Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on June 27, 2004, 02:50:53 am
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I am starting to reintegrate my stuff, before I start adding back in some of the cooler features I have to add some of the foundation stuff that I added to get the other stuff working, so first off I have not only reimplemented index buffers but I have one so at a higher level and in a way that will alow for dynamic reordering of the geometry without the assosiated perfomence costs of earlier implementations of such functionality. this will go a long way for alowing for properly done alpha blended textures, in addition to posably faster rendering of larger objects.
this is based on the current CVS repository, wich is basicly vanila 3.6, after I get this working and am fairly confedent that it's bug free I'm going to commit it and begin working on some of the other low level foundations that were nesicary for decals and environment mapping (ect) and I am going to try to implement them in a non-hack like way if I can.
I want someone to compare the performence of this with standard 3.6, and confirm weather or not the framerates are better or not. preferably someone with a relitively low end system.
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-26-04.zip
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Bobb, you mean the current CVS, which is basically vanilla plus modular tables, custom hud gauges, a few movable default gauges, -nomotiondebris and -target info command lines, an enlargeable escort list and PCX compression? :p
Minus the bugfix for targetinfoed weapons, though, I suspect.
Downloading now...
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ill give it a go.
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Hail to the King Bob Baby! Rock solid 10 FPS min (in place of 2-5) and a nicely playable mission inside of a nebula! Loading time cut in nearly half for my side, and the loadout screen is working too!
Only complaint is that it CTDs if you try to play the movies, but switching the option off from the launcher fixes this.
EXCELLENT!
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Most of the time i have CTD while loading a mission. It happens in standart FS2-campaign and also on mods and non-mod campaigns like homesick. But when it´s running it´s pretty fast. But i really do miss the env-mapping. Until this is working i have to use 05_28 (for me the only stable env-build without that flickering-thingy 06_10 does). Keep on your excellent work, oh master :) .
BTW: Do you plan to compile speech in it in the near future?
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Here's some fun stats on a certain Derelict mission, it's the one where you have to defend the jump node w/ 5 mjolniers
5-26 build: CTD after clicking the ready room, before the loading screen appears
5-25 build: Pretty consistent CTD around the Corvette or Cruiser jump out
5-22 build: I've gotten til after the Shivan fleet jumps in, a lil bit after I died.
Another time I played it, I accidentally pissed Command off by hitting a Mjolnier too much, and my punishment was a CTD.
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Don't try Derelict missions. They were even unstable with normal FreeSpace. It is no surprise for me that FSO crashes to desktop too many times with Derelict missions.
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This build (like WMCoolmon's other build) also crashes multiplayer. This build won't even load the mission before it CTDs. :sigh:
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Multi isn't up.
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Originally posted by WMCoolmon
Here's some fun stats on a certain Derelict mission, it's the one where you have to defend the jump node w/ 5 mjolniers
5-26 build: CTD after clicking the ready room, before the loading screen appears
5-25 build: Pretty consistent CTD around the Corvette or Cruiser jump out
5-22 build: I've gotten til after the Shivan fleet jumps in, a lil bit after I died.
Another time I played it, I accidentally pissed Command off by hitting a Mjolnier too much, and my punishment was a CTD.
so how's the 6-26 build?
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Seems the closer to this date, the worse the crash... Interesting.
I'll play with it soon, too. As soon as I figure out how to make a custom HUD for my Tamnanki. :D
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Indeed. I just compiled a build today, w/o Bobboau's new stuff, and have the same problem as his build :wtf:
Maybe we're allocating an array size depending on the time. :p
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yep, found (and fixed) some bugs some in my code (any mission with a jump node may crash), and the new escort list stuff trys to display the last escort list even when there are none, with results in the value it uses to determine this being set to an uninitalised value, moveing that code within the code block directly above it fixes the problem (seemingly). I'll post a new build after I do a bit of testing on this.
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Bobboau - My mistake, all the 5s in there should be 6s.
I managed to fix that mission by bumping MAX_SUBSYS_STATUS to 300. (In my build that was CTDing during load)
Want to put up a debug build for us peeps?
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the bug I found was in hud_display_escort, don't see any 5s or 6s, I just moved
//Last one
x += current_hud->Escort_entry_last[0];
y += current_hud->Escort_entry_last[1];
GR_AABITMAP(Escort_gauges[2].first_frame, x, y);
hud_escort_show_icon(x, y, i);
into the if(Num_escort_ships > 1) block, seems to have fixed the problem, but I may have inadvertantly keeped it from drawing the last item in the list
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You should only have to move the decrement and increment of Num_escort_ships outside the if statement, like so:
//This is temporary
Num_escort_ships--;
if(Num_escort_ships > 1)
{
for(i = 0; i < Num_escort_ships; i++)
{
if(i != 0)
{
x += current_hud->Escort_entry[0];
y += current_hud->Escort_entry[1];
}
GR_AABITMAP(Escort_gauges[1].first_frame, x, y);
//Now we just show the ships info
hud_escort_show_icon(x, y, i);
}
}
//Back to right #
Num_escort_ships++;
//Last one
x += current_hud->Escort_entry_last[0];
y += current_hud->Escort_entry_last[1];
GR_AABITMAP(Escort_gauges[2].first_frame, x, y);
hud_escort_show_icon(x, y, i);
You'll notice if there are no escort ships to display then the function returns without doing anything, the if statement there was just to see if the entries before the last one needed to be shown.
I'd commit it myself, but with the new HUD stuff that code is ifdef'd out in my version.
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OK updateing the zip, redownload and try it out, there shouldn't be any more CTDs, or at least fewer ones.
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Tested the new one with a few missions, that didn´t run before and which are now working. The framerate lies on my system (amd64 3200, ati9700 pro) 5-10 frames above 05_28. OK, there are still no jumpnodes and i can´t wait, till you get env-mapping into it.
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Oh, I think I have a jumpnode model... I'll upload it soon... ish.
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Cool, fps are up from 24 to 42 for me running on a 600mhz pc , 128 mb ram and an outdated Radeon 7600 64mb vid card.. Flags -spec -glow -jpgtga
No crashes woohoo..
Thanks Bob :D
Question
Did have a go at dds maps, they don`t seem to work, I get a white pof in fred2 and an invisible pof without collision in fs2 which is odd.. What am I doing wrong..
Anyone have a solution :confused:
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Fred has been like that with DDS for a while iirc.
2 things come to mind that it 'might' be....
1 : Are you making sure you are saving as DXT5, this is probably the best format to save in, FSO doesn't recognise some of the other formats.
2 : You have something like an Alpha plane on there which is saying the whole texture is transparent?
Flipside :)
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I'd like to confirm that the subspacenode does not get renderred in this build. Going to Mantis to check if it's there, now.
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they get rendered, but only if you have a modifyed model, you'll need to make a new one useing textured triangles, I posted a topic in the modding forum for people to make a new one, but to date none has been done (other than the ugly one I did as an example)
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Bobboau, my post about 5s and 6s wasnt in reply to your post directly above, we posted at the same time.
This is what I meant:
6-26 build: CTD after clicking the ready room, before the loading screen appears
6-25 build: Pretty consistent CTD around the Corvette or Cruiser jump out
6-22 build: I've gotten til after the Shivan fleet jumps in, a lil bit after I died.
Another time I played it, I accidentally pissed Command off by hitting a Mjolnier too much, and my punishment was a CTD.
Edit: Stop that!! :p
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Originally posted by Bobboau
they get rendered, but only if you have a modifyed model, you'll need to make a new one useing textured triangles, I posted a topic in the modding forum for people to make a new one, but to date none has been done (other than the ugly one I did as an example)
I made a modified one. Let me double check, though, it may not have a texture.
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oh, ok...
is the update working?
if so I'm going to commit what I have and try to get some of the buffering optomiseations I made reintegrated, then probly the FVF code and the state block code, and then I'll begin reintegrateing decals and environment mapping
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Try this subspace node.
Edit: It's using the standard file that came with FS2 for the texturemap. Subspacenode01a, I believe, but I have an all green one, if that;s needed.
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that's a good model but the texture used makes it all black
I'm going to commit what I've got and move on
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Ok, I have the texture in a dark green, too. I'll post that too.
ReDownload the original, it has an updated texture file.
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Originally posted by Flipside
1 : Are you making sure you are saving as DXT5, this is probably the best format to save in, FSO doesn't recognise some of the other formats.
2 : You have something like an Alpha plane on there which is saying the whole texture is transparent?
Flipside :)
In answer to 1. This might seem like a stupid question comming from me, but, do you mean I have to change the extension to DXT5, or that you think I made the maps and this is in the conversion process?
In answer to 2. The model in question is made up of a series of textures, 4 in total, come to think of it this same model was made with pcx maps at first, then updated with dds.. I managed to lose the pcx maps in a hard drive crash a while ago which sucks but hey, thats the joys of owning a pc .. :D ;)
I can`t take credit for someone elses work, the model in question I downloaded from the startrek conversion for fs2, the spacedock.. I also have 3 other startrek models from the same site.. Sorta a mix of B5, Startrek and a few Inferno models.. I`m not making a campaign just something to keep my mind occupied from R/L.. That must be a new one to hear of, keeping the mind occupied from real life :D
(edit) working 10 hour days 5 days a week has paid off but leaves little time for all the pleasures life can bring, live long and prosper FS2. :nod:
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Originally posted by TopAce
Don't try Derelict missions. They were even unstable with normal FreeSpace. It is no surprise for me that FSO crashes to desktop too many times with Derelict missions.
It didn't crash THAT often. You were probably just unlucky.
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For the record, I just tested it there because that's the mission I was on.
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small bug bob.
Your build keeps on trying to play the movie files even though the option to not play them has been checked in the launcher. The initial movie doesn't play and it loads, but I think later during the main campaign it continues to try and play the cutscenes (bosch monologue one) and CTDs before even trying to load the mission. This didn't happen with WMCoolmon's build.
BUT, what did happen with WMCoolmon's build was that it CTD while trying to load the Colossus cutscene. Or maybe something else happened, either way it crashed after the mission seemed complete - the one where the colossus first arrives, so it might be trying to load it. This shouldn't happen at all.
Maybe that's one of the problems? :/
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FS2 has (almost) never run this smoothly for me. I have no crashes, no stutters, and half the loading time for missions.
One thing, though, that I cant decide if its better or worse, are the framerates. Last build, I got a solid fps of 60-70. With this build, im getting fps in the 30-120 range.
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new build, compare with the last one in missions with complex backgrounds (don't target debris, bug no time to hunt down right now)
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-29-04.zip
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I thought the CTD at targeting debris/asteroids had been fixed in 3.6.
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Originally posted by TopAce
I thought the CTD at targeting debris/asteroids had been fixed in 3.6.
That's what I thought as well. Been targetting a lot of debris and asteroids in when playing through Derelict using 3.6 and no CTDs.
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I didn't say anything about CTD, I reworked the way backgrounds are rendered, but something weird happens when you targetdebris.
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ehh... people come on, that build was buggier than a corpse that's been sitting out for 2 weeks, I had the whole system screwed up
please test this one...
I'm very sure I've got it rendering corectly now (backgrounds)
test an compare with the first build posted in this thread
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-30-04.zip
oops wrong link
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the 29 build runs smoother than a baby's bottom (however smooth that is) :yes:
I'll give the 30 build a try :)
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this is why bugs get commited to CVS, I only have about 4 hours a night to work on this I don't have time to test these things, I'd think in a day I could have half a dozen people post to say that it worked all ok or something, this is probly how the last code base I was working on got so screwed up to the point that I have to slowly reintegrate everything by hand, I'm going to commit my changes so I'm hopeing there arn't any bugs.
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No problems for me with this build. BTW, if you (or possibly Goob, I'm not sure who I was discussing this) recall the performance problems I was having after a system reconstruction (software-wise), which would cause FS to run at half power, it turned out that my AGP drivers weren't in, and so my card thought it was PCI. I installed them and even at 1X (4X had some stability problems with windows and other games), it performs as smoothly as before. I haven't tried this with Lighty's large textures, but I may give it a whirl in a few days.
Later!
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ok, i think i forgot to mention this problem. On my system, when you hit the ready room button, the game pauses >20 seconds before hitting the loading screen and loading the mission. Also, during the start of the mission when it's displaying everything, there is some slowdown, but later it gets a lot better :)
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With this build I get the 'pause' when a new ship enters my FOV for the first time and out of memory errors after two or three missions. I was playing the Derelict campaign and using the following flags:
-spec -glow -jpgtga -d3dmipmap -phreak -targetinfo -nomotiondebris -snd_preload -pcx2dds -d3d_no_vsync -nobeampierce -stats -show_mem_usage -fov 0.39 -ambient_factor 0.75
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Played just a few missions in HOMESICK. No Problems for me by now. BTW: what does that -nobeampierce thing do?
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Originally posted by Psychonaut
Played just a few missions in HOMESICK. No Problems for me by now. BTW: what does that -nobeampierce thing do?
The standard is for beams to pierce shields and damage the hull straight away.
It's a bug in FS2 but all the missions were balanced with it in mind.
Turning on the flag corrects the bug but is really cheating somewhat if you play the main campaign :D