Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on August 05, 2003, 03:11:11 am

Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 03:11:11 am
I just made a quick change of one line to see if changeing the back buffer format would fix the clipping problems that FS has been notorius for, the very small amount of testing I did shows that it
A) runs
B) seems to have at least less clipping than before

http://freespace.volitionwatch.com/blackwater/fs2_open_z.zip
so put in you're clippy models and tell me if my change of one half on one line fixed the problem

for the coders I changed AutoDepthStencilFormat from D3DFMT_D16 to D3DFMT_D24S8, thinking a higher depth would fix the horendus problems.
so please respond and tell me if this helped at all

I just quickly added in my FOV debug code, activate the debug codes and use
'~' + 'alt' + '+'
and
'~'+'alt'+'-'
to alter the fov in game
Title: someone test this (Venom)
Post by: KARMA on August 05, 2003, 06:19:31 am
I'll test my own clipping models as soon as possible, maybe today, later.
about the fov... what if I have a different keyboard and '~' can be done only with a combination of keys?:)
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 06:32:22 am
I was just about to post about that too, since I have that problem :(

Other than that, the build seems to look a fair bit better, I think I noticed one or two improvements, but I don't really have many bad clipping models.

Flipside :)
Title: someone test this (Venom)
Post by: Nico on August 05, 2003, 06:38:19 am
k, gonna try it.
sorry for the n00b question, but what's the debug code?

edit: well it doesn't seem to like my PC. when I launch the exe, HD works for some times, making windows all laggy, then after a while I get that windows error message, and nothing else.
dunno if that'll help, but here's the entry in the errorlog.txt:

fs2_open_z caused an Access Violation in module fs2_open_z.exe at 001b:005e412e.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 8/5/2003 13:48:12.
D:\jeux\FreeSpace2\fs2_open_z.exe, run by Nico.
1 processor(s), type 586.
384 MBytes physical memory.
Read from location 00000000 caused an access violation.

Registers:
EAX=00000000 CS=001b EIP=005e412e EFLGS=00010206
EBX=00000010 SS=0023 ESP=0012f5fc EBP=00000000
ECX=0061d6d8 DS=0023 ESI=00000000 FS=0038
EDX=7ffe6944 ES=0023 EDI=00000000 GS=0000
Bytes at CS:EIP:
8a 07 46 38 d0 74 15 84 c0 74 0b 8a 06 46 38 d0
Stack dump:
0012f5fc: 00000000 00000010 00000000 004029de 00000000 0061d6d8 00000000 ffffffff
0012f61c: 0012ff34 7ffdf000 00000000 00000000 00000000 00000000 00000000 00000000
0012f63c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f65c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f67c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f69c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f6bc: 00000000 00000000 00000000 00000000 00000000 00000000 6a5c3a44 5c787565
0012f6dc: 65657246 63617053 665c3265 652e3273 00006578 00000000 00000000 00000000
0012f6fc: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f71c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f73c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f75c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f77c: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f79c: 00000000 00000000 00000000 00000000 00000000 00000001 37dd2560 ffffffff
0012f7bc: 37dd2560 04f65d08 50444e45 31545241 45564d2e 00490000 004b004a 004d004c
0012f7dc: 004f004e 00510050 00530052 00550054 00570056 00590058 0012fa7c 005e9ff5
0012f7fc: 00000065 0012fa94 0012fa68 0061e602 ffffffff 00000000 0012fa7c 005e9a04
0012f81c: 0000005c 0012fa94 0012fa68 00000000 ffffffff 7ffdf000 00000065 0012f86c
0012f83c: 00140000 77f416f5 00000006 001407a8 00140000 0014bef0 0012f844 77f4180b
0012f85c: 0012fa5c 77f72402 77f65520 ffffffff 77f416f5 77f417cd 77f4180b 0012fabc
0012f87c: 0012fab4 00000000 00a300a2 00a500a4 00a700a6 00a900a8 0014ddd0 00000145
0012f89c: 77f42dbb 77f42e0f 77f4180b 000003ff ffffffff 7ffdf000 77f6ee0f 77f453ac
0012f8bc: 0012f8dc 77f4180b 00000000 6a5c3a44 5c787565 65657246 63617053 00003265
0012f8dc: 2365059e 00000098 00d300d2 00140640 00d700d6 00d900d8 00db00da 00dd00dc
0012f8fc: 77f41858 00039aa7 0012fad8 0012fae0 00400118 0012f900 00eb00ea 77f6e4cf
0012f91c: 77f5414b ffffffff 0012f950 77f6ee0f 77f54228 0012f944 00140640 13280000
0012f93c: 13280050 13280050 14a90000 14a90000 00000000 14a80000 13280000 13280000
0012f95c: 14a50648 00005f37 77f4381d 13280000 14a50648 13280648 13280608 13280000
0012f97c: 13280608 00000000 0012f9b4 77f4927a 00005f37 0014ddd0 0012f9b0 77f42154
0012f99c: 00000145 0014e5d8 00140000 0014ddd0 00000000 0012fa84 77f41fbf 00140178
0012f9bc: 77f42083 00140608 77f4168d 0012fabc 45455246 43415053 335f3245 00000100
0012f9dc: 13280000 14a90018 00000001 00140178 00140178 0014ddd8 0012fa40 0012fa88
0012f9fc: 77f4168d 0014ddd8 ffffffff 77f4273c 00140178 0014ddd8 77f427d5 00140178
0012fa1c: 00140178 000007fe 00017f78 0012fa18 00017feb 00000006 0014ddd0 00000000
0012fa3c: 00000000 00000000 00000000 00000000 00000000 00000246 00000000 00000000
0012fa5c: 00000000 00000000 77f4281e 00000003 ffffffff 00000001 0012f834 00000000
0012fa7c: 0012fab4 005e3f16 0012fa94 0061e605 0012fac8 ffffffff 006564df 7ffffffb
0012fa9c: 006564dc 00000042 77e59ef6 00000000 7ffdebf8 02080024 0012ff34 004086e7
0012fabc: 006564dc 0061e600 00000065 004086fd 00000004 00000000 004078de 00000020
0012fadc: 00000022 17f78000 0fcf9000 39aa7000 21531000 7ffe0000 6c462000 6a5c3a44
0012fafc: 5c787565 65657246 63617053 66003265 6f5f3273 5f6e6570 78652e7a 02200065
0012fb1c: 03010302 02100248 02100210 02100210 02100210 02100210 02100312 02100210
0012fb3c: 02100210 02100210 02140214 03120210 02100210 02140210 02100312 02100210
0012fb5c: 02100210 03010301 03010301 03010301 03010301 03010301 03010301 03010301
0012fb7c: 03010301 03010301 03010301 03010301 02100301 03010301 03010301 03010301
0012fb9c: 03020301 03020302 03020302 03020302 03020302 03020302 03020302 03020302
0012fbbc: 03020302 03020302 03020302 03020302 02100302 03020302 03020302 03020302
0012fbdc: 03020302 03020120 07060504 0b0a0908 0f0e0d0c 13121110 17161514 1b1a1918
0012fbfc: 1f1e1d1c 23222120 27262524 2b2a2928 2f2e2d2c 0012fc44 00140000 77f416f5
0012fc1c: 00000005 00140778 00140000 00000000 0012fc1c 53525150 0012fe34 77f72402
0012fc3c: 0014dd80 0000024b 77f42dbb 77f42e0f 77f4180b 011b4348 011b42b4 00000000
0012fc5c: 7f7e7d7c 83828180 87868584 8b8a8988 8f8e8d8c 93929190 97969594 9b8a9998
0012fc7c: 9f8e9d8c a3a2a1a0 a7a6a5a4 abaaa9a8 afaeadac 0012fcc4 00140000 77f416f5
0012fc9c: 00000006 001407a8 00140000 00000000 0012fc9c d3d2d1d0 0012feb4 77f72402
0012fcbc: 77f65520 ffffffff 77f416f5 77f42e0f 77f4180b 0012ff14 0012ff0c 02080000
0012fcdc: 00140640 03020120 0012fee4 77f72402 77f65520 ffffffff 77f416f5 77f417cd
0012fcfc: 13176628 0000023a 77f42dbb 77f42e0f 77f4180b 00000000 00000800 00000800
0012fd1c: 3f3e3d3c 63626140 67666564 6b6a6968 00140188 0014c010 00000004 00000000
0012fd3c: 00140188 0014c018 00140178 0014ddb0 6f6e6d6c 00140178 00140178 7b7a7978
0012fd5c: 7f7e7d7c 83828180 87868584 8b9a8988 0014dda8 93929190 97969594 9b9a9998
0012fd7c: 00000008 0000024b a7a6a5a4 abaaa9a8 afaeadac 00140178 00140178 0014dd88
0012fd9c: 13170640 e3e2e1e0 e7e6e5e4 0014dd88 00000080 00000000 001401b0 001401b0
0012fdbc: 00000000 77f43425 011b4348 0014dd88 00000000 0014dd80 77e63e68 0012fe96
0012fddc: 77e62140 00000219 0012fe34 0014dd80 00140178 00000000 00000000 00000000
0012fdfc: 77e63e68 0012fe94 13170178 00000005 00000028 13170178 13170178 77e400f8
0012fe1c: 00000028 00000001 0014dd88 00140000 0012fc50 00000000 0012fe78 77f72402
0012fe3c: 77f65510 ffffffff 77f4180b 77f4349c 77f43481 77fb50c0 77f4346d 011b4348
0012fe5c: 011b42b4 00000000 7ffdf000 7ffde000 0014dd88 0012fdc4 00242da8 0012ff00
0012fe7c: 77f72402 77f66268 ffffffff 77f433f7 77fb50e0 011b42b4 00000000 7ffdf000
0012fe9c: 6f737365 61654672 00727574 13176628 13170178 131803b0 00000278 13180630
0012febc: 00000001 00000000 000002a8 77f4281e 77f42827 00000000 00020000 7ffdf000
0012fedc: 00000020 00000200 77f6e21f 7ffdf000 0012fed0 005eacc4 0012ff30 00407988
0012fefc: 00400000 00000000 0014238c 00000001 00000000 00000000 7ffdf000 ffffffff
0012ff1c: 0012ff0c 0012f224 0012ffb0 005e43d8 00611510 00000000 0012ffc0 005e47a9
0012ff3c: 00400000 00000000 0014238c 00000001 00000000 00000001 7ffdf000 e28b1000
0012ff5c: 0014238c fffffff6 00000044 001444d0 001435c0 00144760 00000000 00000000
0012ff7c: 00000000 00000000 00000000 00000000 00000000 00000401 00000001 00000000
0012ff9c: 00000000 00010001 00000000 0012ff4c f6ea9d10 0012ffe0 005e43d8 00612188
0012ffbc: 00000000 0012fff0 77e5eb69 00000000 00000001 7ffdf000 f6ea9cf4 0012ffc8
0012ffdc: 80536a0e ffffffff 77e7bb86 77e75a18 00000000 00000000 00000000 005e46c9
0012fffc: 00000000

   Module list: names, addresses, sizes, time stamps and file times:
D:\WINDOWS\System32\d3d8thk.dll, loaded at 0x00320000 - 8192 bytes - 3df82460 - file date is 12/12/2002 01:14:32
D:\jeux\FreeSpace2\fs2_open_z.exe, loaded at 0x00400000 - 2469888 bytes - 3f2f67db - file date is 8/5/2003 03:16:28
D:\WINDOWS\System32\d3d8.dll, loaded at 0x0ab60000 - 1177600 bytes - 3dedc941 - file date is 12/12/2002 01:14:32
D:\WINDOWS\System32\DDRAW.dll, loaded at 0x51000000 - 284160 bytes - 3dedc926 - file date is 12/12/2002 01:14:32
D:\WINDOWS\System32\dsound.dll, loaded at 0x51080000 - 355328 bytes - 3dedc968 - file date is 12/12/2002 01:14:32
D:\WINDOWS\System32\imaadp32.acm, loaded at 0x586d0000 - 14848 bytes - 3b85336e - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\KsUser.dll, loaded at 0x5ef80000 - 4096 bytes - 3dedcbf6 - file date is 12/12/2002 01:14:32
D:\WINDOWS\System32\OPENGL32.dll, loaded at 0x5f070000 - 685568 bytes - 3b853367 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\LPK.DLL, loaded at 0x62dc0000 - 18944 bytes - 3b853345 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\GLU32.dll, loaded at 0x68f80000 - 117760 bytes - 3b853321 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\WS2HELP.dll, loaded at 0x719e0000 - 18944 bytes - 3b8532f3 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\WS2_32.dll, loaded at 0x719f0000 - 75264 bytes - 3b8532f2 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\WSOCK32.dll, loaded at 0x71a10000 - 24064 bytes - 3b8532f2 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\DINPUT.dll, loaded at 0x72280000 - 648704 bytes - 3d6dfa07 - file date is 8/29/2002 04:40:00
D:\WINDOWS\System32\msadp32.acm, loaded at 0x72c40000 - 13312 bytes - 3b8532eb - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\msacm32.drv, loaded at 0x72c60000 - 20992 bytes - 3b8532eb - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\wdmaud.drv, loaded at 0x72c70000 - 22016 bytes - 3b8532eb - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\USP10.dll, loaded at 0x72ef0000 - 339456 bytes - 3b8532ea - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\DCIMAN32.dll, loaded at 0x73b10000 - 7680 bytes - 3b8532e5 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\MSCTF.dll, loaded at 0x74690000 - 293888 bytes - 3b8532e0 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\IMM32.DLL, loaded at 0x76320000 - 96768 bytes - 3b8532d5 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\WINMM.dll, loaded at 0x76ae0000 - 175104 bytes - 3b8532d3 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\Secur32.dll, loaded at 0x76f40000 - 52224 bytes - 3b8532d1 - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\ole32.dll, loaded at 0x77170000 - 1141248 bytes - 3b8532d0 - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\COMCTL32.dll, loaded at 0x77300000 - 557568 bytes - 3b8532d0 - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\midimap.dll, loaded at 0x77ba0000 - 17920 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\MSACM32.dll, loaded at 0x77bb0000 - 67072 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\VERSION.dll, loaded at 0x77bd0000 - 16384 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\msvcrt.dll, loaded at 0x77be0000 - 322560 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\GDI32.dll, loaded at 0x77c40000 - 250880 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\RPCRT4.dll, loaded at 0x77c90000 - 463872 bytes - 3b8532cf - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\USER32.dll, loaded at 0x77d10000 - 562176 bytes - 3b8532ce - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\ADVAPI32.dll, loaded at 0x77da0000 - 617984 bytes - 3b8532ce - file date is 8/28/2001 12:00:00
D:\WINDOWS\system32\kernel32.dll, loaded at 0x77e40000 - 991744 bytes - 3b8532ce - file date is 8/28/2001 12:00:00
D:\WINDOWS\System32\ntdll.dll, loaded at 0x77f40000 - 699392 bytes - 3b8532cd - file date is 8/28/2001 12:00:00
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 10:18:40 am
debug code would be the 'www.freespace2.com' cheat thing, ok I'm gona try makeing code that trys a bunch of diferent formats
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 10:36:48 am
Yep, just started getting those crash-outs too, now I've figured out how to do the FOV thing :)

Flipside :D

Edit : It works a little better in OpenGL, but there seems to be something wrong with the perspective as far as planar polys are concerned (Missile trails etc) which very occasionally look a little odd, but it is nothing major. I tend to bring the settings down to about 0.35. That seems to work quite well, but you need to have fast reactions to hit enemy fighters :D

Flipside :)
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 10:51:59 am
zip has been updated, it will probly flicker 1-4 times before ether running like normal or crashing, on my machine it runs.
it trys to use D3DFMT_D32,  D3DFMT_D24X8,  D3DFMT_D24S8,  D3DFMT_D24X4S4,  and then (not in the posted build to make sure that it's useing the deeper buffer) D3DFMT_D16.
it should find something you're card likes
note: these changes (not talking about the fov) only affect the dx init code so make sure you're running in dx8 mode
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 10:56:39 am
Thanks, though I think I should say that my version didn't stop working till I messed around with the FOV, I'll try it and post how things went :D

Flipside :)

Edit : Nope, still getting crashes, I think it's something to do with the FOV settings :) Still, I think it would be nice to have adjustable FOV's as a permanent feature, you could keep the view wide for dogfighting and zero in for interception work. It's sufficently futuristic, and adds a new element to the game :nod:
Title: someone test this (Venom)
Post by: Solatar on August 05, 2003, 11:17:23 am
Playing with the FOV in the fsport, looks nice.
BTW - What should I set it to if I want around 85 degrees view?
Title: someone test this (Venom)
Post by: Nico on August 05, 2003, 12:05:47 pm
still does not work for me :(
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 05:16:51 pm
ok, what's everybody's video card/procesor/OS and I guess bit depth of there desk top (it' proven to be a problem in other cases)

when it crashes do you get any error mesages
also were does it crash, is it before the splash screen, before the pilot select, in mission ect...
(FYI those memory dumps realy arn't very usefull most of the time, the "DBUG-You'r Name Here-D(date) T(time)" on the other hand would be quite usefull, though it only gets generated by a debug build wich I have just included into the zip)
Title: someone test this (Venom)
Post by: Solatar on August 05, 2003, 05:46:07 pm
Windows XP
1 gig DDRAM
Pentium IV 1.8GHz
ATI Radeon 9000 Pro 128mb
32 bit color

Oh, and everything runs fine. Turning the FOV down to .35 or .45 makes everything look awesome.:yes:
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 05:56:12 pm
for those who cannot run this exe I have made a demonstration, I made a pof specificly designed to brake the back buffer, two very hi polly spheres in the same position one rotated 45 degrees so that the faces of each pass through each other, useing the old exe you get something like this

(http://freespace.volitionwatch.com/blackwater/clipold.jpg)

parts of the one shpere clearly render through the other one and vice versa, useing the new back buffer you get this

(http://freespace.volitionwatch.com/blackwater/clipnew.jpg)

as you can see the spheres are rendered corectly with only the parts that are in fact truely in front showing through. if I can just get this to run smoothly on every one elses machine this bug will be dead.
Title: someone test this (Venom)
Post by: KARMA on August 05, 2003, 06:04:08 pm
mmm it will probably also mean support for intercepting polys (althought i'd still tend to avoid them..)
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 06:09:35 pm
well, it would make them look far less bad, but solid meshes would still be prefered, though with this you could get away with it now alot, in fact unless you tryed to make a screwy model you probly would have no problems at all
Title: someone test this (Venom)
Post by: phreak on August 05, 2003, 06:15:57 pm
intersecting polys may screw up the BSP tree.

edit: bob, you have cvs access, people are clamoring for glowmaps in d3d.
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 06:25:33 pm
That looks pretty damn awesome!

DBUGFILE Active: Flipside 08/06/03 00:18:10
OS: Windows XP Debug, D:\Games\FreeSpace2\fs2_open_debug.exe
[2d.cpp,1033] About to init 102
[GrD3D.cpp,2392] gr_d3d_init start
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2491] Failed to create software vertex processing device
[GrD3D.cpp,2498] Using hardware vertex processing
[GrD3D.cpp,2508] D3D_32bit 1, bits_per_pixel 32
[GrD3D.cpp,2084] Using: D3DFMT_A4R4G4B4
[GrD3D.cpp,2075] Using: D3DFMT_A1R5G5B5
[GrD3D.cpp,2206] default_32_alpha_tformat 21
[GrD3D.cpp,1081] D3D_fog_mode 1
[grd3dbmpman.cpp,  38] Setting max bitmap size 2048
[GrD3DTexture.cpp,1109] Using large textures
[GrD3DTexture.cpp,1113] Max textures: 2048 2048
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2586] D3d_rendition_uvs: 1
[GrD3D.cpp,2615] gr_d3d_init end
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8

Ok, that's the Debug, it only seems to happen when there are Mods involved for some reason, it works fine on the main campaign, possible because I don't think any ships from the main campaign have pure-green alphamapping on them at all, whereas the ship that is in the mission that crashes does.

I can Email you my D3DCAPS file if you wish?

Flipside :D
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 06:37:15 pm
k, I think all my current build has is glow maps, the fov debug code and this back bufer format code, I'll clearly identify my changes to the init code so you can undo them if nesisary.
currently it trys to use the best buffer type by trial and error, posably adding things like this to the registry would be a good idea to alow people to play with these settings them selves (thinking things like texture samlpeing and filtering ect)
Title: someone test this (Venom)
Post by: Sandwich on August 05, 2003, 06:52:09 pm
Quote
Originally posted by Bobboau
ok, what's everybody's video card/procesor/OS and I guess bit depth of there desk top (it' proven to be a problem in other cases)

when it crashes do you get any error mesages
also were does it crash, is it before the splash screen, before the pilot select, in mission ect...
(FYI those memory dumps realy arn't very usefull most of the time, the "DBUG-You'r Name Here-D(date) T(time)" on the other hand would be quite usefull, though it only gets generated by a debug build wich I have just included into the zip)


Windows 2000 SP3
Intel P3-600
320Mb RAM
GeForce 3 Ti200
32 and 16 (tried both, neither worked)

It shows the debug window, gets to the part about me having a 64-channel sound card, and then I get a standard Windows "This program has caused errors and will be closed" dialog.
Title: someone test this (Venom)
Post by: Nico on August 05, 2003, 06:52:28 pm
Quote
Originally posted by Bobboau
ok, what's everybody's video card/procesor/OS and I guess bit depth of there desk top (it' proven to be a problem in other cases)

when it crashes do you get any error mesages
also were does it crash, is it before the splash screen, before the pilot select, in mission ect...
(FYI those memory dumps realy arn't very usefull most of the time, the "DBUG-You'r Name Here-D(date) T(time)" on the other hand would be quite usefull, though it only gets generated by a debug build wich I have just included into the zip)

win XP, radeon 9700, athlon 900.
no error messages, it just will make the HD run for a minute, then windows tells me it doesn't work.
Title: someone test this (Venom)
Post by: Nico on August 05, 2003, 06:55:38 pm
Quote
Originally posted by KARMA
mmm it will probably also mean support for intercepting polys (althought i'd still tend to avoid them..)


on simple meshes, yeah, avoiding them would still be better, but with intersecting polys, you can save a LOT on the poly coun,t, and thus make much more detailled ships ( I could finally start doing those LOD0 meshes for the existing FS2 ships I always wanted to try - with detailled cockpits and stuff ). WIth the FOV added at the same time, as you could see the ships from closer, it would be even more interesting.
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 07:13:11 pm
Venom, are you running the game from the launcher program? My FS2 SCP does exactly the same thing if I just double click on the Exe's icon, but works ok if I run it from the launcher.

Also, remember that LODS are still worked out as distance from ship, so we may need to adjust some of the LOD distances if we alter the FOV.

Flipside :D

Oh yes, and if you haven't eaten recently, turn it up to about 1.65 ;)
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 07:28:02 pm
that's disturbingly similar to my systm, does any one else have any ideas what might be causeing this, my code should be in cvs, perhaps it is in the rather crude way I go through and just see what works and what doesn't
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 07:38:17 pm
The wierd part is with my problem is that it works fine with a MOD object in the Tech database, works fine when playing with [v] ships only (i.e. the campaign) but crashes a few seconds after starting a mission with the Modded ship in. It's a box-standard ship with a tiny bit of Alpha-green on the front, it's a couple of pixels wide and the only reason I haven't removed it is because it's so barely noticeable that I barely notice it :D

AthlonXP1700+
GeForce4 MX
768 Mb Ram
Windows XP (hmmm... note:must try compatibility modes).

Flipside :D
Title: someone test this (Venom)
Post by: Nico on August 05, 2003, 07:39:03 pm
Quote
Originally posted by Flipside
Venom, are you running the game from the launcher program? My FS2 SCP does exactly the same thing if I just double click on the Exe's icon, but works ok if I run it from the launcher.

Also, remember that LODS are still worked out as distance from ship, so we may need to adjust some of the LOD distances if we alter the FOV.


ah, yeah, I double-click directly on the exe. so... her... what launcher?
Title: someone test this (Venom)
Post by: Bobboau on August 05, 2003, 07:44:04 pm
it works fine on mine with just running the ee, I am running it in 98 compatability mode, but I don't think tha's the problem, there is a new launcher made by RT, that you need to run the latest EXEs (includeing this one) you should gat a mesage saying that you need to run the launcher if you havn't done so yet
Title: someone test this (Venom)
Post by: Flipside on August 05, 2003, 07:45:32 pm
Get the latest build from Phreak's siggy (see the OpenGL issue thread). That has the launcher program in it. Use that to set up the registry, and change 'FS2.EXE' to the Open_z file in the first tab :)

Flipside :D

EDIT : I think I found what was causing the problem on mine. If I change FOV slowly, it is fine, but I think it was trying to swap between FOVS too quickly before. Have now played the level with the Mod on 0.45 view without problems :D
Heh.. I can now snipe bombs from over a km away ;)
Title: someone test this (Venom)
Post by: deep_eyes on August 05, 2003, 11:13:01 pm
I got a WTF error lol....

-----------------------------code-------------

Warning: ships.tbl(1873):
Warning: Error parsing XSTR() tag XSTR("Very Poor

File:D:\FSO\fs2_open\code\Parse\PARSELO.CPP
Line: 350

Call stack:
------------------------------------------------------------------
    lcl_ext_get_text()    lcl_ext_localize()    stuff_string()    parse_ship()    parse_shiptbl()    ship_init()    game_init()    WinMainSub()    WinMain()    WinMainCRTStartup()    kernel32.dll 77e7eb69()
------------------------------------------------------------------


---------------code----------------------------------

whut does it mean? the debuggin went into effect, windows xp lagged like a constapated man...
Title: someone test this (Venom)
Post by: Bobboau on August 06, 2003, 12:09:21 am
well, don't use the debug build with non-SCP-frendly mods.
you have somwere in your tables an xstr tag that isn't set up right.

this is pissing me off, for me this has been one of the most stable builds,
is everyone running ether the origonal files or a SCP safe mod, not that I realy think that would be the problem
Title: someone test this (Venom)
Post by: Solatar on August 06, 2003, 12:20:04 am
Running version 2.1 of the Port, works absolutely perfectly.

EDIT: Haven't tried it in OpenGL yet, on Direct3D8, and Direct3D5 it works fine though. Video settings may have something to do with it.
Title: someone test this (Venom)
Post by: Nico on August 06, 2003, 04:54:04 am
I ran the original, there's just a pof renamed to replace the herc2, in my data folder.
Title: someone test this (Venom)
Post by: J.F.K. on August 06, 2003, 06:24:56 am
Well, I can't run any of this, but it looks pretty damn good.
Title: someone test this (Venom)
Post by: Bobboau on August 06, 2003, 08:51:56 am
ok, someone try this (http://freespace.volitionwatch.com/blackwater/general_compile_test_fs2_open.zip), it has my changes disabled so, I'll be able to tell if it is this new change what is causeing the crash or not
Title: someone test this (Venom)
Post by: deep_eyes on August 06, 2003, 09:21:07 am
When i ran the first FS2_OPEN_Z.exe u offered earlier, when i ran it with all my edited tbl's, etc etc etc, it didnt load up, i got the:

Warning: ships.tbl(1873):
Warning: Error parsing XSTR() tag XSTR("Very Poor

File:\FSO\fs2_open\code\Parse\PARSELO.CPP
Line: 350

Call stack:
------------------------------------------------------------------
lcl_ext_get_text() lcl_ext_localize() stuff_string() parse_ship() parse_shiptbl() ship_init() game_init() WinMainSub() WinMain() WinMainCRTStartup() kernel32.dll 77e7eb69()
------------------------------------------------------------------

error message.


now when i ran it on a clean fs2 copy, no extra TBL's etc., the debug was working fine, for awhile, then the thing crashed. oh and i didnt get perspective viewing to work niether.


-------------
WINXP PROF., Celeron 450MHZ, 250SDRAM, TNT2 32MEG card, very old yamaha sound card.
Title: someone test this (Venom)
Post by: FreeTerran on August 06, 2003, 09:49:59 am
Quote
Originally posted by deep_eyes
Warning: ships.tbl(1873):
Warning: Error parsing XSTR() tag XSTR("Very Poor

i think its an error in the ships tbl maybe you have forgot an " behind Very Poor ?
Title: someone test this (Venom)
Post by: deep_eyes on August 06, 2003, 10:31:31 am
Tried again this morning, this time making sure everything is fresh, and it worked fine. although i was able to zoom out about 5.00 giving me a all so non-memorable effect that reminded me of being zooted off of a so-common narcotic in NY lol.... i noticed when i did the .45 zoom, it looked good, everything was closer up, and it gave it a better depth feel. but then everything is obviously too big, and looks the same, when i did the opposite, by zooming out to about 1.0, 1.45, it of course was uber-far back, but the FOV gave the arcadia a true distance look, but the surounding areas of the background looked like it was fazing left and right if i turned in those directions. OH and i didnt have the same error that whats his namehad when he zoomed in or out too fast, it just got there quick, but the number notation took a few seconds to match the true zoom.


LASTLY: IT DIDNT CRASH THIS TIME. I think it was because there wasnt alot of ships on the screen at once this time.


---------for bob------------

DBUGFILE Active: Deep As Blue 08/06/03 10:49:01
OS: Windows XP Debug, C:\Volition FS2 OpenGL\FreeSpace2\fs2_open_debug.exe
[2d.cpp,1033] About to init 102
[GrD3D.cpp,2392] gr_d3d_init start
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2491] Failed to create software vertex processing device
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2491] Failed to create software vertex processing device
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2508] D3D_32bit 1, bits_per_pixel 32
[GrD3D.cpp,2084] Using: D3DFMT_A4R4G4B4
[GrD3D.cpp,2075] Using: D3DFMT_A1R5G5B5
[GrD3D.cpp,2206] default_32_alpha_tformat 21
[GrD3D.cpp,1081] D3D_fog_mode 1
[grd3dbmpman.cpp,  38] Setting max bitmap size 2048
[GrD3DTexture.cpp,1109] Using large textures
[GrD3DTexture.cpp,1113] Max textures: 2048 2048
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2586] D3d_rendition_uvs: 1
[GrD3D.cpp,2615] gr_d3d_init end
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp, 876] Number of unfreed textures 0
Normal end


-----------------YESTERDAYS CRASH BUILD--------

DBUGFILE Active: Deep As Blue 08/06/03 00:15:22
OS: Windows XP Debug, C:\Volition FS2 OpenGL\FreeSpace2\fs2_open_debug.exe
[2d.cpp,1033] About to init 102
[GrD3D.cpp,2392] gr_d3d_init start
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2491] Failed to create software vertex processing device
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2491] Failed to create software vertex processing device
[GrD3D.cpp,2484] Failed to create hardware vertex processing device, trying software
[GrD3D.cpp,2508] D3D_32bit 1, bits_per_pixel 32
[GrD3D.cpp,2084] Using: D3DFMT_A4R4G4B4
[GrD3D.cpp,2075] Using: D3DFMT_A1R5G5B5
[GrD3D.cpp,2206] default_32_alpha_tformat 21
[GrD3D.cpp,1081] D3D_fog_mode 1
[grd3dbmpman.cpp,  38] Setting max bitmap size 2048
[GrD3DTexture.cpp,1109] Using large textures
[GrD3DTexture.cpp,1113] Max textures: 2048 2048
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2586] D3d_rendition_uvs: 1
[GrD3D.cpp,2615] gr_d3d_init end
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2025] Using: D3DFMT_X8R8G8B8


...CRASH!

---------------for bob/end----------------

what does this all mean?

also... im posting pics to see what i saw.

Some that look as if they were zoomed in, are between .50 and -3.0;

the ones that look like your o bosche beer with a dose of coke, the far out zoomed looking ones, are between .45 all the way to 5.50.
-----------------------------------

.45
(http://www.metalsiren.com/images/fov1.jpg)
+1.0
(http://www.metalsiren.com/images/fov2.jpg)
+3.5
(http://www.metalsiren.com/images/fov3.jpg)
+1.65
(http://www.metalsiren.com/images/fov4.jpg)
+5.65
(http://www.metalsiren.com/images/fov5.jpg)
+5.0


-------------END PHOTOS-------------------



THis also was compiled with i think the fs2_open_z.exe compile:

Freespace Multi Log - Closing on Wed, Aug 06, 2003  at 11:05AM
WARNING: VRAM is at -14846976 instead of zero after flushing!


(i erased most of it cause it was lagging the IE.)



------------

now goes back to corner to sober up....
Title: someone test this (Venom)
Post by: deep_eyes on August 06, 2003, 10:36:25 am
what i just also noticed is that in that long ass piece of code i just posted,it like thru all my personal information online lol...
Title: someone test this (Venom)
Post by: phreak on August 06, 2003, 10:42:59 am
can you just delete the debug spew output?
Title: someone test this (Venom)
Post by: Sandwich on August 06, 2003, 11:20:39 am
Out of curiosity, what's the default zoom for FS2?
Title: someone test this (Venom)
Post by: phreak on August 06, 2003, 11:39:14 am
.75 or about 50 degrees x2 = 100 deg
Title: someone test this (Venom)
Post by: Flipside on August 06, 2003, 12:01:28 pm
Hmmmmmmm... that means ideal setting (for the human eye) would be around 0.5. I quite like the idea of a 'sniper' mode for FS2 ships though ;)

Flipside :)
Title: someone test this (Venom)
Post by: deep_eyes on August 06, 2003, 01:34:19 pm
Quote
Originally posted by Flipside
Hmmmmmmm... that means ideal setting (for the human eye) would be around 0.5. I quite like the idea of a 'sniper' mode for FS2 ships though ;)

Flipside :)


i think in some cases, a 1.0 zoom is better then the .45, but i dunno. maybe this could be implemented as a standard view point someday?
Title: someone test this (Venom)
Post by: Flipside on August 06, 2003, 01:59:09 pm
Well, the human eye can actually see for around 120 degrees, but the brain only really registers whats in the central 60-90 :)

You could have multiple view settings, tactical, standard and intercept :D

Flipside :)
Title: someone test this (Venom)
Post by: Taristin on August 06, 2003, 04:33:40 pm
Whatever you do, don't set it to negative! That was the strangest thing I had ever seen...
Title: someone test this (Venom)
Post by: Sandwich on August 06, 2003, 05:41:54 pm
Quote
Originally posted by Raa Tor'h
Whatever you do, don't set it to negative! That was the strangest thing I had ever seen...


ROFL!!

Anyway, now that I think about the gameplay in XWA (which was at the approximate equivalent of a 0.45-0.5 FS2 zoom factor), I remember that those pesky TIEs would fly off-screen quite easily, something that will now happen in the lowered viewing angle in FS2.

Can someone please take a screenshot at 0.45 of an Arcadia with a Herc I in the hexagonal hole, from far enough away to be able to see the central section of the Arcadia?

Also, if anyone from the SWTC has the FOV MOD working (or just anyone with a 1.6Km ISD in-game - heck, even a custom-made delta in the approximate shape would do, as long as the size is correct), could you take a screenie of an ISD with a Deimos on one side and an Orion on the other, from somewhere above and in front of the ships?

Thanks. :yes: ;)
Title: Not exactly what you wanted...
Post by: Taristin on August 06, 2003, 06:18:25 pm
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen00.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen01.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen02.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen03.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen04.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen05.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen06.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen07.jpg)
(http://freespace.volitionwatch.com/us/images/mods/snipes/screen08.jpg)


I was about 12 clicks from the Col in that last pic, 1000 from the typhon (Imagine what it looked like when it first appeared in the T-V war...) and 6k from the front of the sath...
Title: someone test this (Venom)
Post by: Sandwich on August 06, 2003, 06:54:11 pm
Argh... the black! The blaaaack!!!

I've brightened the best pictues:

Colossus at 4km:
(http://www.3dap.com/hlp/staff/sandwich/images/screen00.jpg)

Colossus at 12km (!!!):
(http://www.3dap.com/hlp/staff/sandwich/images/screen08.jpg)

Sathanas at 6km (!!!!!!!!!):
(http://www.3dap.com/hlp/staff/sandwich/images/screen03.jpg)

*drool*
Title: someone test this (Venom)
Post by: KARMA on August 06, 2003, 07:52:03 pm
Quote
Originally posted by Flipside
Well, the human eye can actually see for around 120 degrees, but the brain only really registers whats in the central 60-90 :)

You could have multiple view settings, tactical, standard and intercept :D

Flipside :)

actually human eyes' fov is little more than 180° on the horizontal plane, with the external area that works better than the inner for nightvision, but has problems discriminating colours and has also a very low vision quality, since vision get more blurry the more you get close to the limits of your fov.
The 120° you are talking about is iirc the area of best vision, the area where you don't move instinctively eyes/head to recognize an object.
Obviously a game fov should probably be even more narrow, since the monitor is little far from your viewpoint and is smaller than your natural fov
Title: someone test this (Venom)
Post by: Taristin on August 06, 2003, 08:07:57 pm
That's too bright sandy... Turn up the contrast on your monitor, or stop letting Adobe change your gamma.
Title: someone test this (Venom)
Post by: diamondgeezer on August 07, 2003, 12:48:34 am
Oo, those pics look... odd... but promsing :nod:
Title: someone test this (Venom)
Post by: Sandwich on August 07, 2003, 12:58:19 am
Quote
Originally posted by Raa Tor'h
That's too bright sandy... Turn up the contrast on your monitor, or stop letting Adobe change your gamma.


Why do you assume that the over-brightness of those pictures looks normal on my monitor? It's the content of the images, not the quality or realisim, that is the point here. ;)
Title: someone test this (Venom)
Post by: deep_eyes on August 07, 2003, 08:56:49 am
me thinks a +1.0 zoom is a wee bit better the .45, only cause it gives the ships some actual depth look and feel, rather then zooming into the hud for the same effect- its hella hard to shoot things now!
Title: someone test this (Venom)
Post by: Taristin on August 07, 2003, 09:00:14 am
...Ehh...

Personal Preference. It does make it harder, but that's not a problem for everyone.
Title: someone test this (Venom)
Post by: Bobboau on August 07, 2003, 09:47:05 am
Quote
Originally posted by deep_eyes
me thinks a +1.0 zoom is a wee bit better the .45, only cause it gives the ships some actual depth look and feel, rather then zooming into the hud for the same effect- its hella hard to shoot things now!


this is what I was talking about when I said it wasn't doing what I thought it would
Title: someone test this (Venom)
Post by: Flipside on August 07, 2003, 12:38:49 pm
Quote
actually human eyes' fov is little more than 180° on the horizontal plane, with the external area that works better than the inner for nightvision, but has problems discriminating colours and has also a very low vision quality, since vision get more blurry the more you get close to the limits of your fov.


I stand corrected, that's what you get for posting last thing at night ;)

Yep, I think an approx area of about 120% is probably about right, and I know I've said this a few times, but I still think it would be good to have...

1) Tactical view - Setting of 1.0 - Can't shoot much, but can see plenty.
2) Standard view - 0.75 Can see less, but targetting is easier.
3) Intercept view - 0.50 Poor viewing, but exceptional spot-targetting.

Even modern fighter HUDS have this capability to a certain degree.

Flipside :)
Title: Problem
Post by: RandomTiger on August 08, 2003, 01:38:47 pm
Put DX8 debug up to max and it breaks with this comment:

DepthStencil Format is not supported for this Adapter/DevType/AdapterFormat. This error can happen if the application has not successfully called CheckDeviceFormats on the specified Format prior to calling CheckDepthStencilMatch. The application is advised to call CheckDeviceFormats on this format first, because a success return from CheckDepthStencilMatch does not guarantee that the format is valid as a DepthStencil buffer for all possible cases i.e. D3DRTYPE_TEXTURE or D3DRTYPE_SURFACE or D3DRTYPE_CUBETEXTURE.
Title: someone test this (Venom)
Post by: Nico on August 08, 2003, 02:48:30 pm
ok, since I can't test it myself, could someone do it for me?

http://www.swooh.com/premium/venom/FS2files/AFtest.zip

I'd like to see screenshots of the F22, that's my own personal clipping benchmark :p ( look at the cockpit and the engine outlets with the regular FS2 exe and you'll understand ).
If someone could do this, it would be much appreciated.
Title: someone test this (Venom)
Post by: phreak on August 08, 2003, 03:08:39 pm
works in OpenGL

(http://www.swooh.com/peon/phreak/f22_1.jpg)
(http://www.swooh.com/peon/phreak/f22_2.jpg)

thats a nice model
Title: someone test this (Venom)
Post by: Flipside on August 08, 2003, 03:18:41 pm
Who lives closest to Bobboau? This one deserves at least a pint! :D

Flipside :)
Title: someone test this (Venom)
Post by: LAW ENFORCER on August 08, 2003, 04:52:55 pm
more than a pint!
an applause from the :V: dev team mabey???
or just a pat on the back from them perhpas?

For EVERYONE that does really good ingenius stuff on the SCP!

:yes:
Title: someone test this (Venom)
Post by: Nico on August 08, 2003, 04:56:24 pm
Quote
Originally posted by PhReAk
works in OpenGL
thats a nice model


thanks.
Raaaaah, now I have to get the damn exe to work, as my main complaint about the FS2 engine is gone!
Bob, you rule. Not only because you did it, but because you tried :doubt:
everybody else said it was too much work, proof being they didn't even look into it, if it was just a lign to change.
you have my respect.
Title: someone test this (Venom)
Post by: Taristin on August 08, 2003, 05:09:35 pm
Quote
Originally posted by Venom


Raaaaah, now I have to get the damn exe to work,


PLease, please, try not to use my name in vein... ;p
Title: someone test this (Venom)
Post by: vyper on August 08, 2003, 05:16:39 pm
He has respect from most of teh community for this! ;)  Been trying it out Bob, and I like to say HELL YEAH!

Note: I'd say 0.4~ is a good view .
Title: someone test this (Venom)
Post by: LAW ENFORCER on August 08, 2003, 05:20:47 pm
Quote
Originally posted by Venom

Bob, you rule. Not only because you did it, but because you tried :doubt:
everybody else said it was too much work, proof being they didn't even look into it, if it was just a lign to change.
you have my respect.



I was gonna say something like that... but didn't :doubt:

anyway.... I remember people saying it would be serveral years before we saw any real changes. Arn't we glad they were wrong

SCP Forever (actualy... based on Duke Forever, thats a baaaaadddd name!)
Title: someone test this (Venom)
Post by: Bobboau on August 08, 2003, 05:54:49 pm
actualy I think it was fryday who is the one who mentioned the beck buffer format thing, the reason I didn't do this a month ago (other than my computer not working quite right) was becase I figured it wouldn't be as stable due to the varius hard war configurations, and I wasn't sure I'd know how to fix them,
I am going to try removeing the format types that have a stencle component, but in the mean time make sure you have the correct registry settings (you should have a FS-open video entry thingy in there somewere (on the bottom I think))

or better yet try to figure this (http://www.hard-light.net/forums/index.php/topic,16631.0.html) enigma out
Title: someone test this (Venom)
Post by: LAW ENFORCER on August 08, 2003, 06:02:52 pm
Bob, do you want an Imperial gaurd?

I'll sign up to the Galactic Empire for gaurd duty!;7
Title: someone test this (Venom)
Post by: Unknown Target on August 08, 2003, 06:04:56 pm
Ummm....this WILL get put into 3.6, right?

Oh, yea, could we also get the poly limits bumped up? That's MY complaint :D
Title: someone test this (Venom)
Post by: Bobboau on August 08, 2003, 06:26:24 pm
I just updated the zip, it now trys only three formats a 32 bit one a 24 bit one and the old 16 bit one, as RTs post sugests that the stencle formats may be causeing crashes when it trys to see if they work
Title: someone test this (Venom)
Post by: Deepblue on August 08, 2003, 06:38:28 pm
Hey venom did you get the partial transparecy on the cockpit by flpping the faces?
Title: someone test this (Venom)
Post by: Bobboau on August 08, 2003, 06:54:58 pm
actualy he should change the higherarchy so that canopy comes after pilot and then retexture canopy with a seperate texture wiuth the string'-trans' in it, maybe make the object double sided with a darker texture on the outward faceing polys

so is it not crashing any more for the people that it was, or still not working?
Title: someone test this (Venom)
Post by: Flipside on August 08, 2003, 07:08:05 pm
It seems to be a lot happier now, I think it was the updated clipping code that cleared the problem for me.

Flipside :)
Title: someone test this (Venom)
Post by: Nico on August 08, 2003, 07:29:12 pm
deepblue:
yup

Quote
Originally posted by Bobboau
actualy he should change the higherarchy so that canopy comes after pilot and then retexture canopy with a seperate texture wiuth the string'-trans' in it, maybe make the object double sided with a darker texture on the outward faceing polys

so is it not crashing any more for the people that it was, or still not working?


well, I also have to flip the dashboard polys, they're inverted. when I did that plane, I wsn't aware of the trans tag.

I haven't tried the latest build yet, but trust me, I will :p ( d/ling the zip ).
If it works, I'll start my new project right away ( I can't sleep, damn heat ).
Title: someone test this (Venom)
Post by: Nico on August 08, 2003, 07:54:30 pm
yeah, it works ( but only with the launcher )!
But I have horrible sound problems with it :blah:  ( the musics are "slow" and there's an awful lot of static, which disappears only when I click a button, during the loading time. That's odd.
How, it also makes the whole game run slower...
bah, anyway, the clipping thing worked.

as for the debug code, am I supposed to type www.freespace2.com during mission?
Title: someone test this (Venom)
Post by: Bobboau on August 08, 2003, 08:07:08 pm
yes, but I just uploaded a (:)) new version that has a comand line that will alow you to set it '-fov XX' so
"fs2_open_z.exe -fov .3"
will give you an in game FOV of .3 (wich for those of you havn't played with it will make everything look huge), to play with it in game type 'www.freespace2.com' to activate the debug code and hold down ~, alt, and ether - or + and it will change you're fov
Title: someone test this (Venom)
Post by: Fry_Day on August 08, 2003, 08:30:29 pm
Bobbau, you need to take into account that NVIDIA cards can't do a Z-buffer with greater bit-depth than the framebuffer, so someone running in 16-bit can't get a 24-bit Z-buffer

On a non-related note, this 16MB Radeon Mobility is driving me nuts.
Title: someone test this (Venom)
Post by: Nico on August 08, 2003, 09:15:44 pm
Quote
Originally posted by Bobboau
actualy he should change the higherarchy so that canopy comes after pilot and then retexture canopy with a seperate texture wiuth the string'-trans' in it, maybe make the object double sided with a darker texture on the outward faceing polys

so is it not crashing any more for the people that it was, or still not working?


how does that -trans tag works anyway? is it an opacity map ( black = 100% transparent, white=100 opacity, grey= inbetween )?
Title: someone test this (Venom)
Post by: Bobboau on August 08, 2003, 09:21:45 pm
it makes a texture use additive alpha
but it uses the post lit values, so a polygon that is totaly un lit would be nearly 100% transparent even if the color of the texture was bright there
this isn't like glow maps, it is just something you put into a texture name so it is rendered diferent
Title: someone test this (Venom)
Post by: Bobboau on August 09, 2003, 01:08:51 am
I think the code would handle the Nvidia problem, but I'm not sure, someone with a nvidia card tell me if it's working for you.
Title: Problem
Post by: RandomTiger on August 09, 2003, 03:46:38 am
Put DX8 debug up to max and it breaks with this comment:

DepthStencil Format is not supported for this Adapter/DevType/AdapterFormat. This error can happen if the application has not successfully called CheckDeviceFormats on the specified Format prior to calling CheckDepthStencilMatch. The application is advised to call CheckDeviceFormats on this format first, because a success return from CheckDepthStencilMatch does not guarantee that the format is valid as a DepthStencil buffer for all possible cases i.e. D3DRTYPE_TEXTURE or D3DRTYPE_SURFACE or D3DRTYPE_CUBETEXTURE.
Title: Re: Problem
Post by: RandomTiger on August 09, 2003, 03:48:06 am
Quote
Originally posted by RandomTiger
Put DX8 debug up to max and it breaks with this comment:

DepthStencil Format is not supported for this Adapter/DevType/AdapterFormat. This error can happen if the application has not successfully called CheckDeviceFormats on the specified Format prior to calling CheckDepthStencilMatch. The application is advised to call CheckDeviceFormats on this format first, because a success return from CheckDepthStencilMatch does not guarantee that the format is valid as a DepthStencil buffer for all possible cases i.e. D3DRTYPE_TEXTURE or D3DRTYPE_SURFACE or D3DRTYPE_CUBETEXTURE.


Nice work though :)
Title: someone test this (Venom)
Post by: RandomTiger on August 09, 2003, 03:48:42 am
!
Title: someone test this (Venom)
Post by: Sandwich on August 09, 2003, 06:38:13 am
Quote
Originally posted by Bobboau
I think the code would handle the Nvidia problem, but I'm not sure, someone with a nvidia card tell me if it's working for you.


The EXE works for me (GeForce3 TI200), but I haven't tried any of the extras beyond the view zoom factor - were you talking about the transparency thing?
Title: someone test this (Venom)
Post by: Nico on August 09, 2003, 07:15:37 am
Quote
Originally posted by Bobboau
it makes a texture use additive alpha
but it uses the post lit values, so a polygon that is totaly un lit would be nearly 100% transparent even if the color of the texture was bright there
this isn't like glow maps, it is just something you put into a texture name so it is rendered diferent


I... I didn't understand anything :shaking:
Title: someone test this (Venom)
Post by: SadisticSid on August 09, 2003, 07:15:46 am
Does this fix also stop beams from being mis-rendered?

Sid.
Title: someone test this (Venom)
Post by: Sandwich on August 09, 2003, 07:42:23 am
Quote
Originally posted by Venom


I... I didn't understand anything :shaking:


Same here... :confused:
Title: someone test this (Venom)
Post by: Flipside on August 09, 2003, 07:49:23 am
He means you can render it translucent, but you cannot add translucent 'parts' to a solid texture. So the game ONLY reads the -trans texture, unlike a glowmap, where it adds the -glow texture to the solid texture.

I think.

Flipside :)

One little question, when defining the textures in tables, do you need to add the -trans to the name? I know you don't with glowmaps, but this thing seems to work a little differently?
Title: someone test this (Venom)
Post by: LAW ENFORCER on August 09, 2003, 08:39:26 am
was bob saying the more light on a texture (-trans) the less transparent it is???


if that is the case... sun glare effects on windows:cool: :lol:
Title: someone test this (Venom)
Post by: Bobboau on August 09, 2003, 11:54:18 am
you know the -trans tag is kind of hard to explain, just edit a pof and tack -trans to the end of one of the textures, also change the name of the texture to match this, and see what it does in game :)

and RT is the latest EXE still doing that? I removed the stencle formats becase they wern't needed (I realy had no good reason to try them in the first place, just threw everything in there I guess) so I don't think it should still be giveing that error
Title: someone test this (Venom)
Post by: RandomTiger on August 09, 2003, 01:33:51 pm
Not yet. Will do.
Title: someone test this (Venom)
Post by: Flipside on August 09, 2003, 01:41:52 pm
Just a thought Bobb, if you made that a multiply function instead of an add, and made it as an overlay instead of the main texture, you could do some pretty groovy stuff ;)

Flipside

Edit : And if you could do it as an ANI file... Well, Nebula here we come ;)
Title: someone test this (Venom)
Post by: Bobboau on August 09, 2003, 02:08:35 pm
all the -trans tag does is sets the alpha blend flag in the rendering options of a polygon, this leats to some interesting effects but it realy isn't very advanced, I think it's similar to what happens with phreaks cloak code (minus the animated texture overlay)
Title: someone test this (Venom)
Post by: KARMA on August 09, 2003, 06:48:06 pm
ehm, but just to have an idea, what you mean with post lit values of a poly?
Title: someone test this (Venom)
Post by: Flipside on August 09, 2003, 07:02:03 pm
It means 'after the lighting has been calculated'. So although the polys are additive, they will still be darker when facing away from the sun. This is a bit odd from the point of view of a computer game, since additive graphics are often used for special effects...
An additive texture works, quite literally, by adding it's colour values to what is already there, making a sort of semi seethough texture, but as Bobboau points out, the uses are somewhat limited because of the lighting thing. Of course, for things like glass etc, this may even be considered better, I'm not certain though, I personally would still love to see spherical chroming on cockpits ;)

Flipside
Title: someone test this (Venom)
Post by: KARMA on August 09, 2003, 08:46:29 pm
ahhh ok, I didn't understand, I thought it was something you have to do to set transparency.
so, if I've correctly understood, you set a trans- texture that will be used for alpha info, the darker the more transparent, but the transparency level will depend by bright level of the poly, caused by texture+ingame illumination.
last question: it isn't like a glowmap, you don't have a second texture that will be rendered in the high opacity areas, so what will happen when opacity is high? how will be rendered the poly? it will be like if only the bright (not considering the ingame light) parts of the textures are applyed?
Title: someone test this (Venom)
Post by: Bobboau on August 09, 2003, 10:12:45 pm
ya sort of, just try it, anyway are people still haveing troble with this exe opening, anyone have any odd sound things like venom was?
Title: someone test this (Venom)
Post by: redsniper on August 10, 2003, 03:59:35 pm
PIII 866 Mhz
256 MB RAM
GeForce 4 Ti 4600
Win XP Home

The exe won't work. When I click it or try to run it from the launcher I just get an hourglass and the processor clicks for a while, then nothing. I have the graphics set to DirectX 8 on the launcher
EDIT: Direct3D 8 not DirectX 8