Author Topic: BP: War in Heaven discussion  (Read 918310 times)

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Offline EatThePath

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Re: BP: War in Heaven discussion
Apologies if there's a bug report thread this should go in, but I've been hitting an issue. I've been playing UT1, both steele and normal version. Sometimes, but not always, the mission just stops at the fade-in for the second cutscene. I think it has to do with the game getting paused or losing focus any before that point, but I haven't been able to make it happen when I test that idea. It doesn't happen every time, but it's happened enough times to motivate me to post about it.

Also, are those forerunner glyphs I see for the vishnan weapon icons?
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do his dark bidding..."

 
Re: BP: War in Heaven discussion
I'm getting these errors:

game_settings.tbl(line 13):
Error: Missing required token: [#END]. Found [$Shield Pain Flash Factor: -1] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>


game_settings.tbl(line 15):
Error: Missing required token: [#END]. Found [#SOUND SETTINGS] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>

game_settings.tbl(line 16):
Error: Missing required token: [#END]. Found [$Default Sound Volume: 0.6] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>

game_settings.tbl(line 17):
Error: Missing required token: [#END]. Found [$Default Music Volume: 0.3] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>

game_settings.tbl(line 18):
Error: Missing required token: [#END]. Found [$Default Voice Volume: 1.0] instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>
fs2_open_3_7_2.exe! <no symbol>

also  14 warnings in game.

What's wrong? 

 

Offline AdmiralRalwood

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Re: BP: War in Heaven discussion
What's wrong? 
You didn't follow the instructions; you're using 3.7.2 instead of a recent Nightly build.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Yep, the release post has instructions for what to check if you have a bunch of errors!

I am sad to hear that fade out bug is still around. If you can find a repro condition please let me know.

 
Re: BP: War in Heaven discussion
Super excited about the new release. I'm just sad that something isn't quite working out for me. I'm not getting any models to show up properly. They are all transparent, except for any light sources (engine flares, navigation lights, etc.)

Here is my debug log:

http://pastebin.com/zQx1CtCd

 
Re: BP: War in Heaven discussion
Oh, ****. Do these builds have shadows and deferred lighting? Turn those off if possible.
Yes, Nightly builds since mid-May have the new renderer, and shadows and deferred lighting are enabled by default. So anybody having terrible FPS or graphical problems you didn't have with 3.7.2 Final, turn off shadows and (if that doesn't fix your issues by itself) deferred lighting and if you still have problems, please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

I know only the first two WIH acts have received voice acting, but Tenebra (Act 3) is supposed to be in the release package right?  I posted a link to the new download on another forum and someone said he/she couldn't find it.
Make sure they know that Act 3's campaign is called "Blue Planet - War in Heaven 2"; lot of confusion about that when Act 3 was first released as well.

So I disabled both and it kind of fixed the issue with the cockpits but it definitely fixed the issue for the framerate. The new issue I have is that the right side of the Erebus (the model I chose to test for the framerate) looks distorted (hard to describe; I'll post a screenshot soon). I have attached my debug log to this post, and I also posted the error I got below, though I don't know if it is related.

Assert: !resize
File: gropengltexture.cpp
Line: 659

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes


[attachment DELETED!! by Strong Bad]

  

Offline crizza

  • 210
Re: BP: War in Heaven discussion
What's wrong? 
You didn't follow the instructions; you're using 3.7.2 instead of a recent Nightly build.
For some, the recent nightlys end up showing nothing but glowpoints :D

 
Re: BP: War in Heaven discussion
What's wrong? 
You didn't follow the instructions; you're using 3.7.2 instead of a recent Nightly build.
For some, the recent nightlys end up showing nothing but glowpoints :D

That sounds like my problem.

 

Offline AdmiralRalwood

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Re: BP: War in Heaven discussion
What happens if you try -no_glsl ("Disable GLSL (Shader) Support")?
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: BP: War in Heaven discussion
What happens if you try -no_glsl ("Disable GLSL (Shader) Support")?

Ta-da! Fixed!

Thanks so much.

 
Re: BP: War in Heaven discussion
I attached some screenshots to this post. The first attachment shows shows the Erebus distortion and the second shows the cockpit glass issue

EDIT: I figured out what was wrong with the Erebus. I messed with the model details in the in-game menu before I disabled the shadows and deferred lighting, so I just had to reset that. 

[attachment DELETED!! by Strong Bad]
« Last Edit: November 03, 2015, 08:36:35 pm by knossosfs2 »

 

Offline niffiwan

  • 211
  • Eluder Class
Re: BP: War in Heaven discussion
So I disabled both and it kind of fixed the issue with the cockpits but it definitely fixed the issue for the framerate. The new issue I have is that the right side of the Erebus (the model I chose to test for the framerate) looks distorted (hard to describe; I'll post a screenshot soon). I have attached my debug log to this post, and I also posted the error I got below, though I don't know if it is related.
Code: [Select]
Assert: !resize
File: gropengltexture.cpp
Line: 659

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
fs2_open_3_7_3_SSE_20151103_0ea25e7-DEBUG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes

For this issue, can you try entering the options screen & setting Detail->3D Hardware Textures "dots" to maximum?

(you might have hit this issue)

We need to update with a mod.ini or whatever that automatically disables deferred and shadows. They're way too expensive for our missions.

Deferred rendering alone should increase framerate, I think it should only be disabled if it causes graphical issues.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: BP: War in Heaven discussion
Yeah I had messed with that and the model detail before trying Ralwood's suggestion, so I set them both to maximum and I'm not having any issues except for the cockpit glass rendering.

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
My experience with deferred rendering has been a lot of slowdown and jitter when there are a lot of lights onscreen, but maybe that experience is obsolete!

I do think shadows are too expensive to be on by default.

 
Re: BP: War in Heaven discussion
I know only the first two WIH acts have received voice acting, but Tenebra (Act 3) is supposed to be in the release package right?  I posted a link to the new download on another forum and someone said he/she couldn't find it.

Oh Hey, that was me :)

 

Offline niffiwan

  • 211
  • Eluder Class
Re: BP: War in Heaven discussion
My experience with deferred rendering has been a lot of slowdown and jitter when there are a lot of lights onscreen, but maybe that experience is obsolete!

I do think shadows are too expensive to be on by default.

I have noticed slowdown issues that I thought were particle related, but maybe it's lights? Worth checking into further!

Also agreed on shadows, they kill my system as well.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: BP: War in Heaven discussion
I don't know how dumb a question this is, but does the Freespace Open Installer just not work with this?
Cause it just fails all of the files instantly.

I can download them normally; I was just trying this first.

 

Offline deathspeed

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Re: BP: War in Heaven discussion
Awesome work, BP team!!!  I am glad I have a broken leg and will be able to sit here and play all day tomorrow!

I don't know how dumb a question this is, but does the Freespace Open Installer just not work with this?
Cause it just fails all of the files instantly.

I can download them normally; I was just trying this first.

I had the same issue - I was excited that this was already picked up by the installer, but sad that all downloads failed.  At least it did create the folder in my freespace directory!


Maybe someday God will give you a little pink toaster of your own.

 

Offline niffiwan

  • 211
  • Eluder Class
Re: BP: War in Heaven discussion
Unfortunately Blueplanet Complete in the installer is broken. I can't see any obvious reason for this, it might be an installer bug?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Yes, it is broken in the installer, and this appears to be an installer-side problem. That's why the release post does not tell you to use the installer.

We'll add instructions to use the installer once it's live.