Hard Light Productions Forums

Hosted Projects - FS2 Required => Inferno => Topic started by: redmenace on April 08, 2004, 11:06:32 pm

Title: test this please.
Post by: redmenace on April 08, 2004, 11:06:32 pm
Would some one run a test please. Could you use the full VP version and the most recent fs2_open.exe  and look at the clarius in the tech room for me. I am getting a crash and I would like to verify it. Thank You.
Title: test this please.
Post by: mrduckman on April 08, 2004, 11:40:54 pm
Clarius is the freighter, right? Yep. It crashes.
Title: test this please.
Post by: redmenace on April 09, 2004, 12:09:37 am
has anyone said anything to the Inferno staff about this. Although I am sure they already know. It is more likly related to the texture name bug.
Title: test this please.
Post by: Culando on April 09, 2004, 01:32:37 am
I think I do remember them talking about that ship causing a crash in the SCP.
Title: test this please.
Post by: redmenace on April 09, 2004, 03:17:16 am
did they ever find out why?
Title: test this please.
Post by: Woomeister on April 09, 2004, 04:04:26 am
It has more than 16 texture maps per sub-object and so breaks the HTL limits. You have to use non HTL or the INF exes.

We have quite a few ships in R2 that do this too.
Title: test this please.
Post by: phreak on April 09, 2004, 10:54:42 am
im building new builds right now.
Title: test this please.
Post by: TopAce on April 09, 2004, 11:45:40 am
Quote
Originally posted by Woomeister
It has more than 16 texture maps per sub-object and so breaks the HTL limits. You have to use non HTL or the INF exes.

We have quite a few ships in R2 that do this too.


Do you allow me to make a side note that most of the SWC models exceed this limit as well?

One of them has 51 textures ... :p
Needless to say Windows comes back with a huge sign: 'NOT GONNA WORK, DUDE! BROWSE ME' , if I want to test it in-game.

Quote
Originally posted by PhReAk
im building new builds right now.


Does this mean that the newest build will have this limit executed?
Title: test this please.
Post by: phreak on April 09, 2004, 11:52:37 am
you can have 24 textures/submodel so the gigas works
Title: test this please.
Post by: TopAce on April 09, 2004, 11:54:01 am
In the newest build, or in older ones as well?
Title: test this please.
Post by: Woomeister on April 09, 2004, 01:04:34 pm
our current build is 24.

The largest we had was 22 on the clarius, but the clarius now uses only 2 maps.
Title: test this please.
Post by: redmenace on April 09, 2004, 01:42:47 pm
would you post the new pof and texture files?
Title: test this please.
Post by: phreak on April 09, 2004, 03:53:44 pm
ok im done compiling and sorting out everything.  i even managed to fix a bug in bugzilla

im starting to upload

it took about 3 hours to get everything working.  rather depressing since i wanted to get some other stuff done. :blah:
Title: test this please.
Post by: phreak on April 09, 2004, 04:16:32 pm
updated
Title: test this please.
Post by: Woomeister on April 09, 2004, 05:28:53 pm
(http://www.3dap.com/hlp/hosted/inferno/NReleasebug01.jpg)
High poly models now work, though it's messy.

(http://www.3dap.com/hlp/hosted/inferno/NReleasebug02.jpg)
Problem with the Earth model

Other good points:

EA personas now work and so no crashes happen when ordering EA fighters around

Sound limit seems to be fixed

Cluster weapon limit seems to be fixed
Title: test this please.
Post by: Trivial Psychic on April 09, 2004, 06:26:29 pm
Woo, if I'm not mistaken, your problem in FRED is HTL related.  I recall seeing that error in the OGL FRED builds when HTL is activated.  Phreak probably based this FRED release on Kazan's.  It will load into HTL by default, which is buggy at this point.  It also has partial support for the -mod flag, and also has a flag to disable error messages.  Assuming I'm correct about this, you can find more data in this thread. (http://www.hard-light.net/forums/index.php/topic,22614.0.html)

Later!
Title: test this please.
Post by: redmenace on April 09, 2004, 11:01:41 pm
umm ok I ran a test. However, I am getting about a 30 fps drop when the clarius comes into view. Just a note to you phreak.
Title: test this please.
Post by: Woomeister on April 10, 2004, 04:18:55 am
Quote
Originally posted by redmenace
umm ok I ran a test. However, I am getting about a 30 fps drop when the clarius comes into view. Just a note to you phreak.

Well yeah, in a HTL system the more maps it has the slower it goes.

I get between 40-120 fps by just looking at different ships.

I converted a lot of ships to use 2048^2 baked DDS textures and I got a massive increase in framerate for those ships. (30+ increase for some)

The Banshee would average around 80, the new baked one I get 110+ on average.
Title: test this please.
Post by: Woomeister on April 10, 2004, 04:27:45 am
Quote
Originally posted by Trivial Psychic
Woo, if I'm not mistaken, your problem in FRED is HTL related.  I recall seeing that error in the OGL FRED builds when HTL is activated.  Phreak probably based this FRED release on Kazan's.  It will load into HTL by default, which is buggy at this point.  It also has partial support for the -mod flag, and also has a flag to disable error messages.  Assuming I'm correct about this, you can find more data in this thread. (http://www.hard-light.net/forums/index.php/topic,22614.0.html)

Later!

Yeah HTL was on by default...

It works better now but there's a strange bug.

When I put a model down that uses pcx textures it looks fine. However if I deselect the model it looks worse than the Odin does in that HTL shot. When I select it again it looks fine again. Ships with DDS maps do not do this.

Turning on outlines fixes the problem too.

Also is there any way of making it render the ships as the primary lod as an option? it's kind of annoying that I can't see any turrets since its using lod1 in this mode.
Title: test this please.
Post by: Woomeister on April 10, 2004, 04:58:07 am
Seems it isn't a fred problem but an OGL problem since it happens in game too:

(http://www.3dap.com/hlp/hosted/inferno/glbug1.jpg)

(http://www.3dap.com/hlp/hosted/inferno/glbug2.jpg)
The Phobos uses a dds map which shows up, but its pcx turrets do not.
Title: test this please.
Post by: phreak on April 10, 2004, 03:02:01 pm
Quote
Originally posted by Trivial Psychic
Woo, if I'm not mistaken, your problem in FRED is HTL related.  I recall seeing that error in the OGL FRED builds when HTL is activated.  Phreak probably based this FRED release on Kazan's.  It will load into HTL by default, which is buggy at this point.  It also has partial support for the -mod flag, and also has a flag to disable error messages.  Assuming I'm correct about this, you can find more data in this thread. (http://www.hard-light.net/forums/index.php/topic,22614.0.html)

Later!


IIRC, kaz didn't commit anything of his

HTL fred is still buggy though
Title: test this please.
Post by: mr.WHO on April 11, 2004, 03:48:45 am
I have few FRED questions:
1) Is it possible to show ship hull integrity in debriefing?
something like that: EA Lindos jumped out/or stay with 36% hull and in debriefing there is a note - Lindos- 36 %
2) Is it possible to show the number of destroyed figther/bomber?
somethign like that: there is 3 wing of stentors, 15 figthers, but only 2 wing jump in in mission and was destroyed, debriefing shows- destroyed stentors 10/15
Title: test this please.
Post by: SadisticSid on April 11, 2004, 08:29:35 am
Nope, 'dynamic' text isn't possible
Title: test this please.
Post by: phreak on April 11, 2004, 08:25:29 pm
woo, do you play fso in opengl or direct3d?
Title: test this please.
Post by: phreak on April 11, 2004, 09:39:10 pm
ok i figured it out.  there was a problem rendering textures that didn't have a glowmap associated with it.

im rebuilding the exes

edit: uploaded
Title: test this please.
Post by: Woomeister on April 12, 2004, 05:07:16 am
Quote
Originally posted by PhReAk
woo, do you play fso in opengl or direct3d?


Depends on which one is more stable in the build. At the moemnt I use D3D as glowmpoints don't work in OGL.

Yeah the textures are fixed now.