Author Topic: Deferred Lighting Open Beta 6 (17/11/12)  (Read 45242 times)

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Offline Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
I've encountered this too, using a BP build (basically this + antipodes). FSF told me to make sure it works on the official release (as we didn't had much time), but I can confirm that it happens.

 

Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Speaking of BP, I tried about half of the Blue Planet 2 missions, and I didn't encounter the bug, so it seems like an occasional thing, so it seem a bit "rare". But when it happens, it will happen every time.

 

Offline The E

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Getting a crash on the first mission of the new ASW Act 2 mod with the Deferred lighting + Shadows build. Happens a little while after the first wings jump in. The Shadows 3.1 build doesn't seem to suffer from this problem. I redownloaded the file because a crash was mentioned as being fixed, then I ran both the release and the debug and it does the same; freeze with an appcrash dialog in the background when I alt tab. I get some errors when starting the mission, though:

Code: [Select]
For asteroid 'Large Asteroid', detail level
mismatch (POF needs 3)
KERNELBASE.dll! WaitForSingleObjectEx + 152 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

The problem doesn't seem to exist in the nightly build from November 21st.

Just to be clear, this error has nothing to do with the deferred render code.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
But it might the shadow map renderering. I have to look at it when i have the time.
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Offline Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Well on the bright side, it doesn't involve exhaust artifacts.

It affects jumping ships on the bottom-half of the screen only; it looks as it should on the top-half.
I tried the first download and the edit just in case.

Just to say that I'm experiencing the exact same bug with the latest build.

I have (obviously) an AMD card (radeon 6850) with the latest catalyst drivers (12.10).

Need me to post a debug log?

Also, how can I enable godrays in this build? I seem to not find the required tables to turn them on (all attachments were deleted in other threads).

 

Offline Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Lightshafts should be on by default (and IIRC, they're already in trunk), check the launcher if the flag to disable them isn't on.

 

Offline Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Lightshafts should be on by default (and IIRC, they're already in trunk), check the launcher if the flag to disable them isn't on.

It isn't.

(note, I am using beta6 build with mediavps 3612 and some extra mods (sobek, etc.), the wxlauncher has the option to disable lightshafts and it's off as it should be, enable post-processing is on, etc)

e2: my command line:

C:\Media\FS\Game\Freespace 2\fs2_open_3_6_15r_Shadows&Deferred_Beta_6_INF_SSE2.exe -mod
SobekMod-Ultra,SathMod-4096,Arcadia,mediavps_3612,Rak-Ultra -missile_lighting -3dshockwave -post_process
-soft_particles -fxaa -snd_preload -fb_explosions -window -shadow_quality 2

plus the custom flag: -shadow_quality 2
« Last Edit: December 28, 2012, 09:27:53 am by Luis Dias »

 
Re: Deferred Lighting Open Beta 6 (17/11/12)
Do you have a lightshaft entry in you post processing table?

 

Offline Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
No I haven't, that's what I was trying to find. The only post-processing table file I can find is inside MV_Root.vp in mediavps folder with the old culprits, contrast, distort noise, film grain, saturation, stripes). I tried to find a new tbl that had lightshaft entries in the old godrays thread but it's been eaten by grues or something.

I'll try to find it in the wiki. Is it there?

 

Offline Kobrar44

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Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Yeah, I found it myself. Was building my own post_processing.tbl right now... but I noticed that "FSO executables" already use the default tbl including the lightshafts... odd. Still not working. The shaders are not required, right? The beta 6 already includes them?

Wait. Perhaps the Mediavps are overriding the tables.

Nope. Disabling mediavps does nothing.

 

Offline Kobrar44

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Need me to post a debug log?

In case something doesn't work, yeah, debug log seems obligatory.
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Need me to post a debug log?

In case something doesn't work, yeah, debug log seems obligatory.



[attachment deleted by a basterd]

 

Offline Cobra

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Re: Deferred Lighting Open Beta 6 (17/11/12)
I figured it'd be best to start here with this. In the new BP build, nameplates seem to have a Photoshop-like priority to them. Where an explosion, laser, beam, etc effect would be in front of the texture, the nameplate itself would be seen floating as if it were in front. Is this a result of deferred lighting/shadows coding or is the cause somewhere else?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Run Trunk see if it happens there and i think you can figure out "Yes or No" for yourself.
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Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Any developments on this and/or the shadows build? Just curious.

 

Offline Zacam

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Nemesis6: This actually is the shadows build, in that it has been rolled into the Deferred Lighting.
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Offline General Battuta

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Any developments on this and/or the shadows build? Just curious.

Using them for the BP release seems to suggest that a significant fraction of users will be unable to handle the deferred lighting code unless it's a launcher toggle option somehow.

 

Offline jg18

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Re: Deferred Lighting Open Beta 6 (17/11/12)
It won't work properly on OS X until someone modifies the FSO OS X OpenGL code to work with OpenGL 3 (discussed here).

From what The E's said, anyone who can't run deferred lighting (which should eventually just be anyone who doesn't have an OpenGL 3+ graphics card and anyone running OS X 10.6 or earlier) will have to use the fixed function rendering pipeline (aka no shaders/-no_glsl).

  

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
The deferred lighting and shadows does not require opengl 3 it runs on 2 I coded it that way especially because osx doesnt work. There might be 1 or 2 required extensions tho that might cause problems if they are missing.
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