Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Antares on October 25, 2003, 01:30:47 pm
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Just tried testing phreak's "skybox" build (10/23/03). No dice. Some change in the code is making my graphics chipset react in an adverse way.
- On startup, the screen goes black while the Launcher executes FS_Open, briefly flickers back to the desktop in a distorted resolution--something that didn't happen in the previous build--and then darkens again as the .EXE continues to load up. I run FS2 in 640x480x32, 'cause my computer has difficulty running it any higher.
- The Ravana splash screen has some small changes, which I assume are intentional (the newly-added version number, obviously, but the Ravana itself appears to have been shifted slightly to the left, and the "code" block behind the SCP logo is now too small to read).
- The "select pilot" screen provides the first indication of major errors. The "version line" (FS2_Open 3.5.5. D8) no longer rests at the bottom of the screen, but to the middle and far left, just under the pilot select window. The resolution for this particular screen is really high; I can barely make out the names of my individual pilots. Lastly, the mouse can only scroll in a limited area, roughly the size of the upper-left-hand quarter of my monitor. I must hit "Enter" to progress to the main hall, because my cursor will not scroll over far enough to reach the "accept" button.
- Terran Main Hall graphics fluctuate in an odd way, shifting position; railings on catwalks are misaligned, there are two "elevators" instead of one, etc. This seems to be linked to animated motion within the hall itself; the catwalk only shifts out of alignment when Terran fighters are visible making a flyby outside the observation window. The "version line" is misplaced here as well, stuck smack in the middle and to the far left, and difficult to read. Again, the cursor won't scroll to the extent it should; I must hit "Escape" to bring up the "Exit Game?" window (which, in itself, doesn't display properly) because I can't click on the bay doors in the main hall.
I'll try to upload some screens for you to observe. In the meantime, here's me specs:
P4 1.8 Ghz
Windows XP Service Pack 1
128 MB "hard" RAM, 188 virtual (Windows-managed)
Intel 82845G/GL/GE/PE/GV Graphics controller
None of these problems were present in the build posted earlier this month, so I'm just kinda curious as to what might be causing them.
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These URLs are Geocities-based, so you may have to cut-and-paste them into your browser for them to work.
http://www.geocities.com/jonas_miles/Screen1.JPG
This shot shows the pilot select screen. It's dark and difficult to make out much of anything, but you can see the "version line" pretty plainly out-of-place. The position of the cursor there is as far as I can scroll, both down and right.
http://www.geocities.com/jonas_miles/Screen2.JPG
This shot shows the Terran main hall. You can see the misaligned catwalk in the upper right corner, and the duplicated elevator to the left. The screwy version number is also clearly visible.
I tried to snag screens of the messed-up input windows (i.e., "Exit Game?" and "Remove this Pilot?"), but they weren't saved to the game directory. I suppose FS2 doesn't allow screenshots to be taken while awaiting other input from the player.
Any thoughts?
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Crap. :ick I'd forgotten that file extensions were case-sensitive. Links are fixed now, interested parties please take another look.
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RT, this looks like the interface art acting up. I had a similar issue when running higher than 1024x768, the same stuff he described would occur.
And the cursor has definately been acting up with the new res options code.
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Heh. I played his skybox build too, in open GL, and got some very strange results. Turrets were the only thing in the correct places, the ship main hulls were flying in the opposite directin that I steered, and steering left and right were reversed. Very freaky...
Edit: oh yeah, and there was no background shown...
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its optomized for DX8 IIRC
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Raa, whose build were you playing? We've recently committed some HT&L code that worked some wonders on graphical quality and stability:rolleyes:. If it was compiled into redmenace's build then that would be the problem
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Um. No. I haven't Dled redmenace's builds... I used the ones in your sig.
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ok uh next order of buisness would be system specs
(we really need to keep a database so people don't repeat this)
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It seems to be running fine for me for the most part (the one in phreak's signature), although I am using the D3D8 mode. However, it is significantly slower than it was in the 3.55 release build when lots of ships are on the screen, although I at least have not gotten that annoying debris targeting bug (yet). The only other thing I noticed was that the rotating weapon ani in the selection screen seems to be jerkier than usual and is possibly dropping some frames.
On a side note, although the shinemaps look really nice, they cause some weird color-changing effects for some ships, especially Shivan ones. The Basilisk becomes green, the Azrael and Demon have tinges of orange and purple respectively and the Asmodeus, which was already sort of greenish before, now looks a very bright lime green from certain views. :wtf: It might be worth having the shinemap code change the contrast along with the brightness to counter this effect.
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Specs, again...:
AMD Duron 600
320 megs Ram
GeForce 2 MX/MX 200 PCI 32Mb
Windows 2000
Latest nVidia drivers from their site, though that's probably not it.
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Originally posted by Sticks
RT, this looks like the interface art acting up. I had a similar issue when running higher than 1024x768, the same stuff he described would occur.
"FS2 DX8 will run under non standard modes but it is not fully support so expect bugs".
I'm not interested in bugs with non standard modes at the moment but I will look into Raa Tor'h's standard mode problem.
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OK, Raa Tor'h I'm getting some of the same stuff.
That will make it easier to fix, I'll post this thread when I've sorted it out, not sure when that will be though.
Thanks for the constructive bug report, it really makes all the difference.
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Sorry, I just though my input would help you locate the problem.
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It did actually, I just read it to fast before I posted.
Try this exe Raa Tor'h:
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fs2_open_r.rar
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Oh no. Big problems in OpenGl... I think this picture will sum it up...
Everything was fine until I enterred the tech room, when mouse support dissapeared, and the techroom display began flickering really fast.
Edit: And the ship was rotating in all sorts of odd directions.
It appears I hit screenshot while the background was flickered out.
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turn off ht&l and use the -nospec command to make it run at a decent speed. we are redoing a bunch of code and it may have leaked into there
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Dunno if it'll be of any help to your bug-hunting, but the interface art appears fixed in the above build. However, I crash to desktop with an "out of memory" error every time I try to load any mission. I'm not running HTL--I don't think my system can--and using -nospec has no effect.
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Does your memory problem occur for OGL, D3D or both?
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Missions in OGL will actually load as far as the mission briefing, which is further than the D3D manages to get. However, when I commit to the mission, or as soon as the mission itself begins, the game hangs and crashes to desktop. The first time this happened, Windows automatically increased my virtual memory paging file size, but it hasn't done so in successive crashes, leading me to believe that I have enough memory to be able to play; I just, uh, can't. I'm not receiving an "out of memory" error as I do when trying to launch with D3D.
Here's what FS2 spouts at me when I use D3D, if it means anything:
***
Error: Out of memory. Try closing down other applications, increasing your
virtual memory size, or installing more physical RAM.
File:H:\projects\Freespace\scp\thl\Copy of fs2_open_read_only\code\GlobalIncs\WinDebug.cpp
Line: 1161
Call stack:
------------------------------------------------------------------
fs2_open.exe 00607519()
fs2_open.exe 00607704()
fs2_open.exe 00607cdd()
fs2_open.exe 0060849b()
fs2_open.exe 00427d41()
fs2_open.exe 0041f553()
fs2_open.exe 0041f6b4()
fs2_open.exe 00424f20()
fs2_open.exe 004d143b()
fs2_open.exe 00423fa8()
fs2_open.exe 004d172e()
fs2_open.exe 004265e1()
fs2_open.exe 00426656()
fs2_open.exe 00618ea2()
kernel32.dll 77e814c7()
------------------------------------------------------------------
I should note that these crashes are relatively severe; they've been doing funky things like disabling my virus protection, making my taskbar vanish, and causing my Intel graphics adapter agent thingy to crash itself out of the system tray. It's nothing a reboot won't fix, but still.
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are you sure thats my build? i dont have an H:
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Uhm, phreak, getting some problems with your last build here too...
The skyboxes are working perfectly :D And when i'm running it on D3D standard everything works fine (even the gamma slider), but when i play in HT&L mode, in the tech room, only ships are displayed which dont have any turrets. Ships with turrets will not be displayed. Instead one of the turrets will be there, without any ship. In-game no ships are displayed at all. I only get to see glows, afterburners (the POF ones) and shots (some missiles too O.o). weird-o.
Well, i guess the HT&L needs some fixing.
Specs: iP4 2.4 GHz, 512 MB RAM, Radeon 9800
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HT&L is being fixed. i think T&L for opengl is playable with that build
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Originally posted by Antares
Crap. :ick I'd forgotten that file extensions were case-sensitive. Links are fixed now, interested parties please take another look.
Antares: contact stealth about a swooh account ;7
I think his email is [email protected]
100mb of free webspace on swooh for free. Nothing beets free space.
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Originally posted by Raa Tor'h
Oh no. Big problems in OpenGl... I think this picture will sum it up...
Everything was fine until I enterred the tech room, when mouse support dissapeared, and the techroom display began flickering really fast.
Edit: And the ship was rotating in all sorts of odd directions.
It appears I hit screenshot while the background was flickered out.
What appears to be the ship rotating in all directions is actually a Hall of Mirrors (HOM) effect. An HOM is when the screen doesn't refresh properly, so moving objects seem to be leaving a "trail" of previous frames. I've never seen an HOM in FreeSpace before. Maybe it has to do with your graphics card.
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Phreak, I get that memory error when using RandomTiger's build, posted above. Your build gives me the screwed-up resolutions and main hall art, as seen in the screenshots I posted. I never tried to play any actual missions in your build, since the mouse support appears to be limited.
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Originally posted by Woolie Wool
What appears to be the ship rotating in all directions is actually a Hall of Mirrors (HOM) effect. An HOM is when the screen doesn't refresh properly, so moving objects seem to be leaving a "trail" of previous frames. I've never seen an HOM in FreeSpace before. Maybe it has to do with your graphics card.
I doubt it's my Card, as everything worked fine before these builds. But then again, I don't know code, nor the graphics renderring system, so I may be wrong.
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Phreak, I found a call in non htl code path that calls a htl function that is not set, ie NULL. This caused a mission crash that sounds similar in a fog level but not in the first level of the campaign. I will be commiting the fix as soon as my crappy connection lets me.
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Originally posted by Lightspeed
Uhm, phreak, getting some problems with your last build here too...
The skyboxes are working perfectly :D And when i'm running it on D3D standard everything works fine (even the gamma slider), but when i play in HT&L mode, in the tech room, only ships are displayed which dont have any turrets. Ships with turrets will not be displayed. Instead one of the turrets will be there, without any ship. In-game no ships are displayed at all. I only get to see glows, afterburners (the POF ones) and shots (some missiles too O.o). weird-o.
Well, i guess the HT&L needs some fixing.
Specs: iP4 2.4 GHz, 512 MB RAM, Radeon 9800
Fixed that one. At least I think I did :wtf:
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Originally posted by redmenace
100mb of free webspace on swooh for free. Nothing beets free space.
You mean, "Nothing beats FreeSpace" don't you? :lol:
Later!
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Originally posted by Trivial Psychic
You mean, "Nothing beats FreeSpace" don't you? :lol:
Later!
I had this gut renching feeling someone was going to say that. Leave it to Trivial Psychic to do it. However, I think newbies should be made aware of the offer of the free web space on swooh.com. most of them are not aware of it.
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Originally posted by Lightspeed
Uhm, phreak, getting some problems with your last build here too...
The skyboxes are working perfectly :D And when i'm running it on D3D standard everything works fine (even the gamma slider), but when i play in HT&L mode, in the tech room, only ships are displayed which dont have any turrets. Ships with turrets will not be displayed. Instead one of the turrets will be there, without any ship. In-game no ships are displayed at all. I only get to see glows, afterburners (the POF ones) and shots (some missiles too O.o). weird-o.
Well, i guess the HT&L needs some fixing.
Specs: iP4 2.4 GHz, 512 MB RAM, Radeon 9800
i found out why that bug appears.
If youre using a skybox texture, it will be rendered on top of everything, thats why it 'hides' ships whereas glows, shots, and explosions are still displayed. If youre not using a skybox texture youll be able to see the ships. :)
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D3D code was screwed up in the build for HT&L it works fine otherwise.. why don't you try OpenGL. im curious how it works on a 9800. (i have a 9000)
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Originally posted by PhReAk
D3D code was screwed up in the build for HT&L it works fine otherwise.. why don't you try OpenGL. im curious how it works on a 9800. (i have a 9000)
tried it. crashed.
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Give my new build a go.
At least one crash bug is fixed in there.
D3D will probably still be broken but OGL might be OK.
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fs2_open_r.rar
http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar
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been using that one.
OpenGL still crashes (either in the main screen, the tech room, or whenever i want to load a mission, in briefing, or just before game starts (never actually got into a game)):
FS2_OPEN_TEST verursachte einen Fehler durch eine ungültige Seite
in Modul FS2_OPEN_TEST.EXE bei 0177:005b73c3.
Register:
EAX=0ff408b8 CS=0177 EIP=005b73c3 EFLGS=00010203
EBX=1003fd9c SS=017f ESP=0ff3fd1c EBP=0ff4086c
ECX=0ff40898 DS=017f ESI=00000000 FS=213f
EDX=bff76855 ES=017f EDI=0065a720 GS=0000
Bytes bei CS:EIP:
53 56 57 89 65 e8 33 c0 a0 38 9b 89 0f 85 c0 74
Stapelwerte:
At least some error message now, but yeah, OpenGL won't work (just as multiplayer :( )
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I updated it round about when I posted that message.
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maybe we should have some sort of error mesage function(s) for the HTL functions to be set to in non-htl mode
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RT: Tried your updated build.
D3D still gives me the same "out of memory" crash while loading a mission. Tried OGL. Improved performance over last time; missions will progress past the briefings and move to the actual sortie, but gameplay freezes after about fifteen or twenty seconds, and crashes to desktop. Noted some other odd behavior, like the previously-described "Hall of Mirrors" effect with the cursor, and the fact that my HUD would vanish whenever I fired secondary weapons. This was at 640x480.
I decided to try OGL in 1024x768, just to see what would happen. That was a mistake. Crashed again--this time while a mission was loading, like with D3D--but this was the most severe crash yet, one that had my screen continually flickering back and forth from the crashing Freespace to my desktop. It did this several times, jumping to FS whenever I tried to close an open window, only to flicker back. Finally, FS died a merciful death, and I was able to reboot.
Using 1024x768 gave me the same "out of memory" crash that D3D does before it magnificently exploded.
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i have some feeling the problem is this:
Intel 82845G/GL/GE/PE/GV Graphics controller
its probably not a T&L card. unless you are running in normal mode, then something is wrong. please go back to 3.5.5 while we're fixing stuff
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Suckular. :blah: You wouldn't have a copy of your build from earlier this month lying around, would you? That one didn't give me any trouble, and lacked some of the official release's more irritating bugs.
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nope.