find what is causeing this, and I can't replicate it on my computer.
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new build; important that you test it
No, it's not random.  It's taking the wrong textures and graphics and applying them.

I'm using a GeForce MX4000 chipset with 128 MB DDR RAM.
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
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$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 

Offline WMCoolmon

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new build; important that you test it
Bobb: It does. I just beat that mission where you have to play dead in Derelict, b/c of bad SEXPs I didn't succeed at playing dead. As soon as all the ships were safe and sound, except for the Corvette, I warped out. As I was warping out, all the effects textures seemed to become blocky, although not necessarily white. A laser could be a purple box surrounded by a white box, for example.

I'm thinking this might effect the 2D effects somehow?
-C

 

Offline Bobboau

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new build; important that you test it
do you think you could get me the d3d caps for that, there should be an option to get them in the launcher.
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Offline Trivial Psychic

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new build; important that you test it
Sorry Bob, but with the FVF Test build, I still get the white box textures.  I've seen it on pretty much any non-background effect you can think of.  Most commonly, I see it in the dammage particle trails.  I've reverted to the 2004-06-30 build for comparisson, but I don't have anything to report yet.

Later!
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Offline Bobboau

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new build; important that you test it
yeah, I'm able to get them now, too, they seem to be related to warping rendering as WMCM said, other people try to confirm this, also see if you can replicate it in a situation other than warp rendering (note if any ship anywere is warping and you can see it then the warp render is probly what's causeing it, I'm trying to see if there are other things that cause this so be very sure that there are  no warp renderings, sence this is already a somewhat confirmed cause).

warp rendering uses model render, model render uses the new FVF code, it is the only thing that uses the FVF code currently, therefore it is logical to assume that this is the cause.
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Offline WMCoolmon

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new build; important that you test it
Would a ship with animated glowmaps possibly cause it then?

D3D Caps attached.
-C

 

Offline Bobboau

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new build; important that you test it
eh, thanks... but, I was talking to Moonsword about the caps, you posted at just about the same time I did, sorry for not corecting that before you went through the trouble :o

anyway, no I don't think it's animated glow maps (unless you have evedence to the cotrary)
there is a very VERY odd sequence of events that I have tracked this bug to, it only (seems to that I can reliably reproduce) happens when rendering something (as far as I can tell only effects weapons and bitmaps) up, when the last thing rendered was a warp effect, specificly when the last thing to be rendered was the warp glow, there is a very interesting thing about the warp glow, it was the one and ONLY draw bitmap function that was not transfered over to HT&L, it was left becase I/we wanted the warp glow to glow through the ship that was comeing out of it, when turned off the boxes seem to disapear, I'm not sure why this happens, but it does,
I'm thinking just now if I switch the order it might fix it, or make it infinitely worse. though I'd rather know why it was screwing up, it shouldn't be as far as I can tell I ran a trace on it a dozen times and couldn't find any reason for it.
if I think I've got it beat, I'll post a new build.
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Offline WMCoolmon

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new build; important that you test it
It took me something like 10 seconds to get the caps, so no problem there.

And  no, no evidence on glowmaps, although that's actually a little incorrect. When I wrote that I was thinking of possibly testing LS's Rakshasa, but I meant animated textures in general. The warp map is, after all, one big honkin' animated texture, on a model.

I don't suppose this could be caused by a shared variable being set? (ie get_ready_for_weapons sets certain flags, then get_ready_for_warp sets other flags, then render_weapons runs, then render_warp runs)
-C

 

Offline Bobboau

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new build; important that you test it
that was one of the things I was looking into heavely, but I couldn't find anything that was doing it, it seems like a low level bug, and the fact that it goes into the non-htl code path (even though it isn't realy a dedicated non-htl function) is a good indicator that this was the problem.

though honestly it seems more like it was a texture getting turned off somewere. eh, it's just... screwy

oh, and here's a test build
http://freespace.volitionwatch.com/blackwater/fs2_open_FVFtest2.zip
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Offline Nuke

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new build; important that you test it
comparing the firs test build in this thread to the one you just posted. i noticeed a framerate improvement of about 10-20 fps and its not as jerky as it used to be.  i did notice some issues with my controlls but i think it had to do with the fact that i was sitting on my wireless mouse. i think you are on the right track.

the mission i used included skybox with high res (2048^2 dds). and at any given time 8 fighters. i used my latest ship (pollycount > 1000, 1204^2 texture dds) against the sepuelture bomber (>1000 polys 1024^2 and 512^2 textures aldo dds) four on four dogfight. average framerate was about 50.

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« Last Edit: July 03, 2004, 02:40:20 am by 766 »
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Offline WMCoolmon

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new build; important that you test it
Doesn't look like it's happening, although my computer has had a bad case of huge VM sizes for the missions I've tested.
-C

 
new build; important that you test it
The test2-Build causes CTD everytime while loading a mission.

-----------------------------------------------------------------
 Error: recode error
File:I:\FSO\fs2_open\code\Model\ModelInterp.cpp
Line: 5400

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

The test1-Build definetly has white squares in shockwaves (as i said before)

 
new build; important that you test it
Same problem here, it's not just him.

EDIT: And on the others, I've found the problem.  It's something in OpenGL.  I forgot that I'd switched to that mode, so that's definitely what's causing this whole mess.

Addition: And we are not done yet.  Bob, there's an error with the warpout: once the fighter goes through the effect, it's supposed to disappear, right?

Well, it's not.  My fighter went through the warp effect, and continued to be perfectly visible until the mission was cut.

Second, the escort list seems to be a little screwy, I'm not seeing anything listed.  Both of these are with the 07/01/04 build.
« Last Edit: July 03, 2004, 07:50:28 am by 1668 »
$quot;Only two things are infinite, the universe and human stupidity.  And I'm not sure about the former.$quot;
 - Albert Einstein

$quot;It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived.$quot;
- Gen. George Patton Jr.

 

Offline Rol

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new build; important that you test it
the FVFtest2.zip build first hang when i click at the ready room but after 30 seconds suddenly the loading screen appers but then i get the same error message like Psychonaut

i know my english is baaaaaad:)

 

Offline TopAce

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new build; important that you test it
Quote
Originally posted by Rol
...
i know my english is baaaaaad:)


HLP Rule 1:
Never make a comment on your English in this community, because quite a few people like making fun of it.
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