Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: taylor on July 11, 2008, 11:07:33 pm
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This is a build of current trunk with a few small changes from the Xt tree. The biggest parts are the new lab code and most of the OpenGL upgrades. These changes are ready to commit but really need to be tested a bit first. I'll get this stuff in SVN early next week if there are no major problems.
http://www.game-warden.com/~taylor/fso/testing/20080711-win32.rar
EDIT: Grab the shader VP here: http://fs2source.warpcore.org/mediavp/shaders.rar
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I am the only one for whom the DL doesn't start? :wtf:
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icculus.org appears to be down or something. I changed the link, so it should work now.
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Sorry to be a noob, but what's the deal with the _r and _d file? I've seen this in other builds, too.
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Yay, normal maps! I was tired of not having flak guns work right in exchange for them.
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Sorry to be a noob, but what's the deal with the _r and _d file? I've seen this in other builds, too.
_r = release
_d = debug/build version
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In other words, unless you're experiencing a specific problem that needs solving, you'll want to stick with the release build. The debug build generates more detailed logs in the event of an error, among other things.
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Also if your doing any table editing, you'll want to run it in debug mode at least once to find any potental errors.
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I've noticed that the SCP has a new effect for some time now when you turn your view, it is as if the pilot (you) would really turn his head. I find this quite annoying. Is there any way to deactivate this (command line)?
Oh, and is there a chance, that the problem with the enginge wash and X1600 family cards is solved anytime soon?
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I went from the fs2_open_3_6_10-Xt_0314 build to this one. On the same mission my FPS went from about 60fps to 30fps. Also the thruster effects problem (mantis 1665) is showing up in the build.
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You mean missing thruster effects ?
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Yes the missing thruster effects.
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I went from the fs2_open_3_6_10-Xt_0314 build to this one. On the same mission my FPS went from about 60fps to 30fps. Also the thruster effects problem (mantis 1665) is showing up in the build.
The code is basically the same between the builds, I haven't changed anything since the Xt_0314 build. The Xt build has more optimizations in other parts of the code but that is about it.
And the thruster effect fix from the Xt builds in there too so I see no reason why it doesn't work. I know that it works fine for me, though I didn't test it that much. Does it not work for anyone else?
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Nope, it doesn't work for me either. (http://www.hard-light.net/forums/index.php/topic,55118.new.html)
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Hear hear.
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hi,
*rise my hand* no thrusters either.
Mehrpack
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I also have some problems with thrusters. On the Elysium for example:
Pic01 (http://sebastian.ramrod-network.de/Freespace/images/RandomScreen01.gif)
Oh, and not to forget:
Pic02 (http://sebastian.ramrod-network.de/Freespace/images/SCP3910_1.jpg)
Pic03 (http://sebastian.ramrod-network.de/Freespace/images/SCP3910_2.jpg)
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I've tried a dozen different missions with and without MediaVPs and it works perfectly for me every time. I need to know exactly which mods/data/missions are in use when it messes up before I can try and fix it.
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It seems like Shade is playing the Main FS2 campaign. The mission where the thruster effects don't work for me is my own mission.
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In the mission Argonautica many of the terran ships are reddish . I noticed that the nebula and the star is red, but it only happened in this build. I've also seen some shivan bombers without thrusters in that mission. In Slaying the Ravana, the Ravana didn't have engine glows either.
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Found the thruster problem. There is a special work around I had as part of the new texture replacement code in the Xt tree, but since I'm not going to commit that new code, I skipped over it. What I forgot though is that the work around also fixed a texture page-in problem for late arrivals (ship classes that aren't initially in the mission at start), which included the thruster bitmaps and reduced slowdowns from texture paging when a ship warps in. I'll go ahead and commit to SVN a cut down version of the same fix, but I'm not going to release a new build for it.
So if there are any reproducible issues with this build which are NOT related to missing thrusters then let me know.
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But if I understand the first post correctly, normal mapping will be in the trunk builds soon, right?
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But if I understand the first post correctly, normal mapping will be in the trunk builds soon, right?
Yeah. If no serious problems are reported then I'll commit it Tuesday night.
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ok its tuesday night , ive just noticed this build ive been waiting for this for ever and as kara said i am a graphics whore but now my favourite game that will save stats , and have normal maps... i cant wait , do i download it play and have a cold shower or do i download it have a cold shower then play.....
taylor i think i love you ........
in a freindly non touchy manly sort of way :D
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but now my favourite game that will save stats , and have normal maps... i cant wait , do i download it play and have a cold shower or do i download it have a cold shower then play.....
Umm.. Sorry to rain in your parade, but IIRC getting the stats to save requires the MVPs to be finished/approved on FS2netD server side, which is not yet to take place (as far as I know?).
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but if this build is svn then it saves stats wether or not it has normal maps ?
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No, stats saving has nothing to do with SVN and everything to do with whether or not the tables/missions you are using are validated.
[Edit]
It seems like Shade is playing the Main FS2 campaign.
Err... I'm what? I haven't even posted in this thread before now :p
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.. Oops. I meant SF-Junky. :p See what you get when you post with out paying attention.
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So does this build require the shader files from the Xt builds as well?
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So does this build require the shader files from the Xt builds as well?
Yes.
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I gave it a try yesterday and it worked fine for me, even though I didn't have enough time for some proper tests.
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So does this build require the shader files from the Xt builds as well?
Yes.
And to clarify, which shader files exactly do we need? The entire 1119 set, just one of them, or is there a better set?
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And to clarify, which shader files exactly do we need? The entire 1119 set, just one of them, or is there a better set?
It's only different versions of the same files, so just get the plain 1119 one. The others had lighting differences to try and work out some bugs with some cards/drivers, but are feature deficient because of that. Just ignore them in other words, and get 1119. And there haven't been any shader updates since that set in Novemeber.
I'm going to remove them all and rename the 1119 set as "shaders.vp" at some point tomorrow (and move it to warpcore) to make it a bit easier on everyone.
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taylor,
I just updated to the 4707 commit from SVN, and I *think* there are some files missing.
In graphics/gropengltnl.cpp you've now added an #include to graphics/gropengldraw.h yet the gropengldraw.h header file is not in the repository.
Are you able to point out something I've done by mistake (certainly possible) or is a missed file from the commit?
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Yeah I seem to be having the same problem. Still with a commit that big, it's bound to happen sometimes. Also, for some time now HerraTohtori has been recommending that shader 1119 be used in conjunction with I believe 1112, because for some reason that seems to solve a bunch of issues. Perhaps that should be addressed before making 1119 the primary?
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In graphics/gropengltnl.cpp you've now added an #include to graphics/gropengldraw.h yet the gropengldraw.h header file is not in the repository.
Yep, forgot to add those files. Should work now though.
Also, for some time now HerraTohtori has been recommending that shader 1119 be used in conjunction with I believe 1112, because for some reason that seems to solve a bunch of issues. Perhaps that should be addressed before making 1119 the primary?
1112 had numerous lighting problems, so 1119 is a fix for that. If anyone thinks that 1112 has fewer problems then they obviously aren't looking closely enough. I'm not going to change it in other words. But you are always free to change the shaders yourself though.
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In graphics/gropengltnl.cpp you've now added an #include to graphics/gropengldraw.h yet the gropengldraw.h header file is not in the repository.
Yep, forgot to add those files. Should work now though.
I've added those new OpenGL files to the Mac Xcode project file, so that they can be compiled in successfully. I've tested that r4708 now compiles on my 10.5.4 with the patch, but I'll let others more robustly test the shader support in-game on a variety of hardware before proposing it to be committed to SVN.
[attachment deleted by admin]
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Also, for some time now HerraTohtori has been recommending that shader 1119 be used in conjunction with I believe 1112, because for some reason that seems to solve a bunch of issues. Perhaps that should be addressed before making 1119 the primary?
1112 had numerous lighting problems, so 1119 is a fix for that. If anyone thinks that 1112 has fewer problems then they obviously aren't looking closely enough. I'm not going to change it in other words. But you are always free to change the shaders yourself though.
sdr1119.vp package causes nameplates to render wrong; sdr1112.vp doesn't... the last time I checked anyway.
Zacam has been cross-referencing the files to determine which file change causes the nameplate rendering issues so that it wouldn't be necessary to brute-force a solution by either using the 1112 shader set, or jamming both 1112 and 1119 shaders into use simultaneously; obviously that's not how they were planned to be used. It would be better to just have the older, more correctly working files responsible for the nameplates' problems in new version and have the other files as new versions, but I haven't mentioned this in IRC in a while and neither has Zacam...
However, the fact of the matter is that while using only the 1119 shaders, all nameplates suffer some insidious rendering problems (at least with 0314Xt; haven't actually checked that with this new build) and those are in regular FS2 actually pretty much most visible as far as lighting problems go. So for the time being I'll likely continue brute-forcing the solution by running both shader files so that the older files in 1112 override the newer ones with same name on the 1119 - I know it is a far cry from an ideal solution and instead of blindly doing this, I'd recommend people to try 1119, 1112 and both simultaneously before settling to a solution. What works on someone, might not work for another. BtRL ships for example don't have nameplates yet (as far as I can see) so if someone wants to dick around with single player normal maps and stuff for it, they can do it with 1119 shader set.
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IIRC nameplates (in fact all texture replacement) has a bug whereby it doesn't use the glowmaps etc for the replaced texture. The bug you're seeing could be the result of that and not a bug in the 1119 shaders.
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The 1112 shaders don't handle lighting and transparency correctly. It will cause some partially transparent textures to be fully opaque or you won't get any lighting effects on things like cockpit glass. They are broken. Period.
The nameplate issue is known, but completely irrelevant. Adding a spec map for the nameplate should pretty much get rid of the problem. But the only way to properly fix it is with a material system.
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I apologize that I interrupt. And sorry for my eng...
in this trunk i have some little problem and I have not found the decision of this bug.
shivan beams do not have the charge up effect.
In 3.6.9 all fine.
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after updating the XCode project with the missing files (thanks Echelon9) it compiled (the win ones on VS6)
on all 3.6.10b mediavps
on MBP AtiX1600 (10.5.4) sdr1119.vp -normal activated -> normal maps not working
on PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
on MBP AtiX1600 (wxpsp3) sdr1119.vp -normal activated -> i do not see a difference to no normal maps builds
what shader model is required? on an Ati9800pro wxpsp3 also no normal maps
:(
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Take a look into the /data/fs2_open.log
A few lines under this[...]
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 8800 GT/PCI/SSE2
OpenGL Version : 2.1.2
[...], you can see if the shaders compiled on your card.
Compiling shader->
Also check your OpenGL version.
The Radeon 9800 won't work with the shaders, as shader model 3.0 is the minimum required for the standard shaders.
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I'm using VS 2008, and my build is still failing after the fixed commit. The only differences in my build setup from straight SVN are that I disabled UAC and have an extra scripting function, that's never been a problem before. I'll attempt to do a completely clean unmodified build later, but I figured I'd post this now just in case it's not something I've changed. All the files compile, it merely fails during linking now, with a large number of unresolved external symbols. The build output is on rafb (http://rafb.net/p/HB5Tld73.html).
Edit: Cleaned out any changed files, re-synced, compiled and it still failed. I'm not going to pretend to have a clue as to why it's not compiling in 2008, so if someone else has any idea that'd really help.
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so, I made a debug build and here is the log
[...]
Found root pack '/Applications/Spiele/Freespace2/sdr1119.vp' with a checksum of 0xe13995b9
[...]
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
Initializing SDL...
Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon X1600 OpenGL Engine
OpenGL Version : 2.0 ATI-1.5.28
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Max texture units: 8 (8)
Max elements vertices: 2048
Max elements indices: 150000
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
no compiling shaders in the log , problem found :)
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@Tinman: It's known to have a couple of issues under OS X for some reason. Not sure if it's hardware or driver related though. In this particular case it is looking for one of two extensions when give some basic indication whether your card is SM2.0 or SM3.0 capable. It will look for "GL_NV_vertex_program3" or "GL_ATI_shader_texture_lod", and since it doesn't find either of them the code automatically disables GLSL support in order to avoid broken shader compilation or outright crashes.
I'm using VS 2008, and my build is still failing after the fixed commit. The only differences in my build setup from straight SVN are that I disabled UAC and have an extra scripting function, that's never been a problem before. I'll attempt to do a completely clean unmodified build later, but I figured I'd post this now just in case it's not something I've changed. All the files compile, it merely fails during linking now, with a large number of unresolved external symbols. The build output is on rafb (http://rafb.net/p/HB5Tld73.html).
You don't have gropengldraw.*, gropenglshader.* or gropenglstate.* in your project file. Add those and it should work fine.
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just 4 info
debug build with windows
[...]
Found root pack 'C:\freespace2\sdr1119.vp' with a checksum of 0xe13995b9
[...]
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : Radeon X1600
OpenGL Version : 2.1.7273 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
log looks like the one with OSX
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Thanks Taylor, got that figured out but you managed to respond before I could get back here and mention that. I guess that shows how little Visual Studio experience I have.
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just to complete the logs
PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
Initializing SDL...
Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : NVIDIA GeForce 7800 GT OpenGL Engine
OpenGL Version : 1.5 NVIDIA-1.4.18
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 4 (16)
Max elements vertices: 2048
Max elements indices: 150000
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.10
... OpenGL init is complete!
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PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.
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I have the same issues as Tinman. In XT builds, everything works fine in window mode (normal maps, etc), though I haven't been able to test this with a trunk build, because of that bug with window mode.
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That log says it's OpenGL 1.5, I would have sworn the 7600 did OpenGL 2.0. Is that wrong?
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PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.
On the PMG5 in window mode normal maps seem to work.
But some models do not show in techroom, others do without a problem (the ones without normal maps?). It may be a problem of the models or the viewpoint?
Some rotating models are half seen and open.
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That log says it's OpenGL 1.5, I would have sworn the 7600 did OpenGL 2.0. Is that wrong?
The OpenGL version isn't just a hardware, but also a driver issue.
Maybe new drivers could fix it.
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The cut scenes do not scale to the window with this version. It shows up as a small portion of the screen. If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
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I didn't get that behavior with my build, you may want to post your configuration.
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I get the same problem with all the normal map support builds (fs2_open_3_6_10-Xt_0314, fs2_open_trunk_r, and fs2_open_3_6_10r-20080716_CHIEF_4708_PXOFlag). I don't have this problem with a trunk build that doesn't support Normal maps for instance fs2_open_trunk_20080708_r
I'm running a
Pentium 4, 3 gigahz with 1 gig of ram.
ATI Radeon X700 pro 256MB video card OpenGL 2.0 support
driver 8.493
Monitor LG W1952 run at 1440x900 32-bit
I'm using the 3_6_10 beta media VPs
I have the following flags set
C:\Games\FreeSpace2\fs2_open_3_6_10r-20080716_CHIEF_4708_PXOFlag.exe -mod ITHOV,mediavps -spec -glow -env -mipmap -nomotiondebris -missile_lighting -normal -cache_bitmaps -dualscanlines -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -snd_preload -fps
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The cut scenes do not scale to the window with this version. It shows up as a small portion of the screen. If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
I did get a report of the same thing with the Xt builds, but that was only by one person and no one else could ever reproduce it. The scaling code is exactly the same. The only changes to the movie code were reverted in order to test what was the cause, but even the original code had the same problem. Basically, I have no idea what the problem was/is, and since I can't reproduce it I can't do anything about it.
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PMG5 Nvidia7600GT (10.5.4) sdr1119.vp -normal activated -> normal maps not working, no or white shaded techroom models, game fs2main 1st mission white skybox colored model
Try running in a window, if you haven't already, and see if that makes any difference.
I have a build with working normal maps on MacOS X (windowed mode only, fullscreen white models as on Nvidia7600GT)
the missing "GL_ATI_shader_texture_lod" is in the MacOS X driver called "GL_ARB_shader_texture_lod"
after changing that in "graphics/OpenGL/gropenglextension.cpp"
// shader version 3.0 detection extensions (if either of these extensions exist then we should have a SM3.0 compatible card)
//{ false, false, 2, { "GL_NV_vertex_program3", "GL_ATI_shader_texture_lod" }, 0, { NULL } }
{ false, false, 2, { "GL_NV_vertex_program3", "GL_ARB_shader_texture_lod" }, 0, { NULL } }
fs_open.log
Initializing OpenGL graphics device at 1024x640 with 32-bit color...
Initializing SDL...
Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon X1600 OpenGL Engine
OpenGL Version : 2.0 ATI-1.5.28
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2048
Max elements indices: 150000
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
working :D
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The cut scenes do not scale to the window with this version. It shows up as a small portion of the screen. If you play the cutscene from the tech room it scales properly, but if it is activated in the game it only plays as a small square on the screen.
I did get a report of the same thing with the Xt builds, but that was only by one person and no one else could ever reproduce it. The scaling code is exactly the same. The only changes to the movie code were reverted in order to test what was the cause, but even the original code had the same problem. Basically, I have no idea what the problem was/is, and since I can't reproduce it I can't do anything about it.
By the way, since I got a new PC I no longer have that issue.
It may have been limited to my old video card, an ATI Radeon 9500Pro.
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Now that you mention it, I had the issue on a 9800 Pro, but not on my new rig with a Nvidia 8800 GTS 512.
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Cutscene scaling issue appeared on 9800 Pro for me as well (fs2_open_3_6_10-Xt_0314.exe)
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Well this might help then, it could be narrowed down as much as the R300 series, or a broader range of ATI hardware.
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Also happens on a Mobility Radeon X1600.
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Like Tinman, I'm also seeing the white models in the Tech Room and a white jagged skybox in the first mission, on a r4709 build from SVN.
I tried going to windowed mode as suggested, but it crashes with a division by zero error after the pilot select screen (a known bug I gather).
I'm using a GeForce 8600M GT on OS X 10.5.4
My fs2_open.log:
...
Found root pack '/Applications/Freespace 2 Open/shaders.vp' with a checksum of 0xe13995b9
...
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
Initializing SDL...
Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : NVIDIA GeForce 8600M GT OpenGL Engine
OpenGL Version : 2.0 NVIDIA-1.5.28
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Max texture units: 4 (16)
Max elements vertices: 2048
Max elements indices: 150000
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
-
I tried going to windowed mode as suggested, but it crashes with a division by zero error after the pilot select screen (a known bug I gather).
For Tinman, Blowfish and other Mac users, I've attached a quick patch that fixes the crash when running FS2_Open in windowed mode http://scp.indiegames.us/mantis/view.php?id=1727 (http://scp.indiegames.us/mantis/view.php?id=1727). From debugging the crashes (a divide by zero in SDL_WarpMouse) it looks to be a bug in the Mac SDL library. It occurs in both HEAD and the stable 3.6.9 build on my 10.5.4 system.
The patch means your mouse won't be centred in the middle of the screen in the main lobby, which isn't a huge problem.
This should let us better troubleshoot the shader/normal code on OS X.
[attachment deleted by admin]
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Isn't there a launcher option "disable custscene scale-to-window" which would have the exact effects these guys are complaining about?
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Isn't there a launcher option "disable custscene scale-to-window" which would have the exact effects these guys are complaining about?
Yes. And it is highly fascinating to see these effects, when that particular option is not selected.
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If you select the disable cutscenes scale to window the cutscene is even smaller.
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There is a slight problem with the envmapping.
(http://img77.imageshack.us/img77/8308/screen0023na4.png)
(http://img508.imageshack.us/img508/5131/screen0025mu0.png)
I also experienced the missing thrusters bug, but it only happened once and on certain ships (one such case was the GTF Hercules), because after the models were loaded again they had thrusters.
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Stupid question time, what are normal maps and what do they do?
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The 3d engine uses a normal map to add the appearance of detail to the mesh where there is none, through the lighting engine. It's used for minor surface details and the like, which would be time-consuming and resource-hogging to implement on the mesh itself.
Normal mapping on Wikipedia (http://en.wikipedia.org/wiki/Normal_mapping)
Edit: First :)
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Normal maps are basically textures that use shaders to give a 3D effect to flat surfaces. Basically you can make greebles without having to model the greebles on.
[EDIT] Screw you, Chief, I'm keeping this post. :P
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I'm looking at the posts about the shader files, and the fact that older video cards may have problems because they are not shader 3.0 compliant. My video card is an ATI X800 Pro, which is 2.0 compliant. Do I still need this shaders file even though my card does not officially support it?
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Nope, you just won't get to take advantage of the shader support. It won't hurt to have it or not then, on load it will discover your card can't handle them, and automatically fall back on the older method.
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I wonder if you could fix this:
(http://img501.imageshack.us/img501/433/screen0008xi6.jpg)
(http://img501.imageshack.us/img501/7449/screen0009ke1.jpg)
(http://img503.imageshack.us/img503/2258/screen0010pu2.jpg)
It happens on spaceship debris, noticeable only on big larger chunks from cruisers, etc. It happens in a split second when electricity sparks through it. Could this be something that could be something you could fix perhaps? It appeared after I changed to my ATI 4870, latest drivers.
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I wonder if you could fix this:
Looks like yet another overheating issue.
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Nope, card running cool. As I said, it only happens when there's electrical flicker on debris, and ships to a lesser extent I found out. Tried both the DX8 and OpenGL renders. I'm wondering if the problem can be fixed in the source code or if it's on the side of MediaVPS... Wondering wondering wondering.
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I tried going to windowed mode as suggested, but it crashes with a division by zero error after the pilot select screen (a known bug I gather).
For Tinman, Blowfish and other Mac users, I've attached a quick patch that fixes the crash when running FS2_Open in windowed mode http://scp.indiegames.us/mantis/view.php?id=1727 (http://scp.indiegames.us/mantis/view.php?id=1727). From debugging the crashes (a divide by zero in SDL_WarpMouse) it looks to be a bug in the Mac SDL library. It occurs in both HEAD and the stable 3.6.9 build on my 10.5.4 system.
The patch means your mouse won't be centred in the middle of the screen in the main lobby, which isn't a huge problem.
This should let us better troubleshoot the shader/normal code on OS X.
That worked. Thanks :) Now for the real troubleshooting :shaking:
-
I tried going to windowed mode as suggested, but it crashes with a division by zero error after the pilot select screen (a known bug I gather).
For Tinman, Blowfish and other Mac users, I've attached a quick patch that fixes the crash when running FS2_Open in windowed mode http://scp.indiegames.us/mantis/view.php?id=1727 (http://scp.indiegames.us/mantis/view.php?id=1727). From debugging the crashes (a divide by zero in SDL_WarpMouse) it looks to be a bug in the Mac SDL library. It occurs in both HEAD and the stable 3.6.9 build on my 10.5.4 system.
The patch means your mouse won't be centred in the middle of the screen in the main lobby, which isn't a huge problem.
This should let us better troubleshoot the shader/normal code on OS X.
That worked. Thanks :) Now for the real troubleshooting :shaking:
Err ... I just discovered that this fix causes the player's ship to spin in circles during a mission. Makes it unplayable :(
EDIT: Replacing SLD.framework with the one from XT 1228 seemed to fix the problem... :nervous:
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Yes, I found recompiling with a newer SDL.framework also resolved the bug.
My patch was only ever for troubleshooting the shader code, and hadn't been through the full QA testing, so-to-speak.
Good to see there's some other OS X users also interested in getting the bug count lower!
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Yes, I found recompiling with a newer SDL.framework also resolved the bug.
noob question: where can i find a newer SDL.framework? is this the right one? http://www.libsdl.org/download-1.2.php (http://www.libsdl.org/download-1.2.php)
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Yes, I found recompiling with a newer SDL.framework also resolved the bug.
noob question: where can i find a newer SDL.framework? is this the right one? http://www.libsdl.org/download-1.2.php (http://www.libsdl.org/download-1.2.php)
Yup, just download SDL-1.2.13.dmg :)
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Just to clarify, is this the correct thread for finding the 3.6.10 FSOpen?
All the links on the first page appear to be broken anyhow.
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Just to clarify, is this the correct thread for finding the 3.6.10 FSOpen?
All the links on the first page appear to be broken anyhow.
Just get the latest build from the Nightly Builds forum. Those are the most up-to-date.