Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: kasperl on January 19, 2004, 06:37:47 am
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finnally, i have been doing small non coding jobs for the SCP for quite some time, i converted the manual and stuff, but i never actually got around to using the SCP HT&L. now, it works, somewhat. it is beutifull, i used the wiki FAQ manual, basicly a copy&paste from the readme. now, here is the result:
dogfigting and techroom shots go fine, but when i turn towards anything large, like a hatsepsut, my framerate drops and i get a CTD without error message.
RIVA TNT2 16MB RAM
P3 800
192MB SDRAM
Win98SE
DX9
12_05_2003_fs2_open_r.exe
media 356c vp installed
HOTU like rip of FS2
also, when i got my wings after the training mission the image wasn't shown, and when i went to the medal viewer thingy, i saw nothing, except "accept" printed over the exit button from the debrief, and a mousepointer dragging. screenie can be provided.
i am not sure if this stuff is a bug or not, it might be a known fixable issue. if so, please enlighten me. i can enter this stuff into mantis too. but i won't until i am sure these are not known issues. any other info i should be able to provide.
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I don't know anything about the medal room issue, but I can say that with your gfx card you're going to have a pretty hard time getting HTL to work at all.
I can think of one part of the code that may be causing this crash. Could you get the Text Caps from the launcher and post them here? That would help me narrow it down.
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Operating System: Win 98 A
Memory: 191 MB
Adapter: NVIDIA RIVA TNT2 Model 64/Model 64 Pro
Modes:
33: (1280x1024)x32 bit, 0 rr
32: (1280x960)x32 bit, 0 rr
31: (1280x768)x32 bit, 0 rr
30: (1280x720)x32 bit, 0 rr
29: (1152x864)x32 bit, 0 rr
28: (1024x768)x32 bit, 0 rr
27: (960x720)x32 bit, 0 rr
26: (800x600)x32 bit, 0 rr
25: (720x576)x32 bit, 0 rr
24: (720x480)x32 bit, 0 rr
23: (640x480)x32 bit, 0 rr
22: (640x400)x32 bit, 0 rr
21: (512x384)x32 bit, 0 rr
20: (480x360)x32 bit, 0 rr
19: (400x300)x32 bit, 0 rr
18: (320x240)x32 bit, 0 rr
17: (320x200)x32 bit, 0 rr
16: (1280x1024)x16 bit, 0 rr
15: (1280x960)x16 bit, 0 rr
14: (1280x768)x16 bit, 0 rr
13: (1280x720)x16 bit, 0 rr
12: (1152x864)x16 bit, 0 rr
11: (1024x768)x16 bit, 0 rr
10: (960x720)x16 bit, 0 rr
9: (800x600)x16 bit, 0 rr
8: (720x576)x16 bit, 0 rr
7: (720x480)x16 bit, 0 rr
6: (640x480)x16 bit, 0 rr
5: (640x400)x16 bit, 0 rr
4: (512x384)x16 bit, 0 rr
3: (480x360)x16 bit, 0 rr
2: (400x300)x16 bit, 0 rr
1: (320x240)x16 bit, 0 rr
0: (320x200)x16 bit, 0 rr
D3D8 Caps:
caps.Caps.D3DCAPS_READ_SCANLINE: yes
caps.Caps2.D3DCAPS2_CANCALIBRATEGAMMA: no
caps.Caps2.D3DCAPS2_CANRENDERWINDOWED: yes
caps.Caps2.D3DCAPS2_CANMANAGERESOURCE: no
caps.Caps2.D3DCAPS2_DYNAMICTEXTURES: yes
caps.Caps2.D3DCAPS2_FULLSCREENGAMMA: yes
caps.Caps2.D3DCAPS2_NO2DDURING3DSCENE: no
caps.Caps3.D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_IMMEDIATE: yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_ONE: yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_TWO: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_THREE: no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_FOUR: no
caps.CursorCaps.D3DCURSORCAPS_COLOR: no
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caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY: no
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caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER: yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL: yes
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caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHASAT: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ZERO: yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTALPHA: no
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA: no
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_ONE: yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHA: yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHASAT: yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_ZERO: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_ALWAYS: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_EQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATER: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATEREQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESS: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESSEQUAL: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NEVER: yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NOTEQUAL: yes
caps.ShadeCaps.D3DPSHADECAPS_ALPHAGOURAUDBLEND: yes
caps.ShadeCaps.D3DPSHADECAPS_COLORGOURAUDRGB: yes
caps.ShadeCaps.D3DPSHADECAPS_FOGGOURAUD: yes
caps.ShadeCaps.D3DPSHADECAPS_SPECULARGOURAUDRGB: yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHA: yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHAPALETTE: no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2: no
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL: no
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE: yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2: yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED: no
caps.TextureCaps.D3DPTEXTURECAPS_SQUAREONLY: no
caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE: yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP: no
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
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caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: yes
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caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: no
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caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: no
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caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: no
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caps.LineCaps.D3DLINECAPS_FOG: yes
caps.LineCaps.D3DLINECAPS_TEXTURE: yes
caps.LineCaps.D3DLINECAPS_ZTEST: yes
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Originally posted by Sticks
I don't know anything about the medal room issue, but I can say that with your gfx card you're going to have a pretty hard time getting HTL to work at all.
Not true, my TNT2 served me well, I played MAX Payne, Black and White and loads of other games that stretched its abilities.
It cant do HTL in hardware so its always going to be a bit slow but it should not be crashing.
kasperl, use the -stats command and take note of the figures before it crashes if you can. Its probably running out of memory.
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willco, the day after tommorow at the earliest though, i don't have FS2 on my laptop so i'll have to do this at home.
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RT, I meant with FSO. ;)
My theory was that we were sending too large a batch to the card and thus crashing it out, but we're not approaching the 65535 limit per batch I'm sure.
That still may be partially correct if there's not enough memory left to send the vertices to the card due to it being used by textures, etc.
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I know, my point is that theres no reason any card that has DX8 supported drivers shouldnt be able to run htl fs2_open.
I just wanted to clarify that he *should* be able to get it working even if in practice it doesnt. I bet hes running out of memory, -stats will test that out hopefully.
This is why I should really get on with the D3D texture restructure.
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ok, i just did another test, but i forgot to kill my vbirusscanner, printer driver, ZA, SETI, MSN and all that stuff. i got 9 FPS with 2 low poly hercs on screen. i crashed when i look at more then 4 at the same time.
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Need more information. Please run with -stats flag.
Also run a debug build and see if you can get us an error message.
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the stats thing gave me about 32MB free throughout the game, IIRC. i am rather busy, and tired like hell. tommorow.
i hope you don't mind me dragging this out, but i am running in circles here just to get my homework done, read this, and get sleep and stuff.
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go to pricewatch.com spend $50 on a radeon 9000 [or $70 on a radeon 9600 w/ 128mb] and enjoy
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i have an AGP2x on my mobo, bad?
if there is a possibility that it will really increase performance, i might see if i can get some cash freed up (now hope i don't grow soon so i won't need new jeans).
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radeons will run on 2x board (heck i think even the 9800 will run on a 2x)
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ok, if you look in HL main, you'll see a thread were i announce that i have about 100Euro to spend on a graph card, give or take 10.
/me does da happy dance.