Author Topic: go_even_faster  (Read 20649 times)

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Offline Spoon

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  • ヾ(´︶`♡)ノ
For collisions, I think the 2nd or 3rd mission in Dimensional Eclipse would work nicely, right?  The one that starts with a cutscene zooming out, and they blow up the station where you were supposed to go to collect your pay?  IIRC I got ~10FPS max on that one.
I tried that one just now but like valathil
First bug report. Game hangs on loading Tethis.pof in bp2-massivebattle with the released bp2 version. Spoon reports BP SVN seems to be working. I get one core 100% and then nothing no error etc.
the game hangs on loading the mission when the new collision code is activated
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
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Also, didn't know it was CPU that was holding FPS low on WiH intro, and gpu usage still isn't 100%  :eek:

Thats what most people around here don't seem to know. The game assests as they stand (polycount, texture size, ship count in mission) are not even close to what current or even 5 year old graphics hardware is capable of. It's just that the engine is soooo friggin ineffiecient to tell the gpu what to draw and some other things that are badly done which slow down the game. 
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Offline pecenipicek

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updated my post with video links as well. the swifty build - new collision code disabled version is still uploading however.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline The E

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Issues I found (after editing the BP shaders to get them to use the new code):






I should note that most of these issues (apart from the subspace vortex one) are caused by the merged_ibo code.

In addition, the exe crashed due to something going wrong in the batch renderer while I was trying to load a second mission, for some reason, this code block from the beginning of batch_render_all() caused trouble:
Code: [Select]
if ( Batch_buffer != NULL ) {
vm_free(Batch_buffer);
}

Just for completeness' sake, here are the shaders I used:

main-v
Code: [Select]
#ifdef FLAG_ENV_MAP
uniform mat4 envMatrix;
varying vec3 envReflect;
#endif

#ifdef FLAG_NORMAL_MAP
varying mat3 tbnMatrix;
#endif

#ifdef FLAG_TRANSFORM
attribute float model_id;
uniform sampler2D transform_tex;
varying float blown_off;
#endif

#ifdef FLAG_FOG
varying float fogDist;
#endif

varying vec4 position;
varying vec3 lNormal;

void main()
{
mat4 orient = mat4(1.0);
mat4 scale = mat4(1.0);
 #if SHADER_MODEL > 2
  #ifdef FLAG_TRANSFORM
int idx = int(model_id);
vec4 column;
for(int i = 0; i < 3; ++i) {
column = texelFetch(transform_tex, ivec2(i, idx), 0);
column[i] *= column.w;
orient[i] = vec4(
column.x,
column.y,
column.z,
0.0
);
}
column = texelFetch(transform_tex, ivec2(3, idx), 0);
orient[3] = vec4(
column.x,
column.y,
column.z,
1.0
);
blown_off = column.a;
  #endif
 #endif

gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * orient * gl_Vertex;
gl_FrontColor = gl_Color;
gl_FrontSecondaryColor = vec4(0.0, 0.0, 0.0, 1.0);

 // Transform the normal into eye space and normalize the result.
position = gl_ModelViewMatrix * orient * gl_Vertex;;
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
lNormal = normal;

 #ifdef FLAG_NORMAL_MAP
 // Setup stuff for normal maps
vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
vec3 b = cross(normal, t) * gl_MultiTexCoord1.w;
tbnMatrix = mat3(t, b, normal);
 #endif

 #ifdef FLAG_ENV_MAP
 // Environment mapping reflection vector.
envReflect = reflect(position.xyz, normal);
envReflect = vec3(envMatrix * vec4(envReflect, 0.0));
envReflect = normalize(envReflect);
 #endif

 #ifdef FLAG_FOG
fogDist = clamp((gl_Position.z - gl_Fog.start) * 0.75 * gl_Fog.scale, 0.0, 1.0);
 #endif

 #ifdef __GLSL_CG_DATA_TYPES
 // Check necessary for ATI specific behavior
gl_ClipVertex = (gl_ModelViewMatrix * orient * gl_Vertex);;
 #endif
}

main-f
Code: [Select]
#ifdef FLAG_LIGHT
uniform int n_lights;
#endif

#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif

#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif

#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif

#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif

#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif

#ifdef FLAG_TEAMCOLOR
uniform vec3 base_color;
uniform vec3 stripe_color;
#endif

#ifdef FLAG_FOG
varying float fogDist;
#endif

#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif

#ifdef FLAG_TRANSFORM
varying float blown_off;
#endif

varying vec4 position;
varying vec3 lNormal;
uniform  bool desaturate;

#if SHADER_MODEL == 2
  #define MAX_LIGHTS 2
#else
  #define MAX_LIGHTS 8
#endif

#define SPEC_INTENSITY_POINT 3.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 2.0 // Directional light
#define SPECULAR_FACTOR 1.75
#define SPECULAR_ALPHA 0.1
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
#define ENV_ALPHA_FACTOR 0.3
#define GLOW_MAP_INTENSITY 1.5
#define AMBIENT_LIGHT_BOOST 1.0

void main()
{
#ifdef FLAG_TRANSFORM
if(blown_off > 0.9)
discard;
#endif

vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_TexCoord[0].xy;

 #ifdef FLAG_SPEC_MAP
vec4 specColour = texture2D(sSpecmap, texCoord);
 #endif
 
 #ifdef FLAG_NORMAL_MAP
vec4 NormalMap = texture2D(sNormalmap, texCoord);
 #endif
 
 #ifdef FLAG_TEAMCOLOR
  #ifdef FLAG_NORMAL_MAP
    vec2 teamMask = NormalMap.rb;
  #else
vec2 teamMask = vec2(0.0);
  #endif
 #endif

 #ifdef FLAG_LIGHT
  #ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec3 normal;
normal.rg = (NormalMap.ag * 2.0) - 1.0;
   #ifdef FLAG_ENV_MAP
vec3 envOffset = vec3(0.0);
envOffset.xy = normal.xy;
vec3 envReflectNM = envReflect + envOffset;
vec4 envColour = textureCube(sEnvmap, envReflectNM);
   #endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (length(normal) > 0.0)
normal /= norm;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
  #else
vec3 normal = lNormal;
   #ifdef FLAG_ENV_MAP
vec4 envColour = textureCube(sEnvmap, envReflect);
   #endif
  #endif

vec3 lightDir;
lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
float dist;

#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
  #if SHADER_MODEL > 2
if (i > n_lights)
break;
  #endif

float specularIntensity = 1.0;
float attenuation = 1.0;

// Attenuation and light direction
  #if SHADER_MODEL > 2
if (gl_LightSource[i].position.w == 1.0) {
  #else
if (gl_LightSource[i].position.w == 1.0 && i != 0) {
  #endif
// Positional light source
dist = distance(gl_LightSource[i].position.xyz, position.xyz);
lightDir = (gl_LightSource[i].position.xyz - position.xyz);

  #if SHADER_MODEL > 2
if (gl_LightSource[i].spotCutoff < 91.0) {  // Tube light
float beamlength = length(gl_LightSource[i].spotDirection);
vec3 beamDir = normalize(gl_LightSource[i].spotDirection);
// Get nearest point on line
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist);
lightDir = nearest - position.xyz;
dist = length(lightDir);
}
  #endif

lightDir = normalize(lightDir);
attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));
specularIntensity = SPEC_INTENSITY_POINT;

} else {
// Directional light source
lightDir = normalize(gl_LightSource[i].position.xyz);
specularIntensity = SPEC_INTENSITY_DIRECTIONAL;
}
vec3 half_vec = normalize(lightDir + eyeDir);

// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation);

// Specular
  #ifdef FLAG_NORMAL_MAP
mat3 tan_mat = mat3(tbnMatrix[2], tbnMatrix[1], tbnMatrix[0]);
mat3 bin_mat = mat3(tbnMatrix[2], tbnMatrix[0], tbnMatrix[1]);
vec3 tan = normalize(tan_mat * normal);
vec3 bin = normalize(bin_mat * normal);

float _AlphaX = 0.3;
float _AlphaY = 0.1;

float dotHN = clamp(dot(normal, half_vec), 0.0, 1.0);
float dotVN = clamp(dot(normal, eyeDir), 0.0001, 1.0);
float dotHTAlphaX = dot(half_vec, tan) / _AlphaX;
float dotHBAlphaY = dot(half_vec, bin) / _AlphaY;

lightSpecular += dotVN * exp((-2.0 * ((dotHTAlphaX * dotHTAlphaX) + (dotHBAlphaY * dotHBAlphaY))) / (1.0 + dotVN)) * (gl_FrontLightProduct[i].specular * attenuation) * specularIntensity;
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(dotHN, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
  #else
float NdotHV = clamp(dot(normal, half_vec), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
  #endif
}

lightAmbientDiffuse = lightAmbient + lightDiffuse;
 #else
lightAmbientDiffuse = gl_Color;
lightSpecular = gl_SecondaryColor;
 #endif

 #ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005),sin(position.x*position.w*0.005+anim_timer*20.0)*cos(position.y*position.w*0.005))*0.03;
 #endif

 // Base color
 #ifdef FLAG_DIFFUSE_MAP
  #ifdef FLAG_ANIMATED
vec4 baseColor;
if (effect_num == 2) {
baseColor = texture2D(sBasemap, texCoord + distort*(1.0-anim_timer));
} else {
baseColor = texture2D(sBasemap, texCoord);
}
  #else
vec4 baseColor = texture2D(sBasemap, texCoord);
  #endif
 #else
vec4 baseColor = gl_Color;
 #endif

 #ifdef FLAG_TEAMCOLOR
vec3 base = base_color - vec3(0.5);
vec3 stripe = stripe_color - vec3(0.5);
baseColor.rgb += (base * teamMask.x) + (stripe * teamMask.y);
 #endif
 
vec4 fragmentColor;
fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
fragmentColor.a = baseColor.a;

 // Spec color
 #ifdef FLAG_SPEC_MAP
  #ifdef FLAG_TEAMCOLOR
specColour.rgb += ((base * teamMask.x) + (stripe * teamMask.y)) * 0.3;
  #endif
fragmentColor.rgb += lightSpecular.rgb * (specColour.rgb * SPECULAR_FACTOR);
fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
 #else
fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
 #endif

 // Env color
 #ifdef FLAG_ENV_MAP
vec3 envIntensity = (alpha_spec) ? vec3(specColour.a) : specColour.rgb;
fragmentColor.a += (dot(envColour.rgb, envColour.rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += envColour.rgb * envIntensity;
 #endif

 // Glow color
 #ifdef FLAG_GLOW_MAP
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
 #endif

 #ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
 #endif

//Commented out. If HDR makes a comeback, we may need this.
//fragmentColor.a = clamp(fragmentColor.a ,0.0,1.0);

 #ifdef FLAG_ANIMATED
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow((fract(abs(gl_TexCoord[0].x))-anim_timer) * 1000.0, 2.0)) * 1000.0;
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
gl_FragColor.a = fragmentColor.a * clamp(shinefactor * (fract(abs(gl_TexCoord[0].x))-anim_timer) * -10000.0,0.0,1.0);
}
if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow((position.y-anim_timer), 2.0));
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
#ifdef FLAG_LIGHT
gl_FragColor.a = fragmentColor.a;
#else
// ATI Wireframe fix *grumble*
gl_FragColor.a = clamp((position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
gl_FragColor.a = fragmentColor.a;
float cloak_interp = (sin(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005)*0.5)-0.5;
#ifdef FLAG_LIGHT
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#else
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*lNormal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#endif
}
 #else
gl_FragColor = fragmentColor;
 #endif
}
« Last Edit: June 12, 2012, 12:17:00 pm by The E »
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 Commander Zane

  • 212
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This one happens to me without "merged stuff", I mean subspace portal behind everything in the scene.
Also, didn't know it was CPU that was holding FPS low on WiH intro, and gpu usage still isn't 100%  :eek:
Wow I didn't even catch that. I was posting that to show the goofy blue "wall" that I'm guessing is covering a section of the skybox (?).

 

Offline Valathil

  • ...And I would have had a custom title if it wasn't for you meddling kids!
  • 29
  • Custom Title? Wizards need no Custom Title!
ok I found some bugs in the new bsp parser and fixed them up. Sry no patch (dont know how to make patch of patch) just the 3 files i modified.

[attachment deleted by a ninja]
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┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline AndrewofDoom

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So this is what I encountered:

I found that when running Dimensional Eclipse, and have the new collision code and/or merged index buffer enabled, it seems pretty much any mission that has the Tethys/Narayana as well as loading it in the Tech room just causes it to lock up when it starts to load it. Funny part is the old, unoptimized Tethys works perfectly fine.

Secondly, when I enabled the merged index buffer code, I get this:



Fancy new cloaks they got there. So, just to make sure the collision actually worked, I ran into the invisible buddy Hurricane.



Great success! I'm in intense pain. But...am I the only person who has all the ships go invisible?

But even with both of those features off, I got around a 12 FPS boost in the more intense missions of Dimensional Ecplise (22 - > 33 FPS on Nexus Station).
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Kobrar44

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I've just seen rakshaza firing a beam through sarynthon without harming it. Several times. I'll doublecheck it yet
edit: without merged index buffer I haven't noticed such a thing. Plus, pics:

Maxim in all its glory

I guess it's visible that there is no hit. Reproduced many times, appears only with merged index buffer, or I'm blind. Project: Outreach, BTW. Mission 5

Right beam hasn't hit, but from this angle can't tell if it's bug or miss, haven't seen this again also. Probably sarynthon-specific issue.

edit:edit:Also, AFAIK, submodel translation was hard to implement because of the collision system. So it'd seem like now there's hope? :D
« Last Edit: June 14, 2012, 03:39:14 pm by Kobrar44 »
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline MatthTheGeek

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« Last Edit: June 16, 2012, 07:20:26 am by MatthTheGeek »
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
I spent the past couple days debugging my collision code. I tried Valathil's patch but it doesn't seem to fix anything so I ended up scrapping that and look for what's really causing collision bugs.

What's going on is that bounding boxes in the collision data structure in POFs can hold multiple polygons for testing which I failed to account for. Because not all polygons are being tested in the bounding box tree, we're getting hit misses and worse yet, infinite loops when parsing the POF data structure.

So I fixed that last night. I haven't made new builds yet but that'll likely come sometime this week.
« Last Edit: June 20, 2012, 02:31:08 pm by Swifty »

 

Offline headdie

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good news, and nicely done tackling this
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 

Offline Kolgena

  • 211
Good to hear. Is that at all related to weird model rotations?

 

Offline MatthTheGeek

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So I fixed that last night. I haven't made new builds yet but that'll likely come sometime this week.
If you can, still send the svn patches our way. There are some of us that can actually follow and apply the tutorials for building your own stuff.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
I can't be bothered to make patches right now so I'll just point you to the git repository I'm making my commits to.

https://github.com/SamuelCho/Freespace-Open-Swifty/tree/go_even_faster

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
New builds. Read first post for more info.

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Yayifications!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Kobrar44

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I have a weird impression like I've done something wrong
http://pastebin.com/jda1vMUH
I dunno what to do :( Thing obviously ctded.
Played Artemis, played Delenda Est and haven't finished Delenda Est because of CTD, it was quick and swift.
« Last Edit: June 26, 2012, 11:17:26 am by Kobrar44 »
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Talon 1024

  • 29
  • How do you turn this on?
    • Mods, Games, and Stuff
I've tested this build a little bit with the FS2 Retail campaign.

With merged index buffers enabled, the Psamtik is invisible in mission 1, and the Boadicea (asteroid base) does not break up properly in mission 2.

Here are some screenshots of the Boadicea in mission 2, before and after the asteroid "breaks up":


And here is a debug log of my playthrough of mission 2:
http://www.ciinet.org/kevin/myimages/others/fs2_open_m2_gef.log
To understand religion, you need to understand morality first. | WCSaga website | WCSaga Forum | 158th website | 158th forum | Project Leader: WC: Hostile Frontier | WCHF Thread at CIC | Wing Blender | Twist of Fate | Multipart turrets on angled surfaces, tutorial included. | My Google Drive stuff | To convert speeds from WC to WCS, multiply both the cruise speed and the Afterburner speed by 0.15625 (5/32)

FS2 Mods I'm waiting on: Inferno 10th Anniversary
Current Project: Contestant Android app, Learn4Life iOS app, Blender Commander (importer).
The FreeSpace Font Foundry is back in action!

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
I wrote shaders that are needed to get this feature working. Make sure no SDR files are in your effects folder. MediaVPs also have their own shaders which might be a problem. You could try grabbing the SDR files Valathil posted in this thread and putting those in your effects folder.

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Whenever I die and hit restart with this build, the game crashes like 2 to 10 seconds ingame. Debug log records nothing of this event.

Edit: And not just that. When I visit the F3 ship lab it will load exactly one ship. After viewing the first, it will consistently crash on trying to view the second one.
« Last Edit: June 28, 2012, 09:51:16 am by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them