Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on July 20, 2004, 03:09:37 am
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- Begged for by WCS: Bumped personas limit to be the same as an Inferno Build
- Requested by Kuras: Targeting reticle takes lag into account in MP
- Asked for by some multiplayer guys: -mpnoreturn removes the return to flight deck option on respawning
Let there be a great feast, and much rejoicing (http://fs2source.warpcore.org/exes/latest/fs2_open_C07202004.zip)
Oh, it's all untested...couldn't find any multiplayer servers.
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thx WMCoolmon ):D
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Originally posted by WMCoolmon
- Begged for by WCS: Bumped personas limit to be the same as an
[/B]
Coolmon, you are the man :) Thanks alot.
//starts to hack messages.tbl into pieces :)
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This build seems to work ok, -mpnoreturn works perfectly and i didnt find any serious bug yet. I just noticed mission loading time increased rapidly even with -jpgtga, -pcx32 and large textures disabled, but i think it's cauase i also installed mv_textures_c.vp. I'll do few more tests today.
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what was the build you are compareing loading times with?
index buffers require massive amount of thinking to generate
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what's the new personas limit, btw?
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I was comparing it with fs2_open_C07122004.exe, but as i posted i'm not sure if huge loading times are because of new build or new textures. I'll post more info tonight...
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The thing won’t start up; all it does is flash for a bit then returns to desktop. No error boxes, no 'need more virtual memory' boxes, nothing out of the ordinary comes up.
The version and command flags I use are: C:\Games\FreeSpace2\fs2_open_C07202004.exe -mpnoreturn -safeloading
And I have the mv_core_b
...
Can anyone help me out with this problem? I have a Windows XP Home edition, and the last time I installed the FS2_Opean launcher, it didn’t work after one try, it crashed and froze when I got 1\2 through loading a mission. That was the farthest I got, with the .DLL things not working and 'virtual memory' boxes.
By the way, some times when I start up the launcher, this box comes up:
'WARNING!'
'Unrecnoized command line paramater -get_flags, continue?'
or 'Fatal error' all talking about flags, or wrong\missing flags.
Does this mean anything to you guys?
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I made quite a few tests and this loading problem is not cause by this build version, since it would be offtopic here i posted more info here (http://www.hard-light.net/forums/index.php/topic,25463.0.html).
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Hmm
this may seem odd, quite contradictory to what I posted before, but I think I found a method to improve FPS drastically.
I switched off the 'use large textures' box in the launcher, and after that my load times cut in half, and FPS doubled, almost tripled even. This was with all jpgtgas off, but remarkably, with the zpack I get pretty good performance with the new anis and explosions! :D
Can anyone else confirm this?
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Thank you Svizel, ill try it. Maybe it will fix my FS2_Opean problem. On another note, does anyone have any suggestions on how to solve the other problem?
"The thing won’t start up; all it does is flash for a bit then returns to desktop. No error boxes, no 'need more virtual memory' boxes, nothing out of the ordinary comes up.
The version and command flags I use are: C:\Games\FreeSpace2\fs2_open_C07202004.exe -mpnoreturn -safeloading
And I have the mv_core_b
...
Can anyone help me out with this problem? "
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You MUST run fs2_open from the Launcher...I'm guessing that you haven't selected the EXE. Try clicking the "browse" button in the upper-right of the launcher and select the EXE you want to use. Check the features tab, this will have a descriptive list of all command lines; you might have to restart the launcher to see them.
Skip down to the "Configure the Launcher" section of this page for more detailed info: http://dynamic4.gamespy.com/~freespace/fsdoc/index.php/Downloading%20and%20Installing
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I did select the correct version of FS2_Opean. So it’s not that.
Any other thoughts?
By the way, IN the video area, at first I had the Direct3d8 thing. I just selected the other one, the one with the O. Anyway, I get a flash of the starting screen of fs2, when I run it, but then it breaks down and says some buffer overrun corrupted the internal stuff of the FS2_Opean. Every time I use the one with the O, I’m one step closer, cause I saw the starting screen for a second, but also a step farther, the buffer overrun thing.
Any ideas on how to fix the overrun?
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nice build, the opengl works too , major plus that - cos i can alt-tab without fs2 going splat now. :D
found one bug tho, when i hit f2 when in a game or on the server list screen fs2 crashes to desktop or the options screen comes up with just the names of stuff, no background or buttons.... and then crashes to desktop.
strange bug that, otherwise this build works good thanks :D
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hmm it just ctd'd in multiplayer just as was launching into RI , had just played RI fine tho.
Was using opengl, with latest vp's including effects one.
weird.
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more bugs found im afraid, sorry im not using mantis, but am in a hurry and not got time to faff with it atm.
will try mantis next time
ok have found a major openGL problem, in multiplayer it crashes to desktop at the start of the second mission played - dont matter whether hosting or a client . It happens every time - dont matter which mission you do.
Nother bug was just found while playing doomsday mission, all the ai fighters froze 3/4 through the mission, the models disappear and when u target then it points you to the top left, but the red arrow thing always stays in top left and end up spinning round never finding target ship cos it disappeared but still targeting.... - this only happened with direct3d.
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xenobyte6666: Try to create a new pilot and see if you can reproduce the F2 crash problem. If you can I've got a debug build I'd like you to try (http://icculus.org/~taylor/fso/testing/20040720-win32-debug.zip) and see if it gives you some extra info. You may want to run the debug build in a window or else it will switch back and forth as warning messages appear.
For the crash on second mission problem please try using the -novbo command line option. It's under Troubleshoot in the Launcher (Disable OpenGL VBO). If this fixes the problem for you please let me know what graphics card you have and what driver version you are using.
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Anyone have an answer to my earlier problem, I see many are being solved but..
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hi i used that debug, build with windowed mode, and the -novbo command line option, was running with the all features on thing as well, in opengl mode.
the good news is that it hit f2 in mission a few times and it didnt screw up this was with a new pilot file.
the bad news:
First bug was halfway through allalone, respawned and found that everything was spinning and i had no control - so had to end mission. so went and tried another mission and it crashed on second mission again was trying a dogfight one this time and it dont seem to matter which mission it is. - with a new pilot file, it hangs on the screen just before entering actual mission.
It comes up with the microsoft error , program is not responding thing and asks if i wanna do an error report. And meanwhile the program continues to eat RAM i think it got to 420,000k of memory used by the fs2 exe file before my pc crashed.
i can send u the errorlog.cfg and the fs.log files if you want them - give me an email address, or msn, or icq, or irc.
I use a gainward geforce fx5900 128mb ddr
my basic pc specs are:
abit nf7-s nforce2 motherboard
amd 2500xp barton
2 x 512mb pc3200
geforce fx59000
510gb HDD Space on 250gb, 120gb, 80gb and a 60gb all maxtor
lite-on cdrw
lite-on dvd player
windows xp professional sp1 and all updates installed.
Nforce drivers version 4.24
Nvidia Display Drivers version 6.14.10.5672
let me know if you need those errorlog files.
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Originally posted by Charismatic
Anyone have an answer to my earlier problem, I see many are being solved but..
I'm getting the exact same problem. I've tried clearing the entire list of all custom flags and it's not doing me any good.
I'm running standard FS2_Open (no mods) with all the latest vp files.
Does this build require any of the changes that the earlier HUD changes builds required?
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Oddly enough I tried the build out on my second (crappy) computer and it worked. I feel a reinstall coming on.
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Those poor 3 birds... :(
If they got killed with a stone that must've sucked...
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I noticed weird behaviour of targetting reticle in both Multiplayer and Singleplayer in this build, so i guess the changes you made aren't working exactly as they were supposed to...
Targetting reticle is pointing usually a bit sideway from the movement line of targetted ship so if you realy aim where it points you are missing the ship. Also on ships in full stop (0 speed) the reticle is pointying sideway of real target, it's most noticable on capship turrets.
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I have solved it.
It's the movie code again. Remove intro.avi and everything works. Put it back and it falls over. I tested this on both my computers and had exactly the same result.
Does this mean the movie playing code is borked yet again?
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I've got to make a few minor changes to the movie code soon anyway so I'll look at this. Your intro.avi is DivX right? I want to make sure I use a similar encoding since I don't have the avi versions of the movies. I think there may be an old mantis bug about this so if you don't mind look it up and see if it's the same thing. Reopen it if needed or let me know and I'll do it.
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Originally posted by taylor
I've got to make a few minor changes to the movie code soon anyway so I'll look at this. Your intro.avi is DivX right? I want to make sure I use a similar encoding since I don't have the avi versions of the movies. I think there may be an old mantis bug about this so if you don't mind look it up and see if it's the same thing. Reopen it if needed or let me know and I'll do it.
Yep. Divx. Log on to Fractux's server and you can get a copy of the exact same movei :)
I'll take a look on mantis and enter it myself.
EDIT : I checked mantis and couldn't find the same bug. The previous crash bug I found crashed AFTER playing the movie. With this version the crash is before playing the movie.
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what movie?
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erm going back to the main not-movie related problem, of the game crashing in multiplayer mode as soon as you launch second mission - this cannot be related to movie cos there are no movies in multiplayer.
Any ideas why it does that ?
And taylor do you want the errorlog files?
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Originally posted by Charismatic
what movie?
I have the avi versions of all of the FS2 Cutscenes on my computer. They work fine with 3.6 but cause crashes with this build.
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So i should deleite the Fs2 cutsenes, and the FS2 Opean thing with the new SCP Mulit should work?
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Why not just use the -dontshowvid command line tag from the Troubleshooting tab?
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Originally posted by Svizel
I noticed weird behaviour of targetting reticle in both Multiplayer and Singleplayer in this build, so i guess the changes you made aren't working exactly as they were supposed to...
Targetting reticle is pointing usually a bit sideway from the movement line of targetted ship so if you realy aim where it points you are missing the ship. Also on ships in full stop (0 speed) the reticle is pointying sideway of real target, it's most noticable on capship turrets.
Hmm...noted. What resolution are you playing in? I've heard of (and seen) similar problems with non-standard resolutions, and the code shouldn't even be executing under single-player; I specifically added an "if" statement so the code only runs if the Multiplayer game mode flag is set.
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Originally posted by Charismatic
So i should deleite the Fs2 cutsenes, and the FS2 Opean thing with the new SCP Mulit should work?
You definately shouldn't delete them cause then you'll have the hassle of finding them again once this is fixed :D
Simply move them into a subfolder called DisabledMovies or something similar.
Or you could use the -dnoshowvid flag that TP mentions but wrote incorrectly. Simply go to the troubleshootl flags section on the features tab and tick "Disable video playback" to activate it.
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Originally posted by WMCoolmon
Hmm...noted. What resolution are you playing in? I've heard of (and seen) similar problems with non-standard resolutions, and the code shouldn't even be executing under single-player; I specifically added an "if" statement so the code only runs if the Multiplayer game mode flag is set.
I don't know if this is related to code you added but i didn't notice this problem in any of previous builds. Just for sure i'll try to revert on C07122004 and inform you if i see the bug here as well.
Also I should note that i have problem with target box in target window. Targetted subsystems and turrets are showing on wrong possitions there, they are more to the center of model than they should be. But i have this bug since my first SCP installation and i guess you got it alredy reported many times...
Btw pls could it be possible to move the targetting retticle if statement on custom flag so players can turn if on / off if they want? I kinda prefer to count with ping myself. ;)
I'm using standard 1024x768x32 D3D and have this set of flags active:
fs2_open_C07202004.exe -spec -glow -nomotiondebris -d3d_no_vsync -mpnoreturn -fps -timeout 120 -ambient_factor 90
Here are caps:
------------------------------------------------------------------------------------
Operating System: Win XP Service Pack 1
Memory: 383 MB
Adapter: RADEON 9500 (Omega 2.5.30) //build on Catalyst 4.3
Modes:
127: (1600x1200)x32 bit, 85 rr
126: (1600x1200)x32 bit, 75 rr
125: (1600x1200)x32 bit, 70 rr
124: (1600x1200)x32 bit, 60 rr
123: (1600x1200)x16 bit, 85 rr
122: (1600x1200)x16 bit, 75 rr
121: (1600x1200)x16 bit, 70 rr
120: (1600x1200)x16 bit, 60 rr
119: (1520x1140)x32 bit, 85 rr
118: (1520x1140)x32 bit, 75 rr
117: (1520x1140)x32 bit, 60 rr
116: (1520x1140)x16 bit, 85 rr
115: (1520x1140)x16 bit, 75 rr
114: (1520x1140)x16 bit, 60 rr
113: (1400x1050)x32 bit, 85 rr
112: (1400x1050)x32 bit, 75 rr
111: (1400x1050)x32 bit, 60 rr
110: (1400x1050)x16 bit, 85 rr
109: (1400x1050)x16 bit, 75 rr
108: (1400x1050)x16 bit, 60 rr
107: (1360x1020)x32 bit, 85 rr
106: (1360x1020)x32 bit, 75 rr
105: (1360x1020)x32 bit, 60 rr
104: (1360x1020)x16 bit, 85 rr
103: (1360x1020)x16 bit, 75 rr
102: (1360x1020)x16 bit, 60 rr
101: (1280x1024)x32 bit, 85 rr
100: (1280x1024)x32 bit, 75 rr
99: (1280x1024)x32 bit, 70 rr
98: (1280x1024)x32 bit, 60 rr
97: (1280x1024)x16 bit, 85 rr
96: (1280x1024)x16 bit, 75 rr
95: (1280x1024)x16 bit, 70 rr
94: (1280x1024)x16 bit, 60 rr
93: (1280x960)x32 bit, 85 rr
92: (1280x960)x32 bit, 75 rr
91: (1280x960)x32 bit, 72 rr
90: (1280x960)x32 bit, 70 rr
89: (1280x960)x32 bit, 60 rr
88: (1280x960)x16 bit, 85 rr
87: (1280x960)x16 bit, 75 rr
86: (1280x960)x16 bit, 72 rr
85: (1280x960)x16 bit, 70 rr
84: (1280x960)x16 bit, 60 rr
83: (1200x900)x32 bit, 85 rr
82: (1200x900)x32 bit, 75 rr
81: (1200x900)x32 bit, 60 rr
80: (1200x900)x16 bit, 85 rr
79: (1200x900)x16 bit, 75 rr
78: (1200x900)x16 bit, 60 rr
77: (1152x864)x32 bit, 85 rr
76: (1152x864)x32 bit, 75 rr
75: (1152x864)x32 bit, 70 rr
74: (1152x864)x32 bit, 60 rr
73: (1152x864)x16 bit, 85 rr
72: (1152x864)x16 bit, 75 rr
71: (1152x864)x16 bit, 70 rr
70: (1152x864)x16 bit, 60 rr
69: (1024x768)x32 bit, 85 rr
68: (1024x768)x32 bit, 75 rr
67: (1024x768)x32 bit, 72 rr
66: (1024x768)x32 bit, 70 rr
65: (1024x768)x32 bit, 60 rr
64: (1024x768)x16 bit, 85 rr
63: (1024x768)x16 bit, 75 rr
62: (1024x768)x16 bit, 72 rr
61: (1024x768)x16 bit, 70 rr
60: (1024x768)x16 bit, 60 rr
59: (960x720)x32 bit, 85 rr
58: (960x720)x32 bit, 75 rr
57: (960x720)x32 bit, 60 rr
56: (960x720)x16 bit, 85 rr
55: (960x720)x16 bit, 75 rr
54: (960x720)x16 bit, 60 rr
53: (800x600)x32 bit, 85 rr
52: (800x600)x32 bit, 75 rr
51: (800x600)x32 bit, 72 rr
50: (800x600)x32 bit, 70 rr
49: (800x600)x32 bit, 60 rr
48: (800x600)x32 bit, 56 rr
47: (800x600)x16 bit, 85 rr
46: (800x600)x16 bit, 75 rr
45: (800x600)x16 bit, 72 rr
44: (800x600)x16 bit, 70 rr
43: (800x600)x16 bit, 60 rr
42: (800x600)x16 bit, 56 rr
41: (720x576)x32 bit, 75 rr
40: (720x576)x32 bit, 60 rr
39: (720x576)x32 bit, 59 rr
38: (720x576)x16 bit, 75 rr
37: (720x576)x16 bit, 60 rr
36: (720x576)x16 bit, 59 rr
35: (720x480)x32 bit, 85 rr
34: (720x480)x32 bit, 75 rr
33: (720x480)x32 bit, 72 rr
32: (720x480)x32 bit, 60 rr
31: (720x480)x16 bit, 85 rr
30: (720x480)x16 bit, 75 rr
29: (720x480)x16 bit, 72 rr
28: (720x480)x16 bit, 60 rr
27: (640x480)x32 bit, 85 rr
26: (640x480)x32 bit, 75 rr
25: (640x480)x32 bit, 72 rr
24: (640x480)x32 bit, 60 rr
23: (640x480)x16 bit, 85 rr
22: (640x480)x16 bit, 75 rr
21: (640x480)x16 bit, 72 rr
20: (640x480)x16 bit, 60 rr
19: (640x400)x32 bit, 75 rr
18: (640x400)x32 bit, 60 rr
17: (640x400)x16 bit, 75 rr
16: (640x400)x16 bit, 60 rr
15: (512x384)x32 bit, 75 rr
14: (512x384)x32 bit, 60 rr
13: (512x384)x16 bit, 75 rr
12: (512x384)x16 bit, 60 rr
11: (400x300)x32 bit, 75 rr
10: (400x300)x32 bit, 60 rr
9: (400x300)x16 bit, 75 rr
8: (400x300)x16 bit, 60 rr
7: (320x240)x32 bit, 75 rr
6: (320x240)x32 bit, 60 rr
5: (320x240)x16 bit, 75 rr
4: (320x240)x16 bit, 60 rr
3: (320x200)x32 bit, 75 rr
2: (320x200)x32 bit, 60 rr
1: (320x200)x16 bit, 75 rr
0: (320x200)x16 bit, 60 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: yes
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: yes
caps.CursorCaps.D3DCURSORCAPS_LOWRES: no
caps.DevCaps.D3DDEVCAPS_CANBLTSYSTONONLOCAL: yes
caps.DevCaps.D3DDEVCAPS_CANRENDERAFTERFLIP: yes
caps.DevCaps.D3DDEVCAPS_DRAWPRIMTLVERTEX: yes
caps.DevCaps.D3DDEVCAPS_EXECUTESYSTEMMEMORY: yes
caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY: yes
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION: yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT: yes
caps.DevCaps.D3DDEVCAPS_NPATCHES: no
caps.DevCaps.D3DDEVCAPS_PUREDEVICE: yes
caps.DevCaps.D3DDEVCAPS_QUINTICRTPATCHES: no
caps.DevCaps.D3DDEVCAPS_RTPATCHES: no
caps.DevCaps.D3DDEVCAPS_RTPATCHHANDLEZERO: no
caps.DevCaps.D3DDEVCAPS_SEPARATETEXTUREMEMORIES: no
caps.DevCaps.D3DDEVCAPS_TEXTURENONLOCALVIDMEM: yes
caps.DevCaps.D3DDEVCAPS_TEXTURESYSTEMMEMORY: no
caps.DevCaps.D3DDEVCAPS_TEXTUREVIDEOMEMORY: yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXSYSTEMMEMORY: yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXVIDEOMEMORY: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_BLENDOP: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPPLANESCALEDPOINTS: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPTLVERTS: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_COLORWRITEENABLE: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCCW: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCW: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLNONE: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_LINEPATTERNREP: no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_MASKZ: yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_TSSARGTEMP: yes
caps.RasterCaps.D3DPRASTERCAPS_ANISOTROPY: yes
caps.RasterCaps.D3DPRASTERCAPS_ANTIALIASEDGES: no
caps.RasterCaps.D3DPRASTERCAPS_COLORPERSPECTIVE: yes
caps.RasterCaps.D3DPRASTERCAPS_DITHER: yes
caps.RasterCaps.D3DPRASTERCAPS_FOGRANGE: yes
caps.RasterCaps.D3DPRASTERCAPS_FOGTABLE: yes
caps.RasterCaps.D3DPRASTERCAPS_FOGVERTEX: yes
caps.RasterCaps.D3DPRASTERCAPS_MIPMAPLODBIAS: yes
caps.RasterCaps.D3DPRASTERCAPS_PAT: no
caps.RasterCaps.D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE: no
caps.RasterCaps.D3DPRASTERCAPS_WBUFFER: no
caps.RasterCaps.D3DPRASTERCAPS_WFOG: yes
caps.RasterCaps.D3DPRASTERCAPS_ZBIAS: yes
caps.RasterCaps.D3DPRASTERCAPS_ZBUFFERLESSHSR: no
caps.RasterCaps.D3DPRASTERCAPS_ZFOG: yes
caps.RasterCaps.D3DPRASTERCAPS_ZTEST: yes
caps.ZCmpCaps.D3DPCMPCAPS_ALWAYS: yes
caps.ZCmpCaps.D3DPCMPCAPS_EQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATER: yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATEREQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_LESS: yes
caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL: yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER: yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCALPHA: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ONE: yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHA: yes
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: yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR: yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA: yes
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: no
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: yes
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL: yes
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE: yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2: yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED: yes
caps.TextureCaps.D3DPTEXTURECAPS_SQUAREONLY: no
caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE: yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP: yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: yes
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR: yes
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_BORDER: no
caps.TextureAddressCaps.D3DPTADDRESSCAPS_CLAMP: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRROR: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE: yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_WRAP: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_BORDER: no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_CLAMP: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRROR: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE: yes
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_WRAP: yes
caps.LineCaps.D3DLINECAPS_ALPHACMP: yes
caps.LineCaps.D3DLINECAPS_BLEND: yes
caps.LineCaps.D3DLINECAPS_FOG: yes
caps.LineCaps.D3DLINECAPS_TEXTURE: yes
caps.LineCaps.D3DLINECAPS_ZTEST: yes
Max texture width: 2048
Max texture height: 2048
Max volume extent: 1024
Max texture repeat: 2048
Max texture aspect: 2048
Max anisotropy: 16
Max vertex W: 10000000000.000000
Guard band (l,t,r,b): -960.000000 -960.000000 2880.000000 2880.000000
Extents adjust: 0
caps.StencilCaps.D3DSTENCILCAPS_DECR: yes
caps.StencilCaps.D3DSTENCILCAPS_DECRSAT: yes
caps.StencilCaps.D3DSTENCILCAPS_INCR: yes
caps.StencilCaps.D3DSTENCILCAPS_INCRSAT: yes
caps.StencilCaps.D3DSTENCILCAPS_INVERT: yes
caps.StencilCaps.D3DSTENCILCAPS_KEEP: yes
caps.StencilCaps.D3DSTENCILCAPS_REPLACE: yes
caps.StencilCaps.D3DSTENCILCAPS_ZERO: yes
caps.FVFCaps.D3DFVFCAPS_DONOTSTRIPELEMENTS: no
caps.FVFCaps.D3DFVFCAPS_PSIZE: yes
caps.FVFCaps.D3DFVFCAPS_TEXCOORDCOUNTMASK: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADD: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED2X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSMOOTH: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDCURRENTALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDDIFFUSEALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDFACTORALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHAPM: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAP: yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAPLUMINANCE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_DISABLE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_DOTPRODUCT3: yes
caps.TextureOpCaps.D3DTEXOPCAPS_LERP: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE2X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE4X: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA: yes
caps.TextureOpCaps.D3DTEXOPCAPS_MULTIPLYADD: yes
caps.TextureOpCaps.D3DTEXOPCAPS_PREMODULATE: yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG1: yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG2: yes
caps.TextureOpCaps.D3DTEXOPCAPS_SUBTRACT: yes
Max texture blend stages: 8
Max simultaneous textures: 8
caps.VertexProcessingCaps.D3DVTXPCAPS_DIRECTIONALLIGHTS: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_LOCALVIEWER: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_MATERIALSOURCE7: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_POSITIONALLIGHTS: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TEXGEN: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_TWEENING: yes
caps.VertexProcessingCaps.D3DVTXPCAPS_NO_VSDT_UBYTE4: no
Max active lights: 8
Max user clip planes: 6
Max vertex blend matrices: 4
Max vertex blend matrix index: 37
Max point size: 256.000000
Max Prim count: 1048575
Max Vertrx index: 16777215
Max Streams: 16
Max Stream stride: 1024
Vertex shader version: 1.1
Max vertex shader const: 256
Pixel shader version: 1.4
Max pixel shader value: -536870912
------------------------------------------------------------------------------------
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I checked it out and this issue is only in new C07202004 build. Here are 2 screens for comparison, both are from singleplayer mission Dunkerque. On screen from build C07122004 (http://svizel.kbx.cz/images/c07122004.jpg) targetting reticle is ok, on screen from C07202004 (http://svizel.kbx.cz/images/c07202004.jpg) it points sideway. Also on both screens you can see the wrong taretting box placement in target window, it should be more down and left.
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Im still having the same problem even with the 'dont show video' thing- which was suggested. I even reinstalled everything.
Do you guys want me to post my Error Log?
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Would you post this on mantis? There seems to be some sort of misalignment on the targetting system.
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Originally posted by Charismatic
Im still having the same problem even with the 'dont show video' thing- which was suggested. I even reinstalled everything.
Do you guys want me to post my Error Log?
Try running it with no media.vp present, no movies in the main folder and none of the flags set.
It sounds like you have a different problem from the one I had.
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I probably do.
And what is the Mantis?
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Mantis is a php/MySQL/web based bugtracking system:
http://www.mantisbt.org/about.php
;)
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Well... I think Charismatic will be more interested in link on actuall SCP mantis than on project pages... http://mgo.maxgaming.net/mantis/main_page.php
Btw i tried to register there yesterday but i still didn't got my password on mail... trying again...
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So no one wants the 'error log' ?
If i can d\l it, i will (the Mantis in the last post).
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I just tested the few new builds which came out recently and non of them had this weird targetting reticle problem so i'm afraid bug really must be somewhere in new code you implemented to this build. The -mpnoreturn flag worked fine tho and i kinda miss it in new builds... :(
Btw all builds have the same targeting window problem. I finally got my login to Mantis so i'm going to post it there...
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*Waits*
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well I told WBcoolmon to make this targeting reticle unofficial but he posted it, and u Svizel washed in hot water post all new builds, that u GUYS now should know its more weird than previous, now the reticle is jumping like hell ( I've tested it only on LOW, don't know how its working on high). Cya in space or not cya
edited (that english lang sometimes make problems)
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My role here is to betatest, if i find bug i report it...
As for new builds, i hadn't much time to test them, i just made few test directly related to targetting retticle and memory usage and both features worked fine for me. If you find bugs in new builds simply report them.
...and if you have some personal issues with me stop solving them via HLP forum.
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I figured I'd post this here. WM, there's a problem with the -targetinfo thing. I've noticed that the new target data display will override an alternate name in FRED. For example, if you're playing "Into The Lion's Den" and you target one of the Saths that jump in at a distance, your standard target box says "SJ Sathanas" as the ship class, but the target reticle data says "SJD Sathanas", which is what the model class acually is. I hope this can be fixed.
Later!
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OK, so the problems are...
1) Targeting recticule moves around weird in this build
2) No -mpnoreturn in other builds
3) Alt-name doesn't show up with -targetinfo
Can anyone provide any more information about #1? It absolutely should not be any different in single player...for the people that it does seem to work for, does it semi-accurately predict lag?
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Actually it doesn't "move" around, it always stays a bit down-left as on screenshot i posted above ...and yes it's same in single and multiplayer.
About if it really works... well i don't know honestly... If you want to hit fast moving target in multi you have to fire by your own "sense" anyway, it's quite common that even on ping under 100ms you have to fire half screen away from where you see some light ship if you want to hit it and simulating this would be really hard.
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I suggest to delete that targeting reticle or just even make it as a flag to set in the launcher. I understood the lag can't be deleted in any online games. anyway thanks to make and test this feature.