Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on July 01, 2004, 12:12:27 am
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ok, I just reimplemented my FVF code, this is one of the two things that I most beleive could have caused the bugs present in the later builds I was posting off of CVS, so I want you, my loyal followers, to test the hell out of this build. I also want reports of performence on lower end systems compared to the other two builds I posted recently, most importantly the most recent build, and comparasons between that one and the one before it.
please test this PLEASE!!!
all I want is you to play a game, must I give my blood!? test it. TEST IT!
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_7-1-04.zip
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ill give it a quick looksie
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Will test it. Do I need preliminary experience of your previous builds(After the official 3.6)?
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*sighs*
Later on today. My system isn't technically low-end, but that video card does a pretty good job of simulating one...
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Bob, i know you don´t want to hear it, but the 06_30 build works better (for me). Not really faster, but with a more stable framerate. In 06_30 the mission loading times are less long. Also i detected some CTD in 07_01, not that often but with the older one i didn´t have one. Tested it with HOMESICK´s "when pirates attack" (dozens of ships ´n real firework) and with "the sixth wonder" form the main-campaign.
My suggestion: keep the 06_30 build and implement env-mapping --- AND DO THAT NOW;)
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Lots and lots of CTD. Does not run at all for me, possibly related to use of the -nohtl flag.
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Originally posted by Bobboau
ok, I just reimplemented my FVF code,
...which is responsable for what?
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the FVF code alows me to send only the data off to the graphics card that it needs not all the data that may be needed by something, for example with background bitmaps you don't need lighting normals so you shouldn't bother to spend the time sending them.
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FVF Code?
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Dammit Bob, I'll do it, but only because you told me to - not because I want to. :p ;)
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Well, I encountered some brief incidents of effects being replaced by a white square. Effects affected include, explosions (stock), afterburner trails (tga), and beam glows (tga)... which are actually engine glows IIRC. This would usually only happen as long as the effect was playing. For an explosion, it would last until the ani had finished, but any other explosions would not necessarily have the same problem. When this occued on an AB trail, it would persist until I had released the afterburner button, and the trail had faded. The next time I hit the button, the trails are normal.
While I'm reporting bugs, I thought I'd slip in a few more, not directly related to this build. I got the chance to check out the new jump node system, and i find that when I target it, the box only encompasses the very center of the node, and not the whole thing like with the old system.
On a plus, I was having some momentary slowups when new ships entered my view for the first time, but using the -pcx2dds flag seemed to eliviate this. It does however, have a tendancy to add small blue lines or blobs near some of the interface buttons, when they are highlighted.
AMD-800
ASUS A7V
256MB SD-133
ASUS V7100 GF2MX 32MB AGP (1X) (latest Win98SE Drivers)
Windows 98SE
Later!
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hmmm... that's what I was afraid of, somehow the wrong FVF format is being set. damn. and this bug doesn't show up very clearly for me either, I supose I could disable the redundency checking for this component, this *should* fix it.
make sure the white square thing does not happen in any of the other two builds
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Originally posted by mrduckman
FVF Code?
yes FVF code, Flexable Vertex Format, you tell the card what sort of data you'r giveing it so it can address it corectly. I made some code that takes flags of useage and builds the most efichent vertex buffer posable.
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Loading times are much longer in this mission, and hte FPS varies wildly in the start of the mission. But after a minute or so, when everything has shown up for the first time, the speed is MUCH better than that of previous builds. Explosion show a lot better, and the high-poly herc and fenris gives me no problems at all!
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hey can anyone find a way to make this show up consistantly, it seems very random to me, so if there is something killing the FVF without my knowing it this would explain it.
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Originally posted by Trivial Psychic
Well, I encountered some brief incidents of effects being replaced by a white square. Effects affected include, explosions (stock), afterburner trails (tga), and beam glows (tga)... which are actually engine glows IIRC. This would usually only happen as long as the effect was playing. For an explosion, it would last until the ani had finished, but any other explosions would not necessarily have the same problem. When this occued on an AB trail, it would persist until I had released the afterburner button, and the trail had faded. The next time I hit the button, the trails are normal.
I briefly noticed this problem as well.
While I'm reporting bugs, I thought I'd slip in a few more, not directly related to this build. I got the chance to check out the new jump node system, and i find that when I target it, the box only encompasses the very center of the node, and not the whole thing like with the old system.
One more from my side. In 640x480, the side box with the escort list appears to get 'cut' everything a ship leaves. I'll take a pic of this and put it up in this thread later.
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Bobb: I got it twice while ships were warping out in Derelict, and when my screen was really laggy (no clue about warping in that one).
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alright, try this (http://freespace.volitionwatch.com/blackwater/fs2_open_FVF_test.zip) build, I disabeled the redundecy check for FVF, if this fixes it, then I'll know what's wrong
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Erg, btw, -nomotiondebris seems to have stopped working.
Edit: Downloading now, though I haven't had much problems before this.
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for me random tigers lastest build works better in your build i have sometimes less than 10fps even if there are only 5 small ships in the area
can someone fix the hud problems when playing on 1280x1024?
asus a7n8x
amd 2600xp
512 333mhz ddr ram
radeon 9600pro 128mb
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I really don´t know why you´re doing this, Bob (yeah i know it´s your time and your decision, how to waste it). I can understand, that spending so much work in one feature just to make the decision to put it in the trashcan (´cause i think that white sqare thing was buggy all the time), is really hard. On the other hand you´ve made a real stable (for me) build 06_30 with all that new cool features in it. Why don´t just compile your exzellent eyecandy stuff (env-mapping) to it and leave it alone? Just for 2-3 fps? :confused:
Hey, i´m far from being a coder, so it´s not on me to criticize your work. It´s just a thougt.
EDIT: Just a quick test. There are white squares in shockwaves (i´m using the new ones from (i think) Dabrain)
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Originally posted by Rol
for me random tigers lastest build works better in your build i have sometimes less than 10fps even if there are only 5 small ships in the area
can someone fix the hud problems when playing on 1280x1024?
asus a7n8x
amd 2600xp
512 333mhz ddr ram
radeon 9600pro 128mb
Non-standard resolutions have always been buggy. Play on 1024x768 if it is not a problem.
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I got a new video card today and tested your build without the -nohtl tag. That was... weird to say the least.
The model geometry was screwy when I clicked on the icons, then I started the mission and everythinf was screwed up. I think it confused the textures somehow in addition to fudging up the model geometries, since the game was displaying large numbers of planet textures (mission 2 of the main campaign).
There were no interface graphics that I could see. I hit 'escape', hit 'y', then the mainhall graphics didn't come into memory. I repeated to exit, reloaded, and it did the exact same thing.
This is not the card, Bob. It works fine with the build I usually use (06/07/2004).
EDIT: It's not just this build, either. Whatever you did in the 06/30 build, the techroom model geometry is every bit as screwy.
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it sounds like you'r card doesn't suport index buffers :wtf:
what card is it?
and if you need to get out of game realy quick hit shift-esc, it'll boot you right out.
try to get me a screen shot of the messed up geometry (does it look exactly the same each time you run the game? or does it look like the geometry is totaly random noise (key word is random, as in it's a diferent bunch of jumbled pollies each time you run it))
and do not use -nohtl, it totaly bypasses everything I'm working on.
this FVF code is more than just a performence factor, it alows much more flexability in what sort of data can be sent, and makes a lot of stuff that we can't realy do in an efichent manner currently extreemly easy, point sprites for example could be done with the modification of about five lines of code rather than the page and a half that is currently needed. but on the performence issue, it could provide a 20-50% bandwidth improvement.
and I only want perfomence comparisons relitive to other builds that I have posted sence the reintegreation, with currently there are 3, why do I want this? becase I want to know how much of a diference the changes I am makeing are haveing. other builds from other people could have all sorts of things diferent that would make diferences, things like (once more) point sprites would improve frame rates dramaticly, in sceens wich have a lot going on, and this probly acounts for the "unstable" framerates.
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I have yet to hear weather the
http://freespace.volitionwatch.com/blackwater/fs2_open_FVF_test.zip
build still has the white square issue, note this is not the build posted at the top of the thread, I need to know if they still show up, if they don't I havn't realy fixed the problem, but at least I know were it is, so will people who were able to regularly get the white square bug in 7-1 test the fvf test that I just linked to and tell me if they are still there. white squares are the only bug I'm working on at this moment, I must find what is causeing this, and I can't replicate it on my computer.
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No, it's not random. It's taking the wrong textures and graphics and applying them.
I'm using a GeForce MX4000 chipset with 128 MB DDR RAM.
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Bobb: It does. I just beat that mission where you have to play dead in Derelict, b/c of bad SEXPs I didn't succeed at playing dead. As soon as all the ships were safe and sound, except for the Corvette, I warped out. As I was warping out, all the effects textures seemed to become blocky, although not necessarily white. A laser could be a purple box surrounded by a white box, for example.
I'm thinking this might effect the 2D effects somehow?
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do you think you could get me the d3d caps for that, there should be an option to get them in the launcher.
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Sorry Bob, but with the FVF Test build, I still get the white box textures. I've seen it on pretty much any non-background effect you can think of. Most commonly, I see it in the dammage particle trails. I've reverted to the 2004-06-30 build for comparisson, but I don't have anything to report yet.
Later!
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yeah, I'm able to get them now, too, they seem to be related to warping rendering as WMCM said, other people try to confirm this, also see if you can replicate it in a situation other than warp rendering (note if any ship anywere is warping and you can see it then the warp render is probly what's causeing it, I'm trying to see if there are other things that cause this so be very sure that there are no warp renderings, sence this is already a somewhat confirmed cause).
warp rendering uses model render, model render uses the new FVF code, it is the only thing that uses the FVF code currently, therefore it is logical to assume that this is the cause.
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Would a ship with animated glowmaps possibly cause it then?
D3D Caps attached.
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eh, thanks... but, I was talking to Moonsword about the caps, you posted at just about the same time I did, sorry for not corecting that before you went through the trouble :o
anyway, no I don't think it's animated glow maps (unless you have evedence to the cotrary)
there is a very VERY odd sequence of events that I have tracked this bug to, it only (seems to that I can reliably reproduce) happens when rendering something (as far as I can tell only effects weapons and bitmaps) up, when the last thing rendered was a warp effect, specificly when the last thing to be rendered was the warp glow, there is a very interesting thing about the warp glow, it was the one and ONLY draw bitmap function that was not transfered over to HT&L, it was left becase I/we wanted the warp glow to glow through the ship that was comeing out of it, when turned off the boxes seem to disapear, I'm not sure why this happens, but it does,
I'm thinking just now if I switch the order it might fix it, or make it infinitely worse. though I'd rather know why it was screwing up, it shouldn't be as far as I can tell I ran a trace on it a dozen times and couldn't find any reason for it.
if I think I've got it beat, I'll post a new build.
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It took me something like 10 seconds to get the caps, so no problem there.
And no, no evidence on glowmaps, although that's actually a little incorrect. When I wrote that I was thinking of possibly testing LS's Rakshasa, but I meant animated textures in general. The warp map is, after all, one big honkin' animated texture, on a model.
I don't suppose this could be caused by a shared variable being set? (ie get_ready_for_weapons sets certain flags, then get_ready_for_warp sets other flags, then render_weapons runs, then render_warp runs)
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that was one of the things I was looking into heavely, but I couldn't find anything that was doing it, it seems like a low level bug, and the fact that it goes into the non-htl code path (even though it isn't realy a dedicated non-htl function) is a good indicator that this was the problem.
though honestly it seems more like it was a texture getting turned off somewere. eh, it's just... screwy
oh, and here's a test build
http://freespace.volitionwatch.com/blackwater/fs2_open_FVFtest2.zip
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comparing the firs test build in this thread to the one you just posted. i noticeed a framerate improvement of about 10-20 fps and its not as jerky as it used to be. i did notice some issues with my controlls but i think it had to do with the fact that i was sitting on my wireless mouse. i think you are on the right track.
the mission i used included skybox with high res (2048^2 dds). and at any given time 8 fighters. i used my latest ship (pollycount > 1000, 1204^2 texture dds) against the sepuelture bomber (>1000 polys 1024^2 and 512^2 textures aldo dds) four on four dogfight. average framerate was about 50.
computer stats p4 2.4ghz
512mb ram ddr pc2100 (does anyone know how to determine ram frequency based on throughpout)
64meg geforce4 mx420 latest drivers
dual swap files on seprate drive chanels (a way to increase swapfile performance)
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Doesn't look like it's happening, although my computer has had a bad case of huge VM sizes for the missions I've tested.
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The test2-Build causes CTD everytime while loading a mission.
-----------------------------------------------------------------
Error: recode error
File:I:\FSO\fs2_open\code\Model\ModelInterp.cpp
Line: 5400
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
The test1-Build definetly has white squares in shockwaves (as i said before)
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Same problem here, it's not just him.
EDIT: And on the others, I've found the problem. It's something in OpenGL. I forgot that I'd switched to that mode, so that's definitely what's causing this whole mess.
Addition: And we are not done yet. Bob, there's an error with the warpout: once the fighter goes through the effect, it's supposed to disappear, right?
Well, it's not. My fighter went through the warp effect, and continued to be perfectly visible until the mission was cut.
Second, the escort list seems to be a little screwy, I'm not seeing anything listed. Both of these are with the 07/01/04 build.
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the FVFtest2.zip build first hang when i click at the ready room but after 30 seconds suddenly the loading screen appers but then i get the same error message like Psychonaut
i know my english is baaaaaad:)
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Originally posted by Rol
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i know my english is baaaaaad:)
HLP Rule 1:
Never make a comment on your English in this community, because quite a few people like making fun of it.
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Hardly.
Only those people who haven't got much to say anyway, but still do so in terrible English, while being impolite, are being made fun of.
Native speakers are also a bit more often frowned upon for awfull English, but generally, I haven't noticed much comments unless it was really, really bad.
And off course those that lie and steal art.
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ok i try to remember... but i don´t care if somebody makes fun about my english they are just idiots:)
but i am here because FS2 is my favourite space simulation and i want to play it with modern graphic features and i try to help with bug reports or constructive criticism
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Originally posted by kasperl
Hardly.
Only those people who haven't got much to say anyway, but still do so in terrible English, while being impolite, are being made fun of.
Native speakers are also a bit more often frowned upon for awfull English, but generally, I haven't noticed much comments unless it was really, really bad.
And off course those that lie and steal art.
You are speaking easily, you did not experience it.
Originally posted by Rol
ok i try to remember... but i don´t care if somebody makes fun about my english they are just idiots:)
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Positive attitude. I like it. :yes:
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Talk about missing your subtile hints.
I'd find it really difficult to blame others exclusively for the treatment some members have recieved. If you are rude, inconsiderate, and generally condescending toward everyone who does not agree with you completely, then you are going to be made fun for anything and everything that you do or say. Be polite, cooperative, and encouraging (even if it means a negative perspective from time to time) and you'll be treated in kind. We can get fussy if there is a huge post that is nearly incomprehensible, but if one can try to clarify what was said other than with "My english is bad!!!111" you should be fine.
As for this bug, I'll do what testing I can when my new system gets here. No sense perfecting things for my old POS.
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Uhh..would you mind to stay on topic?
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Rol your english is great, I'd never know you wern't native speaker if you hadn't pointed it out. the only people I've seem getting made fun of for there engrish was HIG and free terran, HIG deservs anything bad that may come his way, and free terran just had realy realy bad english skills (though I think his time here has helped him eminsely). yeah being in this comunity is defenately helpful for people trying to learn english, especaly decifering my nearly encrypted posts.
alright... recode error, is something that I was working on while waiting for people to post some feedback, I forgot to turn it off, sence I posted it, those of you able to get in game did you see and visable framerate changes (hopefully on the positive end, but I know for a fact that it'll cause frame rate drops in the HTL models)
load times are going to be bad for a while becase the model has to basicly be reconverted into a new format internaly when it's loaded, and until that format gets settled upon, and all models get converted to it and we include them in a new vp file it's going to add a good deal of time to the loading of models (especaly the HTL models, the finres for example takes no less than 8 seconds to load, sometimes more than 30, the game isn't hanging it's just thinking realy realy hard)
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my english is bad, im american :D
i did notice some performance increase, mainly the game stopped slowing down when you look at new objects. instead of being jerky its a bit more smooth. even with my lod-less hi poly ships.
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re-code error.
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http://freespace.volitionwatch.com/blackwater/fs2_open_r.zip
there should be no recode error in that one, I also reimplemented the state block code, wich is the last of the base stuff I need, wich means I can probly start reintegrateing decals and environment mapping, though environment mapping I am going to try and make a little better than the origonal (in terms of how it's implemented, not how it looks), so if there are no bugs in that one (useing d3d htl) I'm going to commit, and begin adding decals environment mapping or point sprites (point sprites would help a lot)
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This last one crashes to the desktop after the scp splash screen.
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there's virtualy nothing diferent between them, does anyone else have anything, to confirm or refute this?
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I´ve noticed just one crash. It happened after a longer period of playing. But most of the time it seems pretty stable and fast.
There are no recode error and white squares for now.
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good, if I don't get any major bug roprts I'm commiting this to CVS, then moveing on to more interesting features
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Yep, no major problem here either Bobb, it runs, it plays. I haven't checked the 'small print' yet, but great stuff! :)
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Disabled in-game movies and it plays.
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CTD when something tries to jump in.
Also, I suspect something may be wrong with the anis, since i once saw a shivan vessel without animated glowmaps, and just a few minutes ago in a game with Raa, the head anis were REALLY wierd. I'll see if i cant get shots.
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(http://img35.photobucket.com/albums/v107/anandraj/bug2.jpg)
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are you useing pcx32 or the texture compression one?
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current flags (set for Mp performance)
C:\FreeSpace2\fs2_open_7-1-04.exe -spec -snd_preload -d3d_no_vsync -dnoshowvid -novbo -fps -ambient_factor 75
I disabled everything to get it running. but before this I only had the -pcx2dds flag on too. I disabled it and removed the Zpack as a precaution. It worked, and I didnt CTD.
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so you don't get the bug, when you remove the dds compression flag?
meaning this is a dds bug and therefore not my problem?
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Originally posted by Bobboau
so you don't get the bug, when you remove the dds compression flag?
meaning this is a dds bug and therefore not my problem?
Not sure. Could be a prob with the Zpack or something else. Anyways, I'll try running it again with everything except for that feature.
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well I'm going to commit and assume this was a dds bug
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Bob, you may want to hold off on that. I just tried that last build and everything is great. FPS is at 37.5 most of the time(1024x768x32 on a Gefroce 4 MX 420!), varying only slightly usually higher, until I do one of 3 things that I have identified so far:
1. Look at the sun in a given mission
2. Look at anything larger than corvette sized(Psamtik and the asteroid base so far)
3. Look at those funky green afterburners
I don't know if this is me or the build but I thought you might need to know before you did anything irreversable.
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are there particles present? they are horendusly slow currently, I had a choice of three things to move on to nex faster particle code was one of them (the other two being environment mapping and decals)
what comand lines are you useing?
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-spec -glow -jpgtga -phreak -fps
It may be some of the extra-large size artwork, I don't remember installing it but I may have.
do you want me to upload a FRAPS movie of it? It'd take a while cause I'm on a 56k.
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might just be your card, not sure what phreak does, but I doubt it'd be anything that causes problems, the only slow downs I ever experience is when ships (big ships) explode, but then again I have a 9800 pro, turn on the timer bars and tell me how big the red bars are in comparason to the other color bars.
the problem with the sun and the green after burners makes me think that you have oversized artwork.
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That's weird, I turned on the timer bars with the -timerbar switch and it didn't do it.
Took a second to check with TBs off and it still doesn't do it. Very strange.
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maybe you were just running low on memory, happens some times
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It's not surprising considering the massive memory leaks currently.
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WMcoolmon, are you gonna look into the problems with the new escort list? I've seen it mentioned before, where a ship being destroyed or departing, will cause the escort display to temporarily remove all ships from the "monitoring" list. If you hit "e", it'll still select the ships flagged as escort ships, but the list will be gone from the hud... although the "monitoring" header will still be there. Usually, the list is restored as soon as an escort ship arrives.
Later!
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I think it should be fixed in Bobb's env-mapping build, if you can get it to work.
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no, the zip is corrupt
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I just finished trying Bob's latest (pre-env integration) build for playtesting Inferno+Patch. I usually play in OGL mode because of the massive ships & large maps, but I found that none of Bob's builds seem to work with OGL. I'll let this picture speak for itself.
(http://www3.sympatico.ca/daniel.topps/Inf-OGL-Bob.jpg)
I've tried every one of Bob's builds since the beginning of the "reintogration" (well, I didn't test any of his prior stuff, so it may go back further) have this problem. However, I tried WMcoolmon's 6/25 build and that didn't have this problem. It also fixed the OGL positioning bug I was encountering. I did have a CTD at one point, so I'll have to give it a try again, but I thought I'd report this since it does break OGL.
Later!
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OpenGL works weirdly for me, too. At least it has always been working strangely with any FSO builds. In any game, though.
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Yeah, that's the same set of things I was complaining about earlier, guys.
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I said fifteen times now, don't use OGL, OGL is broke till one of the OGL people comes in and implements this, and it shouldn't take that long (but it is) because the changes needed are trivial. I just don't know the three OGL function needed
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I don't remember seeing that anywhere, actually.
*shrugs*
Well, we know that now.
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well... I know I said it at least once...
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Yeah. I remember readiong that somewhere...
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with the new build all nebulars are gone in every mission i have tryed to remove the new textures from lightspeed but doesnt help... what can i do?
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What command lines are you using?
What version of the media VP are you using?
What OS (Operating System) are you using? (Version of Windows)
What graphical card are you using?
What version of drivers for that card?
Are you using Direct X or OGL?
What resolution?
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\fs2_open_Bobboau_7-4-04.exe -spec -glow -pcx32 -jpgtga -d3dmipmap -phreak -ship_choice_3d -targetinfo -nomotiondebris -2d_poof -snd_preload -pcx2dds -nobeampierce -query_speech -d3d_bad_tsys -fps -max_subdivide -env -alpha_env -decals
the media files coming with the 3.6 pack
windows xp
2600xp asus a7n8x
Radeon 9600 pro 128mb
catalyst 4.4
DirektX 9.0b
1024x768x32
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I have no idea, sorry.
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Look for any stars.tbl files in your Freespace 2 directory tree.
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yes there is one
deleting....
and the nebulars are back:)
thanks wmc