Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Valathil on August 21, 2011, 11:21:40 am
-
To avoid another Disco incident Im gonna put a test build here. Look at it and tell me if theres anything wrong. I cant make a patch cuz tortoise svn only tell me the changes to my last commit not to the repository any help there would also be appreciated
http://www.mediafire.com/?2eb0q2gb2j629b4
-
It says the address isn't valid when I click the link to download it.
Works now, I'll take a look at it. :D
-
right click on directory->click on show log->right click on revision you want a diff against->show as unified diff
IIRC
-
Woo gAyTI strikes again with royally disgusting visual ****ups.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/DistortionDerp1.png)
Here what's supposed to be thruster distortion is putting holes all over my Perseus, and covering up that Orion and the Hecate behind said Orion in a giant black box.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/DistortionDerp2.png)
And here, instead of a heat wave, the entire Massive Battle area is engulfed in a black circle of nothing. At least almost anyway, that last bit of the Hatshesput can still be seen but as the shockwave expanded it eventually was covered as well.
I'd log it but only an r.exe was provided.
-
try this : http://www.mediafire.com/?wsps9a9pv19mxax
-
Unfortunately that had no effect. :(
-
Unfortunately that had no effect. :(
Did it at least remove the artifacts on the perseus
-
Artifacts are still present.
-
What AMD card and driver you are running on?
-
5870 on 11.4, I read 11.5 had other issues and using 11.6 gave me transparency issues. I haven't tried 11.7 or 11.8 yet though I'm sceptical as all hell to even touching them.
-
11.8 at least is pretty good so far.
-
I'll give it a try then.
-
how about now fixed a shader issue: http://www.mediafire.com/?q0c5vexyfxkmpgw
and got a patchIndex: code/cmdline/cmdline.cpp
===================================================================
--- code/cmdline/cmdline.cpp (revision 7508)
+++ code/cmdline/cmdline.cpp (working copy)
@@ -172,6 +172,7 @@
{ "-ingame_join", "Allow in-game joining", true, 0, EASY_DEFAULT, "Experimental", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-ingame_join", },
{ "-voicer", "Enable voice recognition", true, 0, EASY_DEFAULT, "Experimental", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-voicer", },
+ { "-fb_explosions", "Enable Framebuffer Shockwaves", true, 0, EASY_DEFAULT, "Experimental", "", },
{ "-fps", "Show frames per second on HUD", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-fps", },
{ "-pos", "Show position of camera", false, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-pos", },
@@ -267,6 +268,7 @@
cmdline_parm bloom_intensity_arg("-bloom_intensity", NULL);
cmdline_parm fxaa_arg("-fxaa", NULL);
cmdline_parm fxaa_preset_arg("-fxaa_preset", NULL);
+cmdline_parm fb_explosions_arg("-fb_explosions", NULL);
float Cmdline_clip_dist = Default_min_draw_distance;
float Cmdline_fov = 0.75f;
@@ -289,6 +291,7 @@
bool Cmdline_fxaa = false;
int Cmdline_fxaa_preset = 6;
extern int Fxaa_preset_last_frame;
+bool Cmdline_fb_explosions = 0;
// Game Speed related
cmdline_parm cache_bitmaps_arg("-cache_bitmaps", NULL); // Cmdline_cache_bitmaps
@@ -1429,6 +1432,11 @@
Cmdline_softparticles = 1;
}
+ if ( fb_explosions_arg.found() )
+ {
+ Cmdline_fb_explosions = 1;
+ }
+
if ( postprocess_arg.found() )
{
Cmdline_postprocess = 1;
Index: code/cmdline/cmdline.h
===================================================================
--- code/cmdline/cmdline.h (revision 7508)
+++ code/cmdline/cmdline.h (working copy)
@@ -76,6 +76,7 @@
extern int Cmdline_bloom_intensity;
extern bool Cmdline_fxaa;
extern int Cmdline_fxaa_preset;
+extern bool Cmdline_fb_explosions;
// Game Speed related
extern int Cmdline_cache_bitmaps;
Index: code/globalincs/def_files.cpp
===================================================================
--- code/globalincs/def_files.cpp (revision 7508)
+++ code/globalincs/def_files.cpp (working copy)
@@ -2194,10 +2194,16 @@
uniform float nearZ; \n\
uniform float farZ; \n\
\n\
-varying float radius; \n\
+varying float radius; \n\
+ \n\
+#ifdef FLAG_DISTORTION \n\
+uniform sampler2D distMap; \n\
+uniform sampler2D frameBuffer; \n\
+#endif \n\
\n\
void main() \n\
{ \n\
+ #ifndef FLAG_DISTORTION \n\
vec2 offset = vec2( \n\
radius * abs(0.5 - gl_TexCoord[0].x) * 2.0, \n\
radius * abs(0.5 - gl_TexCoord[0].y) * 2.0 \n\
@@ -2236,5 +2242,17 @@
fragmentColor = fragmentColor * ( ds / (depthOffset*2.0) ); \n\
\n\
gl_FragColor = fragmentColor; \n\
+ #else \n\
+ vec2 depthCoord = vec2( \n\
+ gl_FragCoord.x / window_width, \n\
+ gl_FragCoord.y / window_height \n\
+ ); \n\
+ vec4 fragmentColor = texture2D(baseMap, gl_TexCoord[0].xy)*gl_Color.a; \n\
+ vec2 distortion = texture2D(distMap, gl_TexCoord[0].xy).rg; \n\
+ float alpha = clamp(dot(fragmentColor.rgb,vec3(0.3333))*5.0,0.0,1.0); \n\
+ distortion = ((distortion - 0.5) * 0.01) * alpha; \n\
+ gl_FragColor = texture2D(frameBuffer,depthCoord+distortion); \n\
+ gl_FragColor.a = alpha; \n\
+ #endif \n\
} \n\
";
\ No newline at end of file
Index: code/graphics/grbatch.cpp
===================================================================
--- code/graphics/grbatch.cpp (revision 7508)
+++ code/graphics/grbatch.cpp (working copy)
@@ -405,6 +405,7 @@
{
vec3d p[4];
vertex *P = &vert[n_to_render * 3];
+ float *R = &radius_list[n_to_render * 3];
vec3d fvec, uvecs, uvece, evec;
@@ -456,10 +457,11 @@
for(int i = 0; i < 6; i++){
P[i].r = P[i].g = P[i].b = P[i].a = _color;
+ R[i] = width;
}
n_to_render += 2;
- use_radius = false;
+ use_radius = true;
}
float geometry_batcher::draw_laser(vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
@@ -559,10 +561,8 @@
void geometry_batcher::render(int flags, float radius)
{
if (n_to_render) {
- if ( (flags & TMAP_FLAG_SOFT_QUAD) && Cmdline_softparticles && use_radius ) {
- int zbuff = gr_zbuffer_set(GR_ZBUFF_NONE);
+ if ( (((flags & TMAP_FLAG_SOFT_QUAD) && Cmdline_softparticles)) || (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) && use_radius ) {
gr_render_effect(n_to_render * 3, vert, radius_list, flags | TMAP_FLAG_TRILIST);
- gr_zbuffer_set(zbuff);
} else {
gr_render(n_to_render * 3, vert, flags | TMAP_FLAG_TRILIST);
}
@@ -714,7 +714,14 @@
continue;
Assert( bi->texture >= 0 );
- gr_set_bitmap(bi->texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, bi->alpha);
+ if(bi->tmap_flags & TMAP_FLAG_DISTORTION)
+ {
+ gr_set_bitmap(bi->texture, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, bi->alpha);
+ }
+ else
+ {
+ gr_set_bitmap(bi->texture, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, bi->alpha);
+ }
bi->batch.render( bi->tmap_flags);
}
}
Index: code/graphics/gropengldraw.cpp
===================================================================
--- code/graphics/gropengldraw.cpp (revision 7508)
+++ code/graphics/gropengldraw.cpp (working copy)
@@ -32,12 +32,17 @@
#include "nebula/neb.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglpostprocessing.h"
+#include "freespace2/freespace.h"
GLuint Scene_framebuffer;
GLuint Scene_color_texture;
GLuint Scene_effect_texture;
GLuint Scene_depth_texture;
+GLuint Distortion_framebuffer;
+GLuint Distortion_texture[2];
+int Distortion_switch = 0;
+
int Scene_texture_initialized;
bool Scene_framebuffer_in_frame;
@@ -1269,7 +1274,7 @@
float u_scale = 1.0f, v_scale = 1.0f;
GLenum gl_mode = GL_TRIANGLE_FAN;
int attrib_index = -1;
-
+ int zbuff,zbuffsaved=0;
GL_CHECK_FOR_ERRORS("start of render3d()");
Assert(Scene_depth_texture != 0);
@@ -1278,8 +1283,38 @@
if ( flags & TMAP_FLAG_TEXTURED ) {
if ( flags & TMAP_FLAG_SOFT_QUAD ) {
- int sdr_index = opengl_shader_get_index(SDR_FLAG_SOFT_QUAD);
- opengl_shader_set_current(&GL_shader[sdr_index]);
+ int sdr_index;
+ if( (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) )
+ {
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+ sdr_index = opengl_shader_get_index(SDR_FLAG_SOFT_QUAD|SDR_FLAG_DISTORTION);
+ opengl_shader_set_current(&GL_shader[sdr_index]);
+
+ vglUniform1iARB(opengl_shader_get_uniform("frameBuffer"), 2);
+
+ GL_state.Texture.SetActiveUnit(2);
+ GL_state.Texture.SetTarget(GL_TEXTURE_2D);
+ GL_state.Texture.Enable(Scene_effect_texture);
+ GL_state.Texture.SetActiveUnit(3);
+ GL_state.Texture.SetTarget(GL_TEXTURE_2D);
+ if(flags & TMAP_FLAG_DISTORTION_THRUSTER)
+ {
+ vglUniform1iARB(opengl_shader_get_uniform("distMap"), 3);
+ GL_state.Texture.Enable(Distortion_texture[!Distortion_switch]);
+ }
+ else
+ {
+ vglUniform1iARB(opengl_shader_get_uniform("distMap"), 0);
+ GL_state.Texture.Disable();
+ }
+ }
+ else
+ {
+ sdr_index = opengl_shader_get_index(SDR_FLAG_SOFT_QUAD);
+ opengl_shader_set_current(&GL_shader[sdr_index]);
+ zbuff = gr_zbuffer_set(GR_ZBUFF_NONE);
+ zbuffsaved = 1;
+ }
vglUniform1iARB(opengl_shader_get_uniform("baseMap"), 0);
vglUniform1iARB(opengl_shader_get_uniform("depthMap"), 1);
@@ -1308,6 +1343,7 @@
GLboolean cull_face = GL_state.CullFace(GL_FALSE);
GLboolean lighting = GL_state.Lighting(GL_FALSE);
+ GLboolean mask = GL_state.DepthMask(GL_FALSE);
if (flags & TMAP_FLAG_TRILIST) {
gl_mode = GL_TRIANGLES;
@@ -1338,6 +1374,12 @@
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.Disable();
+ GL_state.Texture.SetActiveUnit(2);
+ GL_state.Texture.Disable();
+
+ GL_state.Texture.SetActiveUnit(3);
+ GL_state.Texture.Disable();
+
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
@@ -1348,7 +1390,13 @@
GL_state.CullFace(cull_face);
GL_state.Lighting(lighting);
+ GL_state.DepthMask(mask);
+ if(zbuffsaved)
+ gr_zbuffer_set(zbuff);
+ GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
+ vglDrawBuffers(2, buffers);
+
GL_CHECK_FOR_ERRORS("end of render3d()");
}
@@ -1924,13 +1972,6 @@
{
Scene_texture_initialized = 0;
- if ( !Cmdline_postprocess && !Cmdline_softparticles ) {
- Scene_color_texture = 0;
- Scene_effect_texture = 0;
- Scene_depth_texture = 0;
- return;
- }
-
if ( !Use_GLSL || Cmdline_no_fbo || !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) ) {
Cmdline_postprocess = 0;
Cmdline_softparticles = 0;
@@ -2045,6 +2086,50 @@
return;
}
+ //Setup thruster distortion framebuffer
+ vglGenFramebuffersEXT(1, &Distortion_framebuffer);
+ vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Distortion_framebuffer);
+
+ glGenTextures(2, Distortion_texture);
+
+ GL_state.Texture.SetActiveUnit(0);
+ GL_state.Texture.SetTarget(GL_TEXTURE_2D);
+ GL_state.Texture.Enable(Distortion_texture[0]);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 32, 32, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+
+ GL_state.Texture.Enable(Distortion_texture[1]);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 32, 32, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+
+ vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Distortion_texture[0], 0);
+
+
+
+ if ( opengl_check_framebuffer() ) {
+ vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ vglDeleteFramebuffersEXT(1, &Distortion_framebuffer);
+ Distortion_framebuffer = 0;
+
+ GL_state.Texture.Disable();
+
+ glDeleteTextures(2, Distortion_texture);
+ Scene_color_texture = 0;
+ return;
+ }
+
if ( opengl_check_for_errors("post_init_framebuffer()") ) {
Scene_color_texture = 0;
Scene_depth_texture = 0;
@@ -2086,6 +2171,17 @@
Scene_framebuffer = 0;
}
+ if ( Distortion_texture ) {
+ glDeleteTextures(2, Distortion_texture);
+ Distortion_texture[0] = 0;
+ Distortion_texture[1] = 0;
+ }
+
+ if ( Distortion_framebuffer ) {
+ vglDeleteFramebuffersEXT(1, &Distortion_framebuffer);
+ Distortion_framebuffer = 0;
+ }
+
Scene_texture_initialized = 0;
Scene_framebuffer_in_frame = false;
}
@@ -2111,12 +2207,20 @@
Scene_framebuffer_in_frame = true;
}
+float time_buffer = 0.0f;
void gr_opengl_scene_texture_end()
{
if ( !Scene_framebuffer_in_frame ) {
return;
}
-
+
+ time_buffer+=flFrametime;
+ if(time_buffer>0.03f)
+ {
+ gr_opengl_update_distortion();
+ time_buffer = 0.0f;
+ }
+
if ( Cmdline_postprocess && !PostProcessing_override ) {
gr_post_process_end();
} else {
@@ -2163,3 +2267,62 @@
Scene_framebuffer_in_frame = false;
}
+
+void gr_opengl_update_distortion()
+{
+ GLboolean depth = GL_state.DepthTest(GL_FALSE);
+ GLboolean depth_mask = GL_state.DepthMask(GL_FALSE);
+ GLboolean light = GL_state.Lighting(GL_FALSE);
+ GLboolean blend = GL_state.Blend(GL_FALSE);
+ GLboolean cull = GL_state.CullFace(GL_FALSE);
+
+ opengl_shader_set_current();
+ vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Distortion_framebuffer);
+ vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Distortion_texture[!Distortion_switch], 0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+
+ glViewport(0,0,32,32);
+ GL_state.Texture.SetActiveUnit(0);
+ GL_state.Texture.SetTarget(GL_TEXTURE_2D);
+ GL_state.Texture.Enable(Distortion_texture[Distortion_switch]);
+ glClearColor(0.5f, 0.5f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.03f*(float)gr_screen.max_w,(float)gr_screen.max_h);
+
+ glTexCoord2f(0.96875f, 0.0f);
+ glVertex2f((float)gr_screen.max_w, (float)gr_screen.max_h);
+
+ glTexCoord2f(0.96875f, 1.0f);
+ glVertex2f((float)gr_screen.max_w, 0.0f);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.03f*(float)gr_screen.max_w, 0.0f);
+ glEnd();
+ GL_state.Texture.Disable();
+ glBegin(GL_POINTS);
+ for(int i = 0; i < 33; i++)
+ {
+ glColor4ub(rand()%256, rand()%256 ,255, 255);
+ glVertex2f(0.04f, (float)gr_screen.max_h*0.03125f*i);
+ }
+ glEnd();
+ Distortion_switch = !Distortion_switch;
+
+ // reset state
+ vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Scene_framebuffer);
+
+ glViewport(0,0,gr_screen.max_w,gr_screen.max_h);
+
+ GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
+ vglDrawBuffers(2, buffers);
+
+ GL_state.DepthTest(depth);
+ GL_state.DepthMask(depth_mask);
+ GL_state.Lighting(light);
+ GL_state.Blend(blend);
+ GL_state.CullFace(cull);
+}
Index: code/graphics/gropengldraw.h
===================================================================
--- code/graphics/gropengldraw.h (revision 7508)
+++ code/graphics/gropengldraw.h (working copy)
@@ -32,6 +32,7 @@
void gr_opengl_render(int nverts, vertex *verts, uint flags);
void gr_opengl_render_effect(int nverts, vertex *verts, float *radius_list, uint flags);
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize);
+void gr_opengl_update_distortion();
void opengl_render_timer_bar(int colour, float x, float y, float w, float h);
void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage = 0);
Index: code/graphics/gropenglshader.cpp
===================================================================
--- code/graphics/gropenglshader.cpp (revision 7508)
+++ code/graphics/gropenglshader.cpp (working copy)
@@ -305,7 +305,10 @@
4, { "sSpecmap", "sNormalmap", "sHeightmap", "n_lights" }, 0, { NULL } }*/
{ "soft-v.sdr", "soft-f.sdr", (SDR_FLAG_SOFT_QUAD),
- 6, {"baseMap", "depthMap", "window_width", "window_height", "nearZ", "farZ"}, 1, { "radius_in" } }
+ 6, {"baseMap", "depthMap", "window_width", "window_height", "nearZ", "farZ"}, 1, { "radius_in" } },
+
+ { "soft-v.sdr", "soft-f.sdr", (SDR_FLAG_SOFT_QUAD | SDR_FLAG_DISTORTION),
+ 8, {"baseMap", "depthMap", "window_width", "window_height", "nearZ", "farZ", "distMap", "frameBuffer"}, 1, { "radius_in" } }
};
static const int Num_shader_files = sizeof(GL_shader_file) / sizeof(opengl_shader_file_t);
@@ -440,6 +443,10 @@
if (flags & SDR_FLAG_ANIMATED) {
sflags += "#define FLAG_ANIMATED\n";
}
+
+ if (flags & SDR_FLAG_DISTORTION) {
+ sflags += "#define FLAG_DISTORTION\n";
+ }
}
Index: code/graphics/gropenglshader.h
===================================================================
--- code/graphics/gropenglshader.h (revision 7508)
+++ code/graphics/gropenglshader.h (working copy)
@@ -36,6 +36,7 @@
#define SDR_FLAG_ENV_MAP (1<<15)
#define SDR_FLAG_ANIMATED (1<<16)
#define SDR_FLAG_SOFT_QUAD (1<<17)
+#define SDR_FLAG_DISTORTION (1<<18)
#define MAX_SHADER_UNIFORMS 15
Index: code/graphics/tmapper.h
===================================================================
--- code/graphics/tmapper.h (revision 7508)
+++ code/graphics/tmapper.h (working copy)
@@ -78,6 +78,12 @@
// use soft particle shader - Swifty
#define TMAP_FLAG_SOFT_QUAD (1<<20)
+// use framebuffer distortion mapping with generated distortion map - Valathil
+#define TMAP_FLAG_DISTORTION_THRUSTER (1<<21)
+
+// use framebuffer distortion mapping - Valathil
+#define TMAP_FLAG_DISTORTION (1<<22)
+
#define TMAP_ADDRESS_WRAP 1
#define TMAP_ADDRESS_MIRROR 2
#define TMAP_ADDRESS_CLAMP 3
Index: code/model/modelinterp.cpp
===================================================================
--- code/model/modelinterp.cpp (revision 7508)
+++ code/model/modelinterp.cpp (working copy)
@@ -2527,8 +2527,8 @@
// Int3();
}
-geometry_batcher primary_thruster_batcher, secondary_thruster_batcher, tertiary_thruster_batcher;
-
+geometry_batcher primary_thruster_batcher, secondary_thruster_batcher, tertiary_thruster_batcher, distortion_thruster_batcher;
+extern bool Scene_framebuffer_in_frame;
// maybe draw mode thruster glows
void model_render_thrusters(polymodel *pm, int objnum, ship *shipp, matrix *orient, vec3d *pos)
{
@@ -2566,6 +2566,7 @@
if (Interp_secondary_thrust_glow_bitmap >= 0) {
secondary_thruster_batcher.allocate(n_q);
+ distortion_thruster_batcher.allocate(n_q);
do_render = true;
}
@@ -2758,6 +2759,11 @@
}
secondary_thruster_batcher.draw_beam(&pnt, &norm2, wVal*Interp_secondary_thrust_glow_rad_factor*0.5f, d);
+ if(Scene_framebuffer_in_frame)
+ {
+ vm_vec_scale_add(&norm2, &pnt, &fvec, wVal * 4 * Interp_thrust_glow_len_factor);
+ distortion_thruster_batcher.draw_beam(&pnt, &norm2, wVal*Interp_secondary_thrust_glow_rad_factor, 1.0f);
+ }
}
}
// end secondary glows
@@ -2818,7 +2824,9 @@
}*/
if (Interp_secondary_thrust_glow_bitmap >= 0) {
- gr_set_bitmap(Interp_secondary_thrust_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
+ gr_set_bitmap(Interp_secondary_thrust_glow_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f);
+ distortion_thruster_batcher.render(TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT | TMAP_FLAG_DISTORTION_THRUSTER | TMAP_FLAG_SOFT_QUAD);
+ gr_set_bitmap(Interp_secondary_thrust_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
secondary_thruster_batcher.render(TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT | TMAP_HTL_3D_UNLIT);
}
Index: code/weapon/shockwave.cpp
===================================================================
--- code/weapon/shockwave.cpp (revision 7508)
+++ code/weapon/shockwave.cpp (working copy)
@@ -92,6 +92,7 @@
extern int Show_area_effect;
extern int Cmdline_nohtl;
extern int Cmdline_enable_3d_shockwave;
+extern bool Cmdline_fb_explosions;
// ------------------------------------------------------------------------------------
@@ -464,20 +465,46 @@
model_render( sw->model_id, &Objects[sw->objnum].orient, &sw->pos, MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL, sw->objnum);
model_set_warp_globals();
+ if(Cmdline_fb_explosions)
+ {
+ g3_transfer_vertex(&p, &sw->pos);
+
+ batch_add_bitmap_rotated(
+ Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94),
+ TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
+ &p,
+ fl_radians(sw->rot_angles.p),
+ sw->radius,
+ ((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
+ );
+ }
}else{
if (!Cmdline_nohtl) {
g3_transfer_vertex(&p, &sw->pos);
} else {
g3_rotate_vertex(&p, &sw->pos);
}
-
- batch_add_bitmap_rotated(
- sw->current_bitmap,
- TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
- &p,
- fl_radians(sw->rot_angles.p),
- sw->radius
- );
+ if(Cmdline_fb_explosions)
+ {
+ batch_add_bitmap_rotated(
+ sw->current_bitmap,
+ TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION,
+ &p,
+ fl_radians(sw->rot_angles.p),
+ sw->radius,
+ ((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
+ );
+ }
+ else
+ {
+ batch_add_bitmap_rotated(
+ sw->current_bitmap,
+ TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
+ &p,
+ fl_radians(sw->rot_angles.p),
+ sw->radius
+ );
+ }
}
}
-
So far 11.8 didn't do anything positive, but at least it did nothing negative. I'm downloading the new .exe now and...I forgot what to do with the cmdline if anything is to be done with it.
Okay, I've got some progress now! The black boxes are gone so the effects are now showing, however I still get the artifacts.
-
could you post some screenies of the artifacts please. specifically on two angles. when the ship is covering the thrusters and a good angle where the thruster distorts something with a good contrast like a planet with a hires texture or something
-
Okay, give me a moment I'll get some done.
-
great debug log doesnt help me anyway i need to see this
-
Three different scenarios.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/DistortionArtifacts1.png)
Along with the artifacts that show around the engines of ships artifacts from distant explosions are shown through the hull of other ships closer to you. Those specs on the Hatshesput's hull are from an engagement with a Ravana in front of it.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/DistortionArtifacts2.png)
And then the artifacts on the engines that I showed on the earlier post, although this time as you can see the effect itself is working, from the glows above the Orion's hangarbay bending.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/DistortionArtifacts3.png)
And artifacts from the exploding Cyclops I launched, would be easier to see with some sort of background but on the Ravana's tubes you can see where the shockwave is.
-
One question Zane, did you try the test build of swiftys soft particles. If not please do and tell me if you get the same artifacts. it kinda seems to me that this is a soft particle issue
-
I have but I believe I didn't get the issue then. I'll have to try it again to double check.
Okay that isn't entirely true, the first release of that build had effects rendered as white squares, but after updating that problem went away. Doesn't mean I'm not going to try it again though.
-
then please disable fb_explosion and see if the artifacts still occur on explosions then it would be definitely the soft particles
-
I'll do that, though trying the soft particles build there were no artifacts.
-
works like charm for me :yes:
and now I'm actually wondering if getting an ATI card is a wise decision.
-
With fb_explosion off (And on) I get the artifacts again.
-
With fb_explosion off (And on) I get the artifacts again.
on the thrusters or on the explosions?
-
On thrusters.
-
ok ok so its definitely the distortion effect hmmmmmmmm. i currently at my wits end. but ill think about it. one thing though
run this mission and tell me if you get artifacts once the sathanas starts cloaking this was made with blueplanet2 mod active hopefully you have that
#Mission Info
$Version: 0.10
$Name: XSTR("aaa", -1)
$Author: Microsoft
$Created: 07/05/11 at 19:03:00
$Modified: 08/04/11 at 19:14:47
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:
$Mission Desc:
XSTR("Put mission description here
", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 128
+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000
+Viewer pos: -13808.654297, 2227.800781, 2949.279785
+Viewer orient:
-0.032212, -0.000000, -0.999481,
0.230627, 0.973014, -0.007433,
0.972509, -0.230747, -0.031343
$AI Profile: BP2
#Command Briefing
#Briefing
$start_briefing
$num_stages: 0
$end_briefing
#Debriefing_info
$Num stages: 0
#Players ;! 1 total
$Starting Shipname: GTF Ulysses 0
$Ship Choices: (
"GTF Ulysses" 5
"GTF Hercules" 5
"GTF Hercules Mark II" 5
"GTF Ares" 5
"GTF Erinyes" 5
"GTF Loki" 5
"GTF Pegasus" 5
"GTF Perseus" 5
"GTF Myrmidon" 5
"SF Mara (terrans)" 5
"GTB Artemis" 5
"GTB Artemis D.H." 5
"GTB Medusa" 5
"GTB Ursa" 5
"GTB Zeus" 5
"GTB Boanerges" 5
"GVF Ptah" 5
"GTF Aurora" 5
"GTF Kulas" 5
"Spacesuit" 5
"GTF Atalanta" 5
"GTF Nyx" 5
"UEF Uhlan" 5
"UEF Kentauroi" 5
"UEF Uriel" 5
"UEF Izra'il" 5
"UEF Lao Tze" 5
"UEB Durga" 5
)
+Weaponry Pool: (
"Subach HL-7" 16
"Subach HL-D" 16
"Mekhu HL-7" 16
"Mekhu HL-7D" 16
"Akheton SDG" 16
"Morning Star" 16
"MorningStar D" 16
"Prometheus R" 16
"Prometheus S" 16
"Prometheus D" 16
"Maxim" 16
"Maxim D" 16
"UD-8 Kayser" 16
"UD-D Kayser" 16
"Circe" 16
"Lamprey" 16
"Balor" 16
"Vishnan Primary" 16
"Vulcan" 16
"Maul" 16
"Rapier" 16
"Gattler" 16
"Scalpel" 16
"Sidhe" 16
"UX Accelerator" 16
"Cavalier" 16
"Archer" 16
"Redeemer" 16
"Vajra" 16
"Rockeye" 500
"Rockeye D" 500
"Tempest" 500
"Tempest D" 500
"Hornet" 500
"Hornet D" 500
"Tornado" 500
"Tornado D" 500
"Harpoon" 500
"Harpoon D" 500
"Trebuchet" 500
"TAG-A" 500
"TAG-B" 500
"TAG-C" 500
"Piranha" 500
"Stiletto II" 500
"Infyrno" 500
"Infyrno D" 500
"Cyclops" 500
"Cyclops#short" 500
"Helios" 500
"EMP Adv." 500
"Vishnan Missile" 500
"Vishnan Megabomb" 500
"Vishnan Ultrabomb" 500
"Javelin" 500
"Dart" 500
"Dirk" 500
"Slammer" 500
"Paveway" 500
"Hellfire" 500
"Shrike" 500
"Grimler" 500
"Warhammer" 500
"Sledgehammer" 500
"Jackhammer" 500
)
#Objects ;! 3 total
$Name: GTF Ulysses 0 ;! Object #0
$Class: GTF Ulysses
$Team: Friendly
$Location: -5837.034180, 0.000433, 1414.765503
$Orientation:
-0.512272, -0.011408, -0.858748,
0.118509, 0.989409, -0.083839,
0.850609, -0.144717, -0.505495
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 8
$Name: SD Ravana 1 ;! Object #1
$Class: GTVA Colossus
$Team: Hostile
$Location: 1454.423096, -88.798103, -2475.697510
$Orientation:
0.868151, 0.003227, -0.496323,
-0.056531, 0.994132, -0.092420,
0.493105, 0.108288, 0.863222
$AI Behavior: None
+AI Class: BALLS OF STEELE
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
+Subsystem: turret54
+Subsystem: turret55
+Subsystem: turret56
+Subsystem: turret57
+Subsystem: turret58
+Subsystem: turret59
+Subsystem: turret60
+Subsystem: turret61
+Subsystem: turret62
+Subsystem: turret63
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 670
$Name: GTVA Colossus 2 ;! Object #2
$Class: SJ Sathanas
$Team: Friendly
$Location: -1566.918823, -12.300336, 800.078491
$Orientation:
0.912870, -0.050919, -0.405069,
0.047844, 0.998700, -0.017718,
0.405444, -0.003206, 0.914117
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SD Ravana 1" 50 ) )
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10000
#Wings ;! 0 total
#Events ;! 2 total
$Formula: ( when
( true )
( beam-free-all
"SD Ravana 1"
"GTVA Colossus 2"
)
( turret-free-all "SD Ravana 1" )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 2113
$Formula: ( when
( true )
( ship-effect
"Cloak"
8000
"GTVA Colossus 2"
)
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Team: 0
#Goals ;! 0 total
#Waypoints ;! 0 lists total
#Messages ;! 0 total
#Reinforcements ;! 0 total
#Background bitmaps ;! 1 total
$Num stars: 500
$Ambient light level: 7895160
$Bitmap List:
$Sun: SunWhite
+Angles: 1.570795 0.000000 0.000000
+Scale: 1.000000
$Starbitmap: earthlikeplanet
+Angles: 0.000000 0.000000 4.712385
+ScaleX: 10.000000
+ScaleY: 10.000000
+DivX: 1
+DivY: 1
#Asteroid Fields
#Music
$Event Music: None
$Briefing Music: None
#End
-
There's no excuse to not having it. :P
Unless it would make your computer asplode.
Testing it...
Edit: I hit a snag trying to load the mission, preventing the Sathanas from cloaking:
Invalid ship effect name.
In sexpression: ( when
( true )
( ship-effect
"Cloak"
8000
"GTVA Colossus 2"
)
)
(Error appears to be: Cloak)
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2.exe! <no symbol>
-
use this as your data/tables/post_processing.tbl
#Effects
$Name: distort noise
$Uniform: noise_amount
$Define: FLAG_DISTORT_NOISE
$AlwaysOn: false
$Default: 0.0
$Div: 20000
$Add: 0
$Name: saturation
$Uniform: saturation
$Define: FLAG_SATURATION
$AlwaysOn: false
$Default: 0.9
$Div: 50
$Add: 0
$Name: contrast
$Uniform: contrast
$Define: FLAG_CONTRAST
$AlwaysOn: false
$Default: 1.1
$Div: 50
$Add: 0
$Name: film grain
$Uniform: film_grain
$Define: FLAG_GRAIN
$AlwaysOn: false
$Default: 0.1
$Div: 50
$Add: 0
$Name: stripes
$Uniform: tv_stripes
$Define: FLAG_STRIPES
$AlwaysOn: false
$Default: 0.0
$Div: 50
$Add: 0
$Name: cutoff
$Uniform: cutoff
$Define: FLAG_CUTOFF
$AlwaysOn: false
$Default: 2.0
$Div: 50
$Add: 0.0
$Name: dithering
$Uniform: dither
$Define: FLAG_DITH
$AlwaysOn: false
$Default: 0.0
$Div: 50
$Add: 0
#Ship Effects
$Name: Cloak
$Shader Effect: 2
$Disables Rendering: YES
$Invert timer: YES
$Name: Decloak
$Shader Effect: 2
$Disables Rendering: NO
$Invert timer: NO
#End
-
That did it.
When looking at the Sathanas and Colossus at the same time from the starting position, there were artifacts.
During and after cloak, there were no artifacts.
Looking at the Sathanas and Colossus individually, there were no artifacts, maybe it's a distance thing since my own fighter still had artifacts when I looked at it.
I'm being quite the pest I'm sure...
-
You said during the cloak there werent artifacts you mean that before there were artifacts on the thrusters and when the cloak started they dissapeared?
-
Yes, but I'm confused at how the Colossus had no artifacts when I flew close to it but my fighter did.
I can get more screens if you want.
I also tried seeing if deleting the soft_particle.patch would do anything just in case, nothing changed.
-
that file is just for applying the code patch so you can compile your own build the engine doesnt recognize the file at all but please more screens please of my mission i sent you
-
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ProblemPersists1.png)
I'm sorry about this one, when I'm moving the ship about it looks like there's a lot more artifacts but once I screen it i only get very few, thus my having to put circles around them.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ProblemPersists2.png)
We start cloaking, and no artifacts occur.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ProblemPersists3.png)
Taking a closer look at the Colossus, nothing out of the ordinary.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ProblemPersists4.png)
However when I view my own fighter...
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ProblemPersists5.png)
I decide to get the Sathanas without the Colossus around it, and it appears without artifacts like the Colossus does on the third image.
But now the Colossus is showing artifacts, I imagine the Sathanas might do the same should I get within the right distance and angle.
At the least out of the whole thing your cloak effect doesn't display artifacts, but I'm getting the usual problem that I've been having.
-
http://www.mediafire.com/?58l8nkkn45tb6ih try this, this will make the thrusters dissapear but maybe still display the artifacts i would like to know if they still appear.
-
No more artifacts.
Tried it with fb_explosion, no artifacts either.
-
no more artifacts on explosions? even though you have fb explosions? and they render the distortions????? could you join the scp channel on esper.net IRC?
-
That is correct. No engine distortion as you mentioned, but I can turn on explosion distortion and it shows properly without artifacts.
-
im not sure about that try looking at your ship against a bright background while an explosion is happening
-
I didn't catch any artifacts this time as well.
-
ok this is kinda bad you know why. I have no friggin idea left why this happens now.
-
I'll give 11.7 drivers a shot and see if that does anything, that's about the only remaining option for me outside of lolgetnvidia.
-
ok last shot: http://www.mediafire.com/?ajp758mu3duc598
otherwise(http://img86.imageshack.us/img86/4301/nvidiaroundgs9.png)
-
Okay, I get engine artifacts but no explosion / shockwave artifacts in this release.
I'll downgrade to 11.7 drivers and see if I get lucky.
-
swifty gave me a tip and i know whats "wrong" i can fix it but it will take some time
-
what was it?
-
I made a "Retail" (read: doesn't require BluePlanet) version of the cloaking mission.
Really, the only reason why it wanted BP was the AI, background bitmap, and that it had all the ships and weapons in the loadout available.
#Mission Info
$Version: 0.10
$Name: XSTR("Cloak Test", -1)
$Author: Microsoft
$Created: 07/05/11 at 19:03:00
$Modified: 08/04/11 at 19:14:47
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:
$Mission Desc:
XSTR("Put mission description here", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 128
+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000
+Viewer pos: -13808.654297, 2227.800781, 2949.279785
+Viewer orient:
-0.032212, -0.000000, -0.999481,
0.230627, 0.973014, -0.007433,
0.972509, -0.230747, -0.031343
$Skybox Model: starfield.pof
$AI Profile: FS2 Retail
#Command Briefing
#Briefing
$start_briefing
$num_stages: 0
$end_briefing
#Debriefing_info
$Num stages: 0
#Players ;! 1 total
$Starting Shipname: GTF Ulysses 0
$Ship Choices: (
"GTF Ulysses" 5
"GTF Hercules" 5
"GTF Hercules Mark II" 5
"GTF Ares" 5
"GTF Erinyes" 5
"GTF Loki" 5
"GTF Pegasus" 5
"GTF Perseus" 5
"GTF Myrmidon" 5
"SF Mara (terrans)" 5
"GTB Artemis" 5
"GTB Artemis D.H." 5
"GTB Medusa" 5
"GTB Ursa" 5
"GTB Zeus" 5
"GTB Boanerges" 5
"GVF Ptah" 5
)
+Weaponry Pool: (
"Subach HL-7" 16
"Mekhu HL-7" 16
"Akheton SDG" 16
"Morning Star" 16
"Prometheus R" 16
"Prometheus S" 16
"Maxim" 16
"UD-8 Kayser" 16
"Circe" 16
"Lamprey" 16
"Rockeye" 500
"Tempest" 500
"Hornet" 500
"Tornado" 500
"Harpoon" 500
"Trebuchet" 500
"TAG-A" 500
"TAG-B" 500
"TAG-C" 500
"Piranha" 500
"Stiletto II" 500
"Infyrno" 500
"Cyclops" 500
"Helios" 500
"EMP Adv." 500
)
#Objects ;! 3 total
$Name: GTF Ulysses 0 ;! Object #0
$Class: GTF Ulysses
$Team: Friendly
$Location: -5837.034180, 0.000433, 1414.765503
$Orientation:
-0.512272, -0.011408, -0.858748,
0.118509, 0.989409, -0.083839,
0.850609, -0.144717, -0.505495
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 8
$Name: Hostile ;! Object #1
$Class: GTVA Colossus
$Team: Hostile
$Location: 1454.423096, -88.798103, -2475.697510
$Orientation:
0.868151, 0.003227, -0.496323,
-0.056531, 0.994132, -0.092420,
0.493105, 0.108288, 0.863222
$AI Behavior: None
+AI Class: Major
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
+Subsystem: turret54
+Subsystem: turret55
+Subsystem: turret56
+Subsystem: turret57
+Subsystem: turret58
+Subsystem: turret59
+Subsystem: turret60
+Subsystem: turret61
+Subsystem: turret62
+Subsystem: turret63
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 670
$Name: Friendly ;! Object #2
$Class: SJ Sathanas
$Team: Friendly
$Location: -1566.918823, -12.300336, 800.078491
$Orientation:
0.912870, -0.050919, -0.405069,
0.047844, 0.998700, -0.017718,
0.405444, -0.003206, 0.914117
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "Hostile" 50 ) )
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 10000
#Wings ;! 0 total
#Events ;! 2 total
$Formula: ( when
( true )
( beam-free-all
"Hostile"
"Friendly"
)
( turret-free-all "Hostile" )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 2113
$Formula: ( when
( true )
( ship-effect
"Cloak"
8000
"Friendly"
)
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Team: 0
#Goals ;! 0 total
#Waypoints ;! 0 lists total
#Messages ;! 0 total
#Reinforcements ;! 0 total
#Background bitmaps ;! 1 total
$Num stars: 500
$Ambient light level: 7895160
$Bitmap List:
$Sun: SunWhite
+Angles: 1.570795 0.000000 0.000000
+Scale: 1.000000
$Starbitmap: PlanetH
+Angles: 0.000000 0.000000 4.712385
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
#Asteroid Fields
#Music
$Event Music: None
$Briefing Music: None
#End
-
I certainly look foward to it then, since 11.7 didn't change anything either.
So far, 5870s can't take the effects on any driver.
-
Swifty told me he had the same problem when implementing his soft particles. He solved it by delaying the rendering of the sprites to the end of the pipeline. My thrusters however were drawn right when the model was drawn so this apparently caused it. I dont know WHY it happens i just know i have to delay the rendering to fix it. Something ATI weird is the cause.
-
Please let this be it: http://www.mediafire.com/?0i5ji1p3wk52202
oh and one thing the thrusterglows are now distorted by the framebuffer as well id like to know if this is visually better than before.
-
I'll take a look at it, probably once I'm done watching Priest.
(Pretty good so far)
-
oh, if that's the cause, then now would be a good time to move the thruster rendering into a geometry batcher, I had done this once before, but it got reverted IIRC, it provided a noticeable performance gain as well.
-
swifty did that but only for primaries and tertiary thruster glows. cause secondaries never intersect with the ship he apparently thought he wouldnt need to make them soft. so when i did the thruster distortions i used the same instant drawing code as the secondaries and that apparently doesnt quite work with ati cards.
-
The artifacts have finally ceased to be!
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShockwaveDerp.png)
However another contender appears to laugh at our face...
Though I'm still rolled back so I can go back to 11.8 to see what the difference is. Not all hope is lost (And much more is gained at this point).
-
oh for fcks sake but at least i know whats wrong
-
looks like everything behind the poly has been double drawn.
-
yeah cause sprites are normally additive blended and for distortions you have to turn that off. i do turn it off for the thrusters but the shockwaves still use the old geometry batcher not my new distortion only one so bang everything gets doubled
-
well, at least that's an easy fix.
-
Here it is: http://www.mediafire.com/?z2d987qwntmhnpw
I actually added back the old shockwaves in addition to the new framebuffer effect let me know what you think of the combination
-
You have no idea how many Internets you deserve.
No artifacts, no boxes, nothing.
I'm looking at nothing but awesome now.
Nighteye's shockwaves with this effect looks damn good.
-
I deserve many internets cuase this bug drove me to the edge of insanity. I still dont know WHY it happens and only on ATI. Glad its finished now though
-
probably your shader was writing something odd to the zbuffer (due to ATI's fail drivers)
-
probably your shader was writing something odd to the zbuffer (due to ATI's fail drivers)
NO zbuffer is read only while drawing thrusters. Thats why its soo frigging odd. It looks definitely like a zbuffer issue but there's no way that the things write to the buffer. I think ATI's fbo depth buffer implementation is somehow broken but I still cant think how and why.
-
maybe the brokenness is that fact that it is writing to it at all?
-
So, I realized that the Retail Cloak Test was a little borked. You couldn't change the player ship.
Fixed that, so here is version 2.
#Mission Info
$Version: 0.10
$Name: XSTR("Cloak Test", -1)
$Author: Microsoft
$Created: 07/05/11 at 19:03:00
$Modified: 08/04/11 at 19:14:47
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:
$Mission Desc:
XSTR("Put mission description here", -1)
$end_multi_text
+Game Type Flags: 1
+Flags: 128
+Disallow Support: 0
+Hull Repair Ceiling: 0.000000
+Subsystem Repair Ceiling: 100.000000
+Viewer pos: -13808.654297, 2227.800781, 2949.279785
+Viewer orient:
-0.032212, -0.000000, -0.999481,
0.230627, 0.973014, -0.007433,
0.972509, -0.230747, -0.031343
$Skybox Model: starfield.pof
$AI Profile: FS2 Retail
#Command Briefing
#Briefing
$start_briefing
$num_stages: 0
$end_briefing
#Debriefing_info
$Num stages: 0
#Players ;! 1 total
$Starting Shipname: Alpha 1
$Ship Choices: (
"GTF Ulysses" 5
"GTF Hercules" 5
"GTF Hercules Mark II" 5
"GTF Ares" 5
"GTF Erinyes" 5
"GTF Loki" 5
"GTF Pegasus" 5
"GTF Perseus" 5
"GTF Myrmidon" 5
"SF Mara (terrans)" 5
"GTB Artemis" 5
"GTB Artemis D.H." 5
"GTB Medusa" 5
"GTB Ursa" 5
"GTB Zeus" 5
"GTB Boanerges" 5
"GVF Ptah" 5
)
+Weaponry Pool: (
"Subach HL-7" 16
"Mekhu HL-7" 16
"Akheton SDG" 16
"Morning Star" 16
"Prometheus R" 16
"Prometheus S" 16
"Maxim" 16
"UD-8 Kayser" 16
"Circe" 16
"Lamprey" 16
"Rockeye" 500
"Tempest" 500
"Hornet" 500
"Tornado" 500
"Harpoon" 500
"Trebuchet" 500
"TAG-A" 500
"TAG-B" 500
"TAG-C" 500
"Piranha" 500
"Stiletto II" 500
"Infyrno" 500
"Cyclops" 500
"Helios" 500
"EMP Adv." 500
)
#Objects ;! 3 total
$Name: Alpha 1 ;! Object #0
$Class: GTF Ulysses
$Team: Friendly
$Location: -5837.034180, 0.000433, 1414.765503
$Orientation:
-0.512272, -0.011408, -0.858748,
0.118509, 0.989409, -0.083839,
0.850609, -0.144717, -0.505495
$AI Behavior: None
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 8
$Name: Hostile ;! Object #1
$Class: GTVA Colossus
$Team: Hostile
$Location: 1454.423096, -88.798103, -2475.697510
$Orientation:
0.868151, 0.003227, -0.496323,
-0.056531, 0.994132, -0.092420,
0.493105, 0.108288, 0.863222
$AI Behavior: None
+AI Class: Major
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01a
+Subsystem: turret02a
+Subsystem: turret03a
+Subsystem: turret04a
+Subsystem: turret05a
+Subsystem: turret06a
+Subsystem: turret07a
+Subsystem: turret08a
+Subsystem: turret09a
+Subsystem: turret10a
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
+Subsystem: turret54
+Subsystem: turret55
+Subsystem: turret56
+Subsystem: turret57
+Subsystem: turret58
+Subsystem: turret59
+Subsystem: turret60
+Subsystem: turret61
+Subsystem: turret62
+Subsystem: turret63
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 670
$Name: Friendly ;! Object #2
$Class: SJ Sathanas
$Team: Friendly
$Location: -1566.918823, -12.300336, 800.078491
$Orientation:
0.912870, -0.050919, -0.405069,
0.047844, 0.998700, -0.017718,
0.405444, -0.003206, 0.914117
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "Hostile" 50 ) )
$Cargo 1: XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
+Subsystem: turret27
+Subsystem: turret28
+Subsystem: turret29
+Subsystem: turret30
+Subsystem: turret31
+Subsystem: turret32
+Subsystem: turret33
+Subsystem: turret34
+Subsystem: turret35
+Subsystem: turret36
+Subsystem: turret37
+Subsystem: turret38
+Subsystem: turret39
+Subsystem: turret40
+Subsystem: turret41
+Subsystem: turret42
+Subsystem: turret43
+Subsystem: turret44
+Subsystem: turret45
+Subsystem: turret46
+Subsystem: turret47
+Subsystem: turret48
+Subsystem: turret49
+Subsystem: turret50
+Subsystem: turret51
+Subsystem: turret52
+Subsystem: turret53
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "invulnerable" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10000
#Wings ;! 0 total
$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 1 total
"Alpha 1"
)
+Hotkey: 0
+Flags:( )
#Events ;! 2 total
$Formula: ( when
( true )
( beam-free-all
"Hostile"
"Friendly"
)
( turret-free-all "Hostile" )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( true )
( ship-effect
"Cloak"
8000
"Friendly"
)
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 5
+Team: 0
#Goals ;! 0 total
#Waypoints ;! 0 lists total
#Messages ;! 0 total
#Reinforcements ;! 0 total
#Background bitmaps ;! 1 total
$Num stars: 500
$Ambient light level: 0
$Bitmap List:
$Sun: SunWhite
+Angles: 1.570795 0.000000 0.000000
+Scale: 1.000000
$Starbitmap: PlanetH
+Angles: 0.000000 0.000000 4.712385
+ScaleX: 8.000000
+ScaleY: 8.000000
+DivX: 1
+DivY: 1
#Asteroid Fields
#Music
$Event Music: None
$Briefing Music: None
#End
-
Threads like this are why I don't want my work to get me a new Macbook Pro since the entire line is ATI-powered now :(
-
Hmm. I'm more than likely doing something wrong on my end, but I tried the latest build posted here and couldn't get distortions working for engine exhausts. framebuffer explosion distortions work fine though.
Did I need to do something with the shader files as well? Sorry to be a bother.
-
delete old soft-x.sdr files
-
I don't have any soft-x.sdr ._.
If it matters any, I'm on ATI (for epic lose)
-
i meant as a wild card delete old soft-f.sdr and soft-v.sdr
-
hmm i had something strange with the last build :
Used the cloack effect and decloack (they didn't worked ) the only effect it had is that it push backward thruster out of its model normal position ^^
I'm using ati 6970 here.
-
i meant as a wild card delete old soft-f.sdr and soft-v.sdr
I know. I have neither. Is that perhaps the problem?
-
Sorry for DP, but I figured that it was probably worth another post, rather than appending a bunch of new stuff to the last post.
Right now, I am using r7613, and am unable to get thruster distortions. Framebuffer distorted explosions work fine. Attached are the debug log and some screens. I'm using an ATI card, so if this is idiopathic, I'm fine with it never working as well.
For what it's worth, turning on the animated shader in the ship lab causes these weird black things to be drawn under the thrusters.
[attachment deleted by ninja]
-
I'm getting the same thing on 7516, but I think it might be my aging HD2600 Pro to blame.
-
wait, are there also heat effects on shockwaves and explosions? because I haven't noticed any...
-
On shockwaves, yes. Do you have Enable Framebuffer Shockwaves checked on the Experimental list in the Launcher?
-
I'm getting the same thing on 7516, but I think it might be my aging HD2600 Pro to blame.
Probably. The 3650 is supposed to be a die shrink of the 2600, so the two cards are pretty much the same thing. 10.8 catalyst here, if it matters at all.
-
wait till the nightly is up to revision 7629 i fixed something with opengl errors. maybe thats what was causing it
-
Nope, r7696 still doesn't have thruster distortions. Same problem as 7613.
-
i cant take care of every ****ty graphics card that is out there. of all the people that are using this 2 people are reporting not working thrusters. be glad that it just doesnt show them and not screw everything up. i am certainly glad cause then i would have to fix it. i dont know why its not working and without the specific card(s) in my pc that are having the problems i cant fix it. sry but thats just the way it is. if suddenly 10 people show up reporting problems on recent graphics cards ill take a look at it. but at the moment i just think is an old graphics card or driver issue
-
Yeah, that's fine. Just wanted to let you know that whatever changed up until 7696 doesn't fix it.
-
I haven't had any such issues with getting thruster distortion to work yet, and have been testings versions prior to 7696 as they are available. I can also confirm that strange black stuff which appears around thrusters in ship lab, that is when animated shader is turned on. Nothing new aside from that.
I'll keep testing and see if anything I've missed shows up.
-
The black around the thrusters in the ship lab shouldn't ever happen anywhere else. It's caused by a combination of the animated shader (ship select materialization effect) and the thrusters being turned on. Since thrusters are never on in the actual ship select, this one probably isn't much of an issue.
-
Indeed even though on my pc it works fine even with animated shader and thrusters enabled in the lab. Some ATI Context switching issue i presume. Again cant trace it without a card
-
Interesting... though I am on Nvidia... but I still wager that the issue can safely be ignored.
-
Problem found in latest build, r7831: That black stuff which appears around thrusters in tech lab? It is occurring for explosions in-game as well. I was doing a trial battle in a custom mod (No unusual code or settings that shouldn't be there, nor custom effects) between a battleship and two cruisers. When one of the cruisers exploded, the black stuff appeared shortly before the shockwaves arrived.
Can someone run a test to verify this?
-
I didn't noticed that, though I noticed another issue when thruster distortion is on:
(http://img812.imageshack.us/img812/6664/screen0087.th.png) (http://imageshack.us/photo/my-images/812/screen0087.png/)
This seems to come from distortion not being applied to glows, only to main haze. Whatever the case, I'd like to see it fixed.
-
F3 Lab does that and, iirc, we aren't worried about that. In-mission should be fine, please capture a screen from a mission if the issue remains.
-
It's a strange one; I see it happen occasionally, but then its fine the rest of the time. Because of that, I don't think I can get you screenshots. :/
-
Hi,
About the distorsion effects i have some remarks :
_I think an option to enable/disable distorsion effect separatly for shockwave and thrusters would be usefull, the thruster distorsion limit is when you are behind a ship you can see the 2D flat/horizontal effect
_an option to disable the 3d blue shockwave effect and keep the shockwave distorsion would be usefull too.
-
You already can toggle the use of 2D - 3D shockwaves and shockwave distortion.
-
I know, but with it you have 2d or 3d shockwave with or without framebuffer shockwave. I was thinking of disabling the shockwave effect to keep only the distorsion effect (no 2d or 3d shockwave, but only the distorsion effect).
-
That would require tabling the effect to having a "blank" shockwave graphic. You can't disable the shockwaves and still have shockwaves. Not possible. And the distortion is keyed to shockwaves.
So, make a transparent "no effect" shockwave. Viola.
-
Could we get the distortion applied to all thruster effects (also includes maneuvering thrusters), not just the haze?
I think it could look quite good.
-
regarding the shockwaves:
"hey man, I was wondering if you could make the distortion effect on the shockwave tweakable via a table file like you did with the thruster, specifying an effect to use for the distortion, and an effect to render, the idea I have in mind is a 90% transparent shockwave, but with relatively strong distortion effect..."
to this the replay I got was that shockwaves distortions are experimental, and in due time will get a host of tweakable settings
-
Bug report: When testing latest 3.6.14 SSE and Non-SSE RC1, thruster distortion is not present even though they are enabled in launcher 5.5g. Also, the issue I reported regarding explosions and shockwaves is happening again. Unlike before, it is now appearing 100% of the time. Tested this in default FS2 and several mods, it appears in all of them.
Is this already a known issue or can anyone confirm it?
-
Did thrusters ever work for you with any of the nightlies? Some system setups (ATI) seem incapable of doing thruster distortion for some reason, and I doubt any changes were made when the code got moved to the RC.
-
Yes they have, as previously reported. And no, I am not running on ATI-based systems. The last nightlies build released before RC 3.6.14 was running thruster distortion perfectly and didn't have the aforementioned explosions/shockwaves issue.
-
Please note that 3.6.14 RC1 was originally based off trunk r7811 - can you confirm if this nightly (http://www.hard-light.net/forums/index.php?topic=78409.0) still has your issue? If it does then there could be a patch somewhere we need to backport to 3.6.14
-
I have never used that version, so I wouldn't know without testing. I'll give r7811 a go and see if the reported issues occur. For clarity, r7939 was the last build I ever used and can say was most functional/stable.
I'm actually surprised RC1 is based off r7811. How come that far back? Only curious, no nitpicking intended.
-
In short, the 3.6.14 RC process was started around the time of r7811, then we hit a show-stopper issue which held things up a while.
-
Yeah, I believe we did backport, or perhaps even sync with trunk for a while up to 7903. But 7903 is the last revision in the 3.6.14 branch with any changes made that would affect Windows builds.
-
Sorry it took so long to get back. I have confirmed that the aforementioned issues are present in r7811. Done enough thorough testing in non-modded FS2 and in mods such as Blue Planet. Tested on multiple machines as well, with both rolled back and then up-to-date drivers; Appears on all.