Author Topic: Shadows in FSOpen: NewNew Alpha (17. Oct)  (Read 75972 times)

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Offline The E

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
If you are a coder, you can use it to build your own shadows-enabled builds. If you aren't, you can just delete them, as they have no relevance for you.
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Offline Zacam

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)

I'm curious as to when we'll see another update. (Yes, I know it will be when Val decides there will be one and yes, I know RL and all that is all busy, so no I'm not being pushy just politely observational in my asking and no, this isn't directed at anybody specifically)

Wow. That's a lot of crap in those there parentheses.
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Offline mjn.mixael

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
If you are a coder, you can use it to build your own shadows-enabled builds. If you aren't, you can just delete them, as they have no relevance for you.

Of potential interest, I've been unable to build working shadows builds with that patch. Catch me on IRC if you want to know more. (Or ask Zacam because he saw the screens.)
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Offline Some14U

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
I manged to build with the patch on trunk and ap just fine. on my windows and linux machine.
« Last Edit: October 09, 2011, 12:17:05 pm by Some14U »

 

Offline mjn.mixael

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Well... my tries built successfully.. however, shadows didn't quite work.
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Offline Valathil

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Zacam: Next build will come after i finished the dynamic view frustum thing, meaning When It's Done

mjn: Well i dont get shadows anymore with current trunk code and vs 2010 either, only with 2011, care to elaborate? My issue is that all Ships look like they are in complete shadow in the f3 lab.
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Offline mjn.mixael

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
mjn: Well i dont get shadows anymore with current trunk code and vs 2010 either, only with 2011, care to elaborate? My issue is that all Ships look like they are in complete shadow in the f3 lab.

Using your patch on Trunk with VS 2010 gives me a build where everything looks like complete shadow in the F3 lab. During testing, it revealed that crazier things happened in an actual mission. (Looked a lot like 'no z buffer' renders.) I was working with Zacam who worked up a patch that might work on Antipodes. That patch caused this craziness.

However, your build works fine. Catch me on IRC and I can explain more and/or do more detailed testing for you.
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Offline chief1983

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
My Mac build worked fine for me, but not for swashmebuckle.  He had a strange checkboard pattern going on across the ships in the F3 lab.  Looked great on my Macbook Pro though.
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Offline Commander Zane

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
What hardware are you running on? (and what issues do you have? sorry, i did not exactly follow the whole thread)
i'm assuming these are your issues, if so, i have no bloody clue :p
Those are it, that last one is the biggest problem I have, and it's only ever happened with the shadow Build, other ingame issues that have been posted I haven't had.
I've got two HD5870s on 11.8 drivers.

 

Offline Valathil

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Well this Disable external shaders thing was a really quick ugly hack of mine to simplify my development. Some combinations of files present somewhere might slip through. The strange thing tho is why it works on the visual studio 2011 compiler like a charm. I have to look at it a little closer in the evening when i come home from work. Though your feedback really helps me to pinpoint the issue thanks. (Even if its for something that wont be in final and just the testbuilds) If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.
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Offline Zacam

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
...
If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.

Consider it done.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Valathil

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
...
If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.

Consider it done.


Great Zacam, your always a great help in doing the boring stuff ^^. I'm glad HLP has you!
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Offline pecenipicek

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Well this Disable external shaders thing was a really quick ugly hack of mine to simplify my development. Some combinations of files present somewhere might slip through.
wouldnt it have been metric ****tons simpler if you just made a modfolder which has mediavps_3612 in its secondarylist? and punt your modifications to the shaders there? :p
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Offline Valathil

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
i didnt have a clean version of the sdr files anymore cause i worked on a unified shader system which became too boring and i didnt backup the old ones  :doubt:
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Offline pecenipicek

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
i didnt have a clean version of the sdr files anymore cause i worked on a unified shader system which became too boring and i didnt backup the old ones  :doubt:
* pecenipicek pats Valathil on the head.

there there, it'll be better :p
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Offline Sandwich

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Friggin' awesome stuff.

Also, I see the thruster glow intersecting the hull is still an issue after all these years... :( Is that an insurmountable issue, or just one that hasn't been gotten to yet?
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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
Friggin' awesome stuff.

Also, I see the thruster glow intersecting the hull is still an issue after all these years... :( Is that an insurmountable issue, or just one that hasn't been gotten to yet?

I wonder if the soft particle code could somehow be ported for thrusters... The heat distortion seems to make the issue more noticeable.

 

Offline Swifty

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
it already has been ported to thrusters. What are you guys talking about?

 

Offline Valathil

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
I think i didnt have it enabled when frapsing the video
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Offline Woolie Wool

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Re: Shadows in FSOpen (formerly Not-so-secret Secret Project)
That is alsmost as cool as the bug i have in my cloaking test mission where everything turns to greyscale.

That cloaking bug could be made into a feature of sorts--in Wing Commander III the screen went grayscale if you were cloaked.
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