Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on February 05, 2004, 09:31:26 am
-
http://freespace.volitionwatch.com/blackwater/fs2_open_decal.zip
ok, this is very crashy, you will crash to desktop, there are major memory leaks, but it untill it crashes it should give you some idea about how good my new decal system will be once operational, I recomend a non combat test mission were you can just pound on something and look at the decals.
the only bugs I want to hear about at this point are if you experience and thing like textures on ships disapearing/going all smeared. this isn't for bug hunting, as it's just to demo that I do have a solution in the works.
-
Can we see a screenshot, please? Some of us can't run Freespace anymore :(
-
Very nice Bob! As you said I did get a crash to desktop and I did get memory leak issues - I also got the bug you can clearly see in the screenshots below - but the actual effect and decal seems to work very well (though, decals only work for the first few shots? After that no matter what I shot - no decal was created on the ship I hit). Anyway, examples...
Below you can see the impact effect on the ship - so far so good, no issues with textures:
-
However, after a bit of time this happened - notice the decals are fine - but.. well you can see the problem :)
-
well it's suposed to be able to handle as many decals as a ship needs (ie as much as you'r computer's memory can store) but after a few ships get a bunch of them the decal list probly gets corupted, or you run out of memory, there is a leak somewere and I think it's in the rendering code, haveing something to do with the decals thinking they've been chaged when they havn't
hmm, maybe I should have a prealocated mass of decals that can be applyed to any ships, similarly to how the vertex buffer code works
that's another bug I was worried about, looks like your card might not suport texture clamping very well, what type of card do you have?
though, now that I think about it, that could be caused by corupted decals too...
-
I'm running an MSI GeForce4 4600 Ti...
Might it be possible to have the decals disappear from smaller ships at a faster rate than those on larger ones (that is - say - 1 to disappear every 30 seconds from fighters, 1 every 120 seconds from cruisers / corvettes and 1 every 240 seconds from anything larger)? That way the size may not get to great but you wouldn't have to worry about maximum numbers.
-
most small ships arn't going to get that many decals on them before they are destroied, I'mm thinking about makeing a system of decal replacement so that the oldest decal will be deleted when ever a new one is made after the ship reaches a table defined max decal number, but the system is designed to be able to handle truely vast amounts of decals, like 1000 on a single ship, now weather I'll be able to manage that is another story, I tend to get coruption after about fifteen decals currently, but the rendering engine for it is defenantly capable of handleing that (1000 decals per ship)
-
What am I supposed to notice in the screen shots? The scorched black spots?
-
yeah
-
Coooool... What happens if you keep firing at the same spot or hit it with bombs or lots of missiles? Does the decal change to something else, like a wannabe hole when hit with something big or multiple shots? Or is that in the works?
-
bob, you already know what I'd like to see based on this :rolleyes:
-
hey bobboau - use a ring buffer for your decal indexies - that will make the "oldest dies" work automagically
-
You should set a max-decal-limit, such as 1000 decals, and then they'll start to dissapear. Like in a shooter, you have a slider bar that sets how much you want to keep ;) (whether this should be per-ship or total scenery, you decide, but per-ship would be better)
-
I think bobs idea of handling it via the table is a better idea since it allows you to vary the number depending on the ship.
What might work though is to have a table based number and a mutiplier set in the launcher so that people with low end machines can lower the number of decals without having to turn them off.
-
Psst... Bobboau, you're violating the spirit of the code freeze. ;) Even if you don't commit this right now, you're supposed to be bug-squashing.
-
aww please!!! Why don't you let one or two coders to innovate on the code so that we can be happy?? :D
-
I don't think you'd be happy if we released a build full of bugs. Remember 3.5?
Not to mention all these innovations are delaying the release of 3.6.
-
Hey, Bob, if we made the decals neon green, would they be transparant?
:evil: :D
EDIT: Bugs! The decals don't show up. Where do I have to put them? I put the TIFFS in the maps and effects directory, and neither showed any decals when I shot a fenris.
System:
AMD 1.6 Ghz
512MB of RAM
On-board Geforce 2
-
*clap clap clap*
:yes: Keep up the good work. Problem shmoblem, you guys are great! :nod:
-
As cool as this looks (because hey, I LOVED that feature before it got scratched), I'd have to agree that bug squashing needs some attention. I can't wait till the afterburner bug gets squashed... then i'll be a happy camper.
-
now, show a beam slash effect... ;)
-
this morning I had a though about what was causeing the crashes and I was right, I also made a change to the generation code as I had a small error that was screwing things up and there are several other small things I found. this build is a better example of what it's going to be like, you should be able to get through most missions, but it still is open ended so it will just keep eating memory untill a ship blows up or you run out, (missions with a lot of fighters should be fine, but missions with capships you will probly get a crash sevral minutes into the mission, as well as a well scorched capship)
I'm not officaly suporting it yet,
but it just doesn't feel right haveing this build and not letting any one else play with it.
origonal link updated
I have also seen several bugs while testing this that I thought were fixed, most worring of wich is that bug that makes point bitmaps go white or flicker, and less worring (simply becase few people seem to use it) model transparencies (as in the ones used on the shockwave models) arn't getting set properly, as well as the no zbuffer model rendering flags not working, guess what I'm going to have to do now.:)
-
there are like five lurkers veiwing this thread right now, why don't you people sign up and post and stuff
-
Originally posted by Bobboau
there are like five lurkers veiwing this thread right now, why don't you people sign up and post and stuff
Most likely some of them are members. I occasionally browse the forum without signing on if I'm in a hurry because it means that I don't reset all the "go to first unread post" tags.
-
You want testers? Into the highlights with you. :)
-
Nice! While using this build I've had no problems at all. It hasn't crashed or displayed any screwey textures, but that might be because I haven't tested it on anything but the first mission yet.
-
Really? Does it work flawlessly? Could you please post some screenshots? :)
-
Mine works flawlessly as well (no crashes, etc), except it doesn't show damage decals! How can I fix that? :D
My system:
AMD 1.2 GHz
512MB of RAM
Integrated Geforce 2 chipset.
-
Originally posted by Unknown Target
except it doesn't show damage decals! How can I fix that? :D
:lol: Minor details... :D
-
actualy this is just a demo, as I said I'm not officoly suporting this, I just wanted you all to be able to play with it. it's not realy redy for real testing and debuging as many major issues are still present
-
Lol, oh well. Will still be nice for people to be aware of it so that when you come back to it later people will be ready to play around with it more easily.
-
Originally posted by Bobboau
actualy this is just a demo, as I said I'm not officoly suporting this, I just wanted you all to be able to play with it. it's not realy redy for real testing and debuging as many major issues are still present
oh you mean like that whole limited amounts of memory thing. :lol:
-
yes the 'takes your memory and doesn't give it back' thing is one of the more important issues, I'm not sure why it's not freeing it, but it should be, but that is an issue for after 3.6, it's working well enough that I've proven my point and working on it any more is a waist of valuable HTL debugging time, wich is something I've done quite enough of already.
-
Eh?
Not enough, according to RandomTiger. ;)
-
I meant I've done quite enough _waisting_ of valuable HTL debugging time
and the generation system seems to not work as well on smaller poly ships (ie fighters) than on capships, I know it won't show up at all on the Seraphis, and only moderately on a Myrmadon, but it works great on a Satis, and I've seen it working great on a Sobek, untill there were so many decals that I ran out of memory, that sort of screwed it up a little
-
I tested it on a table-edited Fenris model, Mara, and a table-edited version of the high-poly herc mk I. Does anyone else's versions of these ships show it?
-
you are useing the suplied tables right?
just dump all the stuff in your root folder, it will override everything else
-
More screenies... :nervous: ;) :nervous:
-
Bob---it won't touch any of my mod folders, right? (stupid question, I know, but I just want to make sure :D)
I'll try it again tonight :)
-
seems to work fine with me... asside from the open's usual anti-aliasing problem with the game's interface and menu by putting a freaking line in between parts of the screen like when I'm with the mouse over a bloody accept icon... :mad: :hopping:
*calms down*
are you sure it's buggy? it ran fine with me...
(http://www.geocities.com/ghostavo2003/bite_marks.JPG)
-
OH SWEET JEBUS THAT FENRIS IS FUGLY!
-
:lol:
I really have to go home so I can see what the heck your talking about.
-
Dude! High res maps! Immediately!
-
And I can't wait for Lightspeed to have a go with this. :D
-
yes it's very buggy, hit ctrl alt del and look at your memory useage (2000/XP), very buggy, but good enough to play with a little
-
Bobboau,
Are Scorch marks from Beam weapons possible? Like a long scorch mark where the beam hits. Also can we hand a a few different impact images and can each weapon have its own damage image?
-
no but I plan on implmenting it eventualy.
yeah, that's how it's set up right now
-
Now can we, with bump mapping, simulate dents from impacts, *not GEO-MOD*
My understanding of bump mapping is that it simulates up and down levels on what I think is called the normal(I don't know what the hell I am talking about)
-
it's for per pixel lighting models, bump maps are maps of direction the surface is pointing at a given point (like how texture maps are the color of a surface at a given point)
we have neither a per pixel lighting model (yet) nor any way to activly modify it with this, and the effect would be only minimal.
and the sort version
no
-
any iea when the lastest release for this is coming out??
-
after 3.6..
actualy the environment mapping test has a slightly better implementation
-
Just think how FLAWLESSLY this could work for showing how beat up a ship is. When you warp in and the guy is like "OMFG! We are badly damaged!" you see some lightning stuff and thats about it. But with THIS, you can show some serious damage and impacts on a ship, which could be much more atmospheric. So then, this latest release... it will have all the bugs fixed, right?
-
this isn't even getting put in untill after 3.6
-
whenis 3.6 expect cause this is a kick ass feature
-
some time between now and never :doubt: ...
-
Oh no! You must finish it!
-
Well, code freeze. Once 3.6 is out we can put that out in the mainstream - that'll be a really important step, I think, and worth waiting on other stuff for it. :)
-
Originally posted by Bobboau
some time between now and never :doubt: ...
that long huh ;) :p
-
Remember, it could be anytime between then, so, it might be a WEEK, a MONTH, or even a YEAR. We dont know... all I know is I would like for the version to come out soon...