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General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: ktistai228 on November 29, 2010, 01:40:18 pm

Title: Wait what?
Post by: ktistai228 on November 29, 2010, 01:40:18 pm
Image says it all. Why is this happening? Am I the only one?
(http://img262.imageshack.us/img262/6636/newbitmapimageyd.png)
Title: Re: Wait what?
Post by: General Battuta on November 29, 2010, 01:42:09 pm
Uh-oh.
Title: Re: Wait what?
Post by: MatthTheGeek on November 29, 2010, 01:43:26 pm
inb4log

What exactly is happening here ?
Title: Re: Wait what?
Post by: The E on November 29, 2010, 01:44:02 pm
Indeed. I can't make heads or tails of that pic.
Title: Re: Wait what?
Post by: General Battuta on November 29, 2010, 01:46:30 pm
It's Clash of the Titans II. The cutscene of the Bastion warping out and detonating has not triggered.
Title: Re: Wait what?
Post by: The E on November 29, 2010, 01:54:40 pm
Only a log can save us now.
Title: Re: Wait what?
Post by: ktistai228 on November 29, 2010, 02:34:00 pm
Okay, the picture seems to have not sent the message. It is Clash of the Titans II, the Bastion has reached the node. I am at 10 m over the Bastion, and it is inside the node. So why do I see the node symbol over the Bastion?
Title: Re: Wait what?
Post by: The E on November 29, 2010, 02:35:24 pm
Because the node symbol is not a model per se, but more of a HUD element? Question is, was this different before?
Title: Re: Wait what?
Post by: General Battuta on November 29, 2010, 02:44:50 pm
I believe it was.

So if you kept playing would the cutscene trigger properly and the mission end? I didn't remember the Bastion getting that far into the node.
Title: Re: Wait what?
Post by: ktistai228 on November 30, 2010, 07:09:43 am
I don't have the cutscene's around for some reason. It does end properly. My problem was with the node element. Also, what you see is one of the sides of the Bastion. On both sides the node overlaps over the Bastion. In the front, the Bastion overlaps over the node symbol. And E, I am 100% sure this didn't happen before.
Title: Re: Wait what?
Post by: The E on November 30, 2010, 07:37:34 am
Please test it. Also, you should tell us what build you are using.
Title: Re: Wait what?
Post by: ktistai228 on November 30, 2010, 09:10:11 am
Usual 3.6.12 mediavps with usual 3.6.12 exe. I'll post a log if that wasn't specific enough

LE1: If this wasn't what I was supposed to attach give a note!

[attachment deleted by admin]
Title: Re: Wait what?
Post by: The E on November 30, 2010, 09:22:14 am
Code: [Select]
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON 9200 Series DDR x86/MMX/3DNow!/SSE
  OpenGL Version    : 1.3.1072 WinXP Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 6 (6)
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!

Uhhh. You should really think about updating your GPU. That thing is positively ancient, and just barely capable of the things FSO needs to work. In fact, it is missing several extensions that FSO really wants to have (Non-power of 2 textures, for example).

Also, does this work correctly on a recent nightly?
Title: Re: Wait what?
Post by: ktistai228 on November 30, 2010, 12:45:16 pm
first off E, I'm from Romania, I do not have money to upgrade my computer ATM. Or in the next 6 months for that matter. And to note, this is one of the main reasons I LOVE FREESPACE! It works on my computer. So go with it.
Also, my old GPU was a Nvidia Geforce 2 MX/MX 400, with 64 mb SVGA or SDRAM(not sure, sorry). What I have now is godsent compared to that one.
About nightly builds, I never run such a thing, as you said my computer is pretty low-end, and I don't want to push my luck more than I can.
Title: Re: Wait what?
Post by: General Battuta on November 30, 2010, 12:45:43 pm
Nightly builds will improve performance, not hurt it. I suggest grabbing one.
Title: Re: Wait what?
Post by: The E on November 30, 2010, 01:36:24 pm
Indeed. Current nightlies are faster and use less memory than the .12 builds, which should help. Also, error reports about bugs in .12 are not very helpful, especially regarding graphical stuff, since there's a lot that changed.
Title: Re: Wait what?
Post by: Zacam on December 01, 2010, 12:47:00 am
Code: (fs2_open.log) [Select]
  Unable to find extension "NV_point_sprite".
  Unable to find extension "GL_ARB_shading_language_100".
  Unable to find extension "GL_ARB_shader_objects".
  Unable to find extension "GL_ARB_vertex_shader".
  Unable to find extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".

This says: run with -no_glsl. ("Disable GLSL (shader) Support") Already being turned off as we can see from the log, but actually turning it off will maybe help some.
Which will also mean, turn off "-normal" ("Enable Normal Maps") as well. They are not loading to begin with.

Code: (fs2_open.log) [Select]
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Unable to find extension "GL_EXT_framebuffer_object".

Thes asy: run with -disable_fbo ("Disable OpenGL RenderTargets")

Both flags can be found in the "Troubleshooting" section of the launcher.

Code: (fs2_open.log) [Select]
Found root pack 'E:\Games\FreeSpace2\data\models\00-raynor.vp' with a checksum of 0x00971070
Searching root pack 'E:\Games\FreeSpace2\data\models\00-raynor.vp' ... 235 files

Le what? This doesn't belong here. Even if it is adding JUST the raynor model and textures, a new model VP doesn't go into "data\models" much less the root FS2 one.
VP Files already contain a built in directory structure (if they are made properly) and so this should be in it's own MOD directory.
Title: Re: Wait what?
Post by: ktistai228 on December 01, 2010, 01:51:20 am
thanks for the flag indicators. will check them ASAP.
OOOOOppssss, sorry for that one, forgot they were there. Accidentally downloaded them there and left them there:) They were not tabled, so except for loading I don't think they cause much trouble. Will move them in a sec. Again, sorry...
Title: Re: Wait what?
Post by: Shivan Hunter on December 02, 2010, 08:59:42 pm
Anyway, I doubt any of these are causing the node issue. I have updated drivers and 8800GTS, and I'm still getting it. If I were to hazard a guess, I'd say it's a clash between the rendering pipeline for jump nodes and the rendering pipeline for everything else. If the entirety of a model is in front of a node, it'll block the node, but if even some of it is in the node, even the back parts will show up "through" the ship. It seems that the node is checked in its entirety for render order, and not individual polys.

It's a minor problem compared with the other stuff caused by the old rendering pipeline, though. Just try to get suns and background bitmaps to line up with a high FOV- the sun moves around depending on where the camera's looking. :p