Author Topic: BP: War in Heaven discussion  (Read 907805 times)

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Offline Delta_V

  • 26
Re: BP: War in Heaven discussion
Have you tried not using -no-emissive-light?

Yeah, that last shot was w/ the recommended settings, which don't use -no-emissive-light.  I've tried pretty much all of the choices on the sample lighting page, and they all give similar results.

EDIT:

Recommended Settings, No pp:


Recommended Settings w/ pp:



Default, no pp:


Default w/ pp:


Edit 2: Ok, I've been experimenting w/ just running the mediavps.  If I run 3.6.14 RC2 w/ 3.6.12 mediavps w/out the new shaders, everything looks fine.  But when I put the new shaders into the mediavps folder, it seems like it only displays abient lighting (which would explain why -no-emissive-light made everything completely black).  W/ the new shaders, no matter how high I turn bloom, there are no reflections in the ship lab.  This same thing happens in BP regardless if I have the shaders in the mediavps or not.
« Last Edit: December 20, 2011, 01:07:32 pm by Delta_V »

 

Offline The E

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Re: BP: War in Heaven discussion
Seems everything is rendered a lot darker than it is on my end. Are there any settings in your GPU driver's control panel that may affect this?
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 Delta_V

  • 26
Re: BP: War in Heaven discussion
Seems everything is rendered a lot darker than it is on my end. Are there any settings in your GPU driver's control panel that may affect this?

I've already reset everything to default.  This might be something I shoud brind up on the SCP board because their shaders are causing the same issues.  I've tried running just the mediavps, and it seems when I use the shaders, it stops rendering external lighting: notice how their are absolutely no reflections or bloom on any of my screenshots.

 

Offline crizza

  • 210
Re: BP: War in Heaven discussion
How big are the chances to see a mission like "The blade itself" with the Karuna MK2?
:(

 

Offline The E

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Re: BP: War in Heaven discussion
One question just occured to me: Your log says you're using a 5730, yet the log also says that the supported OpenGL version is 3.3. Which version of the Catalyst drivers are you using? Because all 5k series cards can do OpenGL 4.2 with the latest drivers.
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 Delta_V

  • 26
Re: BP: War in Heaven discussion
One question just occured to me: Your log says you're using a 5730, yet the log also says that the supported OpenGL version is 3.3. Which version of the Catalyst drivers are you using? Because all 5k series cards can do OpenGL 4.2 with the latest drivers.

Thanks, got everything working now.  Time for a stupid question: how do you make sure those drivers are up to date?  I went into the device manager and Windows said that the drivers were up to date, but in fact they had not been updated since I bought the computer.

 

Offline The E

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Re: BP: War in Heaven discussion
Well. One, don't trust Windows update on this. The drivers distributed by Win Update are bare minimum drivers that aren't recommended for anything. Two, keep an eye out. AMD has a monthly release schedule, while you aren't required to update every month (and in fact, given that updates sometimes break things, it's best to wait a few weeks while people test them out), checking back every two or three months is always a good idea.
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

 
Re: BP: War in Heaven discussion
well i reinstalled war in heave again after i coulden't get the karuna's to work. so i loaded a mission up and again the models still don't work right. so im now at a loss.

 

Offline KyadCK

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Re: BP: War in Heaven discussion
well i reinstalled war in heave again after i coulden't get the karuna's to work. so i loaded a mission up and again the models still don't work right. so im now at a loss.

Did you download the AoA update as well?
Freespace Wallpapers     BluePlanet Multi     Minecraft Deimos Build Log
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Re: BP: War in Heaven discussion
yes

 
Re: BP: War in Heaven discussion
ok i got it working now.

 

Offline Commander Zane

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Re: BP: War in Heaven discussion
Looking at the new Karuna with shadows is beyond drool-worthy. :D

 

Offline Darius

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Re: BP: War in Heaven discussion
Droid did some work on the Karuna, and the lighting errors have been fixed. New visuals1 will be uploaded over the next couple of hours.

 

Offline SypheDMar

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Re: BP: War in Heaven discussion
It seems that something borked here with the Karuna Mk II. The subsystems don't rotate with the new visuals.

 

Offline Alpha1

  • 25
Re: BP: War in Heaven discussion
Thanks for the Update!
What i liked: updated models for vishnan ships etc are great and the new Lao-Tse looks fantastic! Arestia is balanced better i think.
But there is some criticism too.
-I have to wait very long for the florence class vessel in "The cost of War". Its a bit boring in the end to wait for that ship. The last ship in the convoy and it travells with only 30m/s, not 35 like the others...
-I can't find a singel reason for the Cho in "Collateral Damage" to depart - it isn't even scratched?!? When i first played the mission the Regensburg blowed up after shooting from Ranvir i think - liked that!!! I replayed the mission in the simulator and the Ranvir doesn't shoot with its main guns until the Regensburg departs... i only uses the torpedos and the Cardinal gets into beam range... the Ranvir could have opened fire long ago - maybe a skripting error?
-Delenda est has become very difficult or i was in a bad shape... Its hard to disarm that much beams between all these ships! I played the original mission some dayes before and i think it was balanced a bit better. But maybe I have to get used to the update.
-Is there something wrong? The Rapier is a "blue Kayser now" :-((
-The support ship is great! But sometimes it bounces around with more than 200m/s and doesn't rearm anybody :-( It happend in Dalenda est and the mission before.
-the Uriel gunships in this mission always ram me and get too close so i have trouble to rearm after disarming the Antenor. After it is disarmed the antenor went green and one pilot complains about friendly fire when i disabled the com with the gattler :-)) After some time it goes violet like in the original
« Last Edit: December 25, 2011, 06:59:57 am by Alpha1 »

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: BP: War in Heaven discussion
Gah! Errors!
There is much errors in this post, if you no like errors, skip post.

Worked fine originally, heard there was a patch so I redownloaded a few files, had crashes, redowloaded all the BP and BP2 files (not saving backups of the originals) and 3.6.14 RC2

Using no-SSE (using SSE has same result) debug .14 RC2 build:
Error message on start:
Code: [Select]
Unrecognized weapon 'TAG-AAA' found when setting weapon targeting priorities.

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! Warning + 430 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! parse_weapon_targeting_priorities + 599 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! parse_shiptype_tbl + 255 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! ship_init + 106 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! game_init + 1645 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes
"Yes" crashes, log
"No"
Code: [Select]
bp2-obt.tbm(line 24:
Error: required token = [#End] or [$Name:}, found {+ Target Priority:               (
"bombers" "].

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! Error + 229 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! error_display + 427 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! required_string_either + 240 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! parse_shiptype_tbl + 240 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe!  parse_modular_table + 267 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! ship_init + 106 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! game_init + 1645 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! game_main + 519 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! WinMain + 330 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! __tmainCRTStartup + 15 bytes
fs2_open_3_6_14_DEBUG_NO-SSE_RC2.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtInitializeExceptionChain + 239 bytes
ntdll.dll! RtInitializeExceptionChain + 194 bytes
No crashes. When I tab out to paste the error, this one shows up (so I had to type the above out):
Code: [Select]
LUA ERROR: [string "csc_KeyPressed.lua"]:2: attempt to index global 'ui_keyToggleFunctions' (a nil value)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name: (null)
Name of:
Function type: main
Defined on: 0
Upvalues: 0

Source: csc_KeyPressed.lua
Short source: [string "csc_KeyPressed.lua"]
Current line: 1
- Function line: 0
------------------------------------------------------------------


------------------------------------------------------------------
LUA Stack:
------------------------------------------------------------------

------------------------------------------------------------------
"Yes" crashes, log
As does "No"
If I press "Ok" without tabbing out, it crashes

Using no-SSE  .14 RC2 build:
Error:
Code: [Select]
bp2-obt.tbm(line 24:
Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "] .

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
Code: [Select]
bp2-obt.tbm(line 27:
Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombs" )] .

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
"The currently active mod has generated 4 warnings and/or errors during program startup. etc."
There isn't a kentauri (or however you spell it) .pof in the f3 lab
Techroom Kentauri:
Code: [Select]
Can't open model file <Jackal.pof>
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes
followed by crash.

Start intro mission (artemis station) from techroom:
Code: [Select]
Can't open model file <Jackal.pof>
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
ntdll.dll! wcsnicmp + 1192 bytes
ntdll.dll! wcsnicmp + 484 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
Above error 5 more times
Code: [Select]
Can't open model file <medliner.pof>
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
crash


Saw this post. Put Jackal-E.pof in blueplanet2/data/models

Exactly the same result
Renamed it to Jackal.pof
Same result except when using non-debug: kentauri visible in f3 lab and techroom, Artemis station crashes after
Code: [Select]
Can't open model file <medliner.pof>
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>
fs2_open_3_6_14_NO-SSE_RC2.exe! <no symbol>

 

Offline -Norbert-

  • 211
Re: BP: War in Heaven discussion
The checksums of your bp2-core.vp, bp2-visuals1.vp and bp2-visuals2.vp are all different than the ones posted in the Troubleshooting thread. Same with the number of files that are supposed to be in them.
I would suggest re-downloading those three files.

 

Offline CT27

  • 211
Re: BP: War in Heaven discussion
I was thinking about ways the war could end and just for fun came up with this range (assuming no GTVA civil war or Shivan appearance):

1-Massive UEF victory (GTVA totally kicked out of Sol, with the UEF maybe having a beachhead in Delta Serpentis and has to pay massive reparations and whatnot)

2-Standard UEF victory (status quo ante bellum)

3-Status quo (the war ends as is...GTVA gets 'something' in Sol since they hold up to Jupiter currently)

4-Pyric GTVA victory (GTVA forces a surrender barely but faces a devastating quagmire)

5-Heavy GTVA victory (UEF surrenders after being beaten convincingly with relatively little insurgent/terrorist operations)

Is that a good gamut of options? (#5 admittedly sounds like wishful thinking but I couldn't think of anything else for the "best case scenario" for the GTVA)

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: BP: War in Heaven discussion
I noticed that but I'd say the aforementioned update changed things and those checksums in the troubleshooting section weren't updated. Redownloading those files though, standby for edit

Edit: Confirmed, errors persist, checksums still the same (aka, different)
« Last Edit: December 26, 2011, 07:36:38 am by Killer Whale »

 

Offline Deadly in a Shadow

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  • Buntu!
Re: BP: War in Heaven discussion
I was thinking about ways the war could end and just for fun came up with this range (assuming no GTVA civil war or Shivan appearance):

3-Status quo (the war ends as is...GTVA gets 'something' in Sol since they hold up to Jupiter currently)
There's only one side that will still exist after that war...apparently. Never forget that the vishnans, shivans and other entities play some interesting roles too.
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"