Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Valathil on September 18, 2011, 09:17:04 pm
-
(http://images.memegenerator.net/instances/400x/10096503.jpg)
-
Quit hoggin' all the cool graphics projects, Valathil. :no:
-
il believe it when i see something other than lame internet memes.
BELIEVE IT
http://imagebin.org/173114
-
BELIEVE IT
http://www.youtube.com/watch?v=2E1Sr-ud5zk&hd=1
-
So New Version, fixed submodels and stuff and i hear people want capships? So you get capships!
http://youtu.be/0F6ZBTDcKYs?hd=1 watch in 1080p!!!
-
SHADOWS, ON MY SHIVAN COMM NODE? Its more likely than you think:
http://youtu.be/lMzSMBNHhrQ?hd=1
-
Soo first look at this:
http://youtu.be/rJVkzhoO3uk?hd=1
Now pick your jaw up from the floor and look at this: http://www.mediafire.com/?kp778llaialp38c
Which is a SSE2 TestBuild + Patch.
Now wipe off your keyboard and look back at me, now look here:
WARNINGS:
This is provided without any kind of Support. This is very early very chaotic test code. If it doesn't work on your PC, sucks to be you. Feedback of performance or rendering issues especially on ATI and older cards are appreciated though. Secondly this build and the patch DISABLES external shaders so it always takes the shadow shader. SO HAVE FUN or bluescreens and melting GPU's or whatever.
Now back at me THIS ENGINE IS NOW DIAMONDS
-
I tested it out and noticed two things - Upon warping out, my fighter would still be visible after passing through the wormhole-thingy. Other than that, the only thing I noticed was that a squad decal on my fighter seemed to disappear when viewed at a certain angle, but that might have been an existing issue.
-
squad logo i know why its happening its a shadow mapping trick that is against float accuracy problems. ill fix it
-
wormhole clipping is fixed, so are the decals
-
"The procedure entry point DecodePointer could not be located in the dynamic link library KERNEL32.dll" :(
I know no support and all that... but what does this popup mean? It appears when trying to select the posted exe in the launcher 5.5f/g
-
Other than this subspace image I'm posting I didn't have any issues ingame other than a slight drop in framerate.
These are some oddities I stumbled on, but aren't major (Except the third one).
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShadowsTestObjectsPitchBlack.png)
Normally the Tech Room doesn't display ships this dark, they appeared normally on the Ship Lab and in-mission.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShadowsTestOddShadowRendering.png)
After playing a mission and going back to the Tech Room, they appeared in the brightness they normally do, but it appears that it displays the shadow rendering from the other side of the ship as well (It's easy to tell there's a lot more being covered by shadow than there should be).
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/ShadowsTestNoObjectsInSubspace.png)
This one's actually pretty serious. Shortly after the mission starts, everything vanishes from the screen, including the subspace flare. Weapons fire and missiles launched don't appear, but the sound is still made, can't see my own ship, my engines, afterburner trails, the works. The entire mission becomes devoid of anything save for my HUD (What I target still shows though) and the subspace tunnel, and upon taking the screen I was looking at the Lucifer which is pretty easy to spot even from ten kilometers away.
Quit the game and went back to this mission, happened again except it was after 53 seconds, checked a third and fourth time after reverting to Nightly 7857 and it didn't happen.
-
Compiles and works under Mac. Thanks Valathil.
-
Issues noted (with both a 4096 and 2048 render target):
* Techroom display of ships is dark or occasionally od as if the light source is in a different location to the light being seen.
* Ship Select and Weapon Select (where there are models to display) are often dark, but occasionally attempt accurate rendering.
** Both of the above seem to disappear once an actual mission is run and you return, but then they display just as they did pre-shadow code.
* Insignia casting shadows and/or only being visible from certain angles. (I know, already known about, just being complete here)
** Additionally: When I built a debug build, it likes to crash with option to debug when I turn "Show Insignia" on.
No notable performance issues to report from my end. "Massive Battle - Beams" still impacts FPS the same as it always does, though given that it's a multi-sun environment means that (by the released patch) only the strongest sun creates the shadows, it still looks good.
-
(http://img687.imageshack.us/img687/2864/weird1.png)
(http://img253.imageshack.us/img253/4229/weird2.png)
(http://img97.imageshack.us/img97/2752/backtonormal.png)
Strange thing happening with a test mission using BlackWolf's installation with lightning effect.
The lightning effect is basically multiple sections of a tubular model aligned with the ring-formed tunnel. Those models are docked with the station, stealthed, and their health is set to 1% to make them flicker with damage lightning.
With a regular build, everything works nicely (http://www.youtube.com/watch?v=ZIhSBsK6cQ0&hd=1). But, with the shadow build enabled, every time the player ship is either close enough to the lightnings, or directly looking at them, everything goes sort of dark. Not completely dark - the station model is visible. Background skybox is semi-visible. HUD is visible - as a black silhouette. The lightnings are ALSO visible as black silhouettes against the illuminated sides of the model.
As I turn away from the station and get some distance, rendering gets back to normal.
But wait, it gets weirder still!
When I enabled cheats and destroyed the station while looking at it (things were dark), but I could see my HUD and the station), everything went permanently dark.
And with permanent, I mean that there was nothing but black on the screen.
I hit F2, the game clearly went to the menu (I could hear mouse movements trigger sound effects of the menu), but everything stayed black.
I went back to mission, still black. Hit ESC and Y to quit mission - went back to mainhall which was black. Hit Esc and Y again to quit game, and the blackness disappeared.
Now, I don't know if all this was related to BW's model, the damage lightning in mission doing something bad to the shadow mapping, or something else altogether but it was rather strange anyways, especially how the blackness persisted even after quitting the mission.
EDIT: It's definitely the damage lightning hackish effect thingy. Model itself works fine.
(http://img585.imageshack.us/img585/4303/shadowtest.png)
-
Strange thing happening with a test mission using BlackWolf's installation with lightning effect.
The lightning effect is basically multiple sections of a tubular model aligned with the ring-formed tunnel. Those models are docked with the station, stealthed, and their health is set to 1% to make them flicker with damage lightning.
With a regular build, everything works nicely (http://www.youtube.com/watch?v=ZIhSBsK6cQ0&hd=1). But, with the shadow build enabled, every time the player ship is either close enough to the lightnings, or directly looking at them, everything goes sort of dark. Not completely dark - the station model is visible. Background skybox is semi-visible. HUD is visible - as a black silhouette. The lightnings are ALSO visible as black silhouettes against the illuminated sides of the model.
As I turn away from the station and get some distance, rendering gets back to normal.
But wait, it gets weirder still!
When I enabled cheats and destroyed the station while looking at it (things were dark), but I could see my HUD and the station), everything went permanently dark.
And with permanent, I mean that there was nothing but black on the screen.
I hit F2, the game clearly went to the menu (I could hear mouse movements trigger sound effects of the menu), but everything stayed black.
I went back to mission, still black. Hit ESC and Y to quit mission - went back to mainhall which was black. Hit Esc and Y again to quit game, and the blackness disappeared.
Now, I don't know if all this was related to BW's model, the damage lightning in mission doing something bad to the shadow mapping, or something else altogether but it was rather strange anyways, especially how the blackness persisted even after quitting the mission.
EDIT: It's definitely the damage lightning hackish effect thingy. Model itself works fine.
That is alsmost as cool as the bug i have in my cloaking test mission where everything turns to greyscale.
-
We couldn't resist. (http://www.hard-light.net/forums/index.php?topic=78550.0) :p
-
Upon further testing it seems ships don't cast shadows on similarly sized or smaller ships.
[attachment deleted by ninja]
-
If it was only about similarly sized ships wouldn't both the Fenris in the background have shadows on them from the Orion?
on similarly sized or smaller ships.
:p
Yeah, we've noticed the same issue in Diaspora when CooperHawkes was making our video. The Basestars didn't cast shadows on each other.
-
Dumb question:
Where to i put the .patch file?
-
If you are a coder, you can use it to build your own shadows-enabled builds. If you aren't, you can just delete them, as they have no relevance for you.
-
I'm curious as to when we'll see another update. (Yes, I know it will be when Val decides there will be one and yes, I know RL and all that is all busy, so no I'm not being pushy just politely observational in my asking and no, this isn't directed at anybody specifically)
Wow. That's a lot of crap in those there parentheses.
-
If you are a coder, you can use it to build your own shadows-enabled builds. If you aren't, you can just delete them, as they have no relevance for you.
Of potential interest, I've been unable to build working shadows builds with that patch. Catch me on IRC if you want to know more. (Or ask Zacam because he saw the screens.)
-
I manged to build with the patch on trunk and ap just fine. on my windows and linux machine.
-
Well... my tries built successfully.. however, shadows didn't quite work.
-
Zacam: Next build will come after i finished the dynamic view frustum thing, meaning When It's Done
mjn: Well i dont get shadows anymore with current trunk code and vs 2010 either, only with 2011, care to elaborate? My issue is that all Ships look like they are in complete shadow in the f3 lab.
-
mjn: Well i dont get shadows anymore with current trunk code and vs 2010 either, only with 2011, care to elaborate? My issue is that all Ships look like they are in complete shadow in the f3 lab.
Using your patch on Trunk with VS 2010 gives me a build where everything looks like complete shadow in the F3 lab. During testing, it revealed that crazier things happened in an actual mission. (Looked a lot like 'no z buffer' renders.) (http://imagebin.org/177595) I was working with Zacam who worked up a patch that might work on Antipodes. That patch caused this craziness. (http://imagebin.org/177601)
However, your build works fine. Catch me on IRC and I can explain more and/or do more detailed testing for you.
-
My Mac build worked fine for me, but not for swashmebuckle. He had a strange checkboard pattern going on across the ships in the F3 lab. Looked great on my Macbook Pro though.
-
What hardware are you running on? (and what issues do you have? sorry, i did not exactly follow the whole thread)
i'm assuming these (http://www.hard-light.net/forums/index.php?topic=78329.msg1552529#msg1552529) are your issues, if so, i have no bloody clue :p
Those are it, that last one is the biggest problem I have, and it's only ever happened with the shadow Build, other ingame issues that have been posted I haven't had.
I've got two HD5870s on 11.8 drivers.
-
Well this Disable external shaders thing was a really quick ugly hack of mine to simplify my development. Some combinations of files present somewhere might slip through. The strange thing tho is why it works on the visual studio 2011 compiler like a charm. I have to look at it a little closer in the evening when i come home from work. Though your feedback really helps me to pinpoint the issue thanks. (Even if its for something that wont be in final and just the testbuilds) If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.
-
...
If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.
Consider it done.
-
...
If someone wants to do the work of extracting the current shadow vertex and fragment shader out of def_files into normal .sdr files that would be also appreciated then i can remove the disable stuff and just distribute the next release with the external files.
Consider it done.
Great Zacam, your always a great help in doing the boring stuff ^^. I'm glad HLP has you!
-
Well this Disable external shaders thing was a really quick ugly hack of mine to simplify my development. Some combinations of files present somewhere might slip through.
wouldnt it have been metric ****tons simpler if you just made a modfolder which has mediavps_3612 in its secondarylist? and punt your modifications to the shaders there? :p
-
i didnt have a clean version of the sdr files anymore cause i worked on a unified shader system which became too boring and i didnt backup the old ones :doubt:
-
i didnt have a clean version of the sdr files anymore cause i worked on a unified shader system which became too boring and i didnt backup the old ones :doubt:
/me pats Valathil on the head.
there there, it'll be better :p
-
Friggin' awesome stuff.
Also, I see the thruster glow intersecting the hull is still an issue after all these years... :( Is that an insurmountable issue, or just one that hasn't been gotten to yet?
-
Friggin' awesome stuff.
Also, I see the thruster glow intersecting the hull is still an issue after all these years... :( Is that an insurmountable issue, or just one that hasn't been gotten to yet?
I wonder if the soft particle code could somehow be ported for thrusters... The heat distortion seems to make the issue more noticeable.
-
it already has been ported to thrusters. What are you guys talking about?
-
I think i didnt have it enabled when frapsing the video
-
That is alsmost as cool as the bug i have in my cloaking test mission where everything turns to greyscale.
That cloaking bug could be made into a feature of sorts--in Wing Commander III the screen went grayscale if you were cloaked.
-
That is alsmost as cool as the bug i have in my cloaking test mission where everything turns to greyscale.
That cloaking bug could be made into a feature of sorts--in Wing Commander III the screen went grayscale if you were cloaked.
I remember that. I also remember thinking that I'd broken some display settings somewhere, and spent hours trying to fix it before realizing that it was the cloak.
-
Ok new Release: http://www.mediafire.com/?82973k495oa3obm
Previews:
Debris: http://youtu.be/jhfA2h444_w?hd=1
Asteroids: http://youtu.be/Ead3nrqrRZE?hd=1
Changelog:
- Fixed wormhole and explosion clipping
- Fixed greyscale bug
- Fixed techroom and mission loadout shadows
- Fixed big ships not shadowing little ships
- Added debris and asteroid shadows
- Dynamic resizing for the shadowmap based on ship bounding box
- Added external shaders (thanks Zacam)
- External shaders are loaded again
- Shadow map size reduced to 2048^2
Have fun!
-
depending on how big the ship is relative to the shadow map size shadows are softer when the resolution is insufficient, look at the asteroid video and look at the little turrets and the shadow they are casting id say that is fairly soft.
-
HOTFIX: http://www.mediafire.com/?xa5uo74brl3zq4v
Changelog:
- Fixed the "All ships in shadow" regression, and through that hopefully the crash
- Fixed insignias casting shadows
-
You need to download the one posted before the hotfix - it has a new set of shaders apparently.
-
Good god that is awesome.
Also I'm not noticing shadows in this new hotfix Build, whether in Tech Room, Ship Lab, or in-mission.
Oops **** I missed the Build on the last page. Now I'm checking it again.
-
Ok new Release: http://www.mediafire.com/?82973k495oa3obm
Previews:
Debris: http://youtu.be/jhfA2h444_w?hd=1
Asteroids: http://youtu.be/Ead3nrqrRZE?hd=1
Changelog:
- Fixed wormhole and explosion clipping
- Fixed greyscale bug
- Fixed techroom and mission loadout shadows
- Fixed big ships not shadowing little ships
- Added debris and asteroid shadows
- Dynamic resizing for the shadowmap based on ship bounding box
- Added external shaders (thanks Zacam)
- External shaders are loaded again
- Shadow map size reduced to 2048^2
Have fun!
This link? It's broken.
-
Hmm. How is everyone else getting that first build? I get a connection reset after clicking the mediafire link.
-
Link wasn't working for me either, have a http://www.filesonic.nl/file/2607097011/Shadows_v0.5_Alpha_2.rar mirror
-
Fixed in Valathil's latest shader patch and .sdr file
On topic, and crash report with the useful info.
Framebuffer ERROR: Draw buffer attachment point is NONE!
Int3(): From /Users/User/Documents/Coding/fs2open/trunk/fs2_open/projects/Xcode/../../code/graphics/gropengltexture.cpp at line 1624
The real error is being picked up:
- Within the opengl_check_framebuffer() function, by
- vglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) returning
- GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT
Build based on latest trunk build and the revised patch from Valathil. The shadows in-game were rather corrupted, with a largely static set of black hatches.
Interestingly, this was occurring whether or not I had the .sdr files within a mod folder that the engine could find.[/s]
[attachment deleted by a basterd]
-
interesting casue i dont check for framebuffer completeness. This must be from somwhere else like post processing or thrusters
-
the 1/2048 thing is just for the Percentage closer filtering im doing in the shader. And if someone gets the super intelligent idea to call that "Soft shadows" then please become an hero
EDIT: Attach: OMG OMG SOFT SHADOWS WTFBBQFBIBRB
[attachment deleted by a basterd]
-
Hell it's MY thread i can triple post whenever i want whatever i want! Whatever, i do what i want!
NEW RELEASE: http://www.mediafire.com/?n7lxxozz155u29f
Changelog:
- Fixed ships disappearing in subspace and certain lighting conditions
- Changed averaging of shadow lookups to gaussian filtering (OMG SOFT SHADOWS)
Have fun!
-
Unlike the last Build, I'm not getting shadows, or normals this time, trying to start a mission or viewing a ship in Ship Lab with thrusters on causes a crash. Using the .sdr's included in the .rar I got this with a Debug.
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
-spec_exp 15
-ogl_spec 20
-spec_static 1.5
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 25
-env
-missile_lighting
-glow
-spec
-normal
-soft_particles
-post_process
-fxaa
-fb_explosions
-cache_bitmaps
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\sathanas_bobbtmann_4096.vp' with a checksum of 0x5beeef1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\' ... 249 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\sathanas_bobbtmann_4096.vp' ... 18 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 77 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 26 roots and 14655 files.
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 1
Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
Capture device: Microphone Array (IDT High Defi
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 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 : ATI Mobility Radeon HD 5800 Series
OpenGL Version : 4.1.11005 Compatibility Profile Context
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".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:118: error(#160) Cannot convert from 'highp 3-component vector of float' to 'highp 2-component vector of float'
ERROR: 0:119: error(#202) No matching overloaded function found dot
ERROR: error(#273) 2 compilation errors. No code generated
ERROR! Unable to create fragment shader!
Shader in_error! Disabling normal maps and height maps!
Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:114: error(#160) Cannot convert from 'highp 3-component vector of float' to 'highp 2-component vector of float'
ERROR: 0:115: error(#202) No matching overloaded function found dot
ERROR: error(#273) 2 compilation errors. No code generated
ERROR! Unable to create fragment shader!
Shader in_error! Disabling GLSL model rendering!
Compiling post-processing shader 1 ...
Compiling post-processing shader 2 ...
Compiling post-processing shader 3 ...
Compiling post-processing shader 4 ...
Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: YES
Using trilinear texture filter.
OpenGL Shader Version: 4.10
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed! Adding it by default.
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'Sath-shp.tbm' ...
TBM => Starting parse of 'mv_core-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'boa-shp.tbm' ...
TBM => Starting parse of 'artemistest-shp.tbm' ...
TBM => Starting parse of 'mv_core-hdg.tbm' ...
TBM => Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 3321
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '23rdmarlins.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.815 (0.815)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame 0 too long!!: frametime = 2.072 (2.072)
Frame 0 too long!!: frametime = 0.508 (0.508)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 5.066 (5.066)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_effects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (Rock_Exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "warp.pof"
600
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE => Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 98 frames at 30 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xbfb37609, IBX checksum: 0x207ec69a -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x33df5f1d, IBX checksum: 0x219b7714 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0xe958dd8e, IBX checksum: 0xe7ebc929 -- "capital2V-01.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0xdd50d54b, IBX checksum: 0x08265e59 -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0x713dda25 -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'Starfield.pof'
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "Starfield.pof"
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x16765db6 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Allocating space for at least 186 new ship subsystems ... a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x5a0fae49 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x19816d20 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x18046fab, IBX checksum: 0xdfae2af9 -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1997/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 477, Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading
Class: gtf ulysses
FRM: 1
FE: 1
Class: gtf hercules
FRM: 1
FE: 1
Class: gtf hercules mark ii
FRM: 1
FE: 1
Class: gtf ares
FRM: 1
FE: 1
Class: gtf erinyes
FRM: 1
FE: 1
Class: gtf loki
FRM: 1
FE: 1
Class: gtf pegasus
FRM: 1
FE: 1
Class: gtf perseus
FRM: 1
FE: 1
Class: gtf myrmidon
FRM: 1
FE: 1
Class: sf mara (terrans)
FRM: 1
FE: 1
Class: gtb artemis
FRM: 1
FE: 1
Class: gtb artemis d.h.
FRM: 1
FE: 1
Class: gtb medusa
FRM: 1
FE: 1
Class: gtb ursa
FRM: 1
FE: 1
Class: gtb zeus
FRM: 1
FE: 1
Class: gtb boanerges
FRM: 1
FE: 1
Class: gtdr amazon
FRM: 1
FE: 1
Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gtc fenris
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtc leviathan
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtsc faustus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtg zephyrus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5
Class: gtd orion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd hecate
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtd hades
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gti arcadia
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5
Class: gtcv deimos
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: gtc aeolus
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: ntf iceni
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: ntf boadicea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: gti ganymede
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5
Class: gtsg watchdog
FRM: 1
FE: 1
Class: gtsg cerberus
FRM: 1
FE: 1
Class: gtsg alastor
FRM: 1
FE: 1
Class: gtep hermes
FRM: 1
FE: 1
Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10
Class: gtsg mjolnir
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvf seth
FRM: 1
FE: 1
Class: gvf horus
FRM: 1
FE: 1
Class: gvf thoth
FRM: 1
FE: 1
Class: gvf serapis
FRM: 1
FE: 1
Class: gvf tauret
FRM: 1
FE: 1
Class: gvb sekhmet
FRM: 1
FE: 1
Class: gvb osiris
FRM: 1
FE: 1
Class: gvb bakha
FRM: 1
FE: 1
Class: gvf ptah
FRM: 1
FE: 1
Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: gvg anuket
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: gvc aten
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvc mentu
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: gvcv sobek
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: gvd typhon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: gvsg ankh
FRM: 1
FE: 1
Class: gvsg edjo
FRM: 1
FE: 1
Class: gvep ra
FRM: 1
FE: 1
Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5
Class: gvd hatshepsut
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sf dragon
FRM: 1
FE: 1
Class: sf basilisk
FRM: 1
FE: 1
Class: sf manticore
FRM: 1
FE: 1
Class: sf aeshma
FRM: 1
FE: 1
Class: sf mara
FRM: 1
FE: 1
Class: sf astaroth
FRM: 1
FE: 1
Class: sb nephilim
FRM: 1
FE: 1
Class: sb taurvi
FRM: 1
FE: 1
Class: sb nahema
FRM: 1
FE: 1
Class: sb seraphim
FRM: 1
FE: 1
Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5
Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5
Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
Class: sc lilith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: sc rakshasa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5
Class: sd demon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sd ravana
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: sd lucifer
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5
Class: ssg trident
FRM: 1
FE: 1
Class: ssg belial
FRM: 1
FE: 1
Class: ssg rahu
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5
Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5
Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5
Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100
Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300
Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050
Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175
Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75
Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950
Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950
Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650
Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105
Class: svas
BEI: 0.2
BEDu: 350
BEDi: 175
Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550
Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375
Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100
Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375
Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200
Class: cyclops
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200
Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400
Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750
Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600
Class: shivan bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: shivan bomb#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000
Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200
Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400
Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40
Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI 2_cb_sm1-01_a.ani with size 660x300 (41.4% wasted)
Frame 0 too long!!: frametime = 86.412 (86.412)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0xc444d920 -- "tempest_tech.pof"
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame 0 too long!!: frametime = 2.029 (2.029)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame 0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
Frame 0 too long!!: frametime = 0.348 (0.348)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time = 117.569
VALIDATE INFO-LOG:
<EMPTY>
-
You realize that its just trolling right. Gaussian shadow filtering is in no way "Soft shadows"
and heres an updated main-f.sdr i derped on a vector
#ifdef FLAG_LIGHT
varying vec4 shadow_vec;
uniform sampler2DShadow shadow_map;
uniform int n_lights;
#endif
#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif
#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif
#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif
#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif
#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif
#ifdef FLAG_FOG
varying float fogDist;
#endif
#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif
varying vec4 position;
varying vec3 lNormal;
#if SHADER_MODEL == 2
#define MAX_LIGHTS 2
#else
#define MAX_LIGHTS 8
#endif
#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
#define SPECULAR_FACTOR 1.75
#define SPECULAR_ALPHA 0.1
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
#define ENV_ALPHA_FACTOR 0.3
#define GLOW_MAP_INTENSITY 1.5
#define AMBIENT_LIGHT_BOOST 1.0
void main()
{
vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_TexCoord[0].xy;
#ifdef FLAG_SPEC_MAP
vec4 specColour = texture2D(sSpecmap, texCoord);
#endif
#ifdef FLAG_LIGHT
#ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec3 normal;
normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;
#ifdef FLAG_ENV_MAP
vec3 envOffset = vec3(0.0);
envOffset.xy = normal.xy;
vec3 envReflectNM = envReflect + envOffset;
vec4 envColour = textureCube(sEnvmap, envReflectNM);
#endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (length(normal) > 0.0)
normal /= norm;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
#else
vec3 normal = lNormal;
#ifdef FLAG_ENV_MAP
vec4 envColour = textureCube(sEnvmap, envReflect);
#endif
#endif
// Valathil's Shadows
vec3 offset[8]; float off = 1.0/2048.0;
offset[0] = vec3(off,off,0.0);
offset[1] = vec3(-off,off,0.0);
offset[2] = vec3(off,-off,0.0);
offset[3] = vec3(-off,-off,0.0);
offset[4] = vec3(0.0,off,0.0);
offset[5] = vec3(0,-off,0.0);
offset[6] = vec3(off,0.0,0.0);
offset[7] = vec3(-off,0.0,0.0);
vec4 sample_a = vec4( shadow2D(shadow_map,shadow_vec.xyz + offset[0]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[1]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[2]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[3]).r );
vec4 sample_b = vec4( shadow2D(shadow_map,shadow_vec.xyz + offset[4]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[5]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[6]).r, shadow2D(shadow_map,shadow_vec.xyz + offset[7]).r );
vec3 sample_c = vec3( dot( sample_a, vec4(0.0625) ), dot( sample_b, vec4(0.125) ), shadow2D(shadow_map,shadow_vec.xyz).r );
float shadow = dot( sample_c, vec3(1.0, 1.0, 0.25) );
//End Shadows
vec3 lightDir;
lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
float dist;
#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
#if SHADER_MODEL > 2
if (i > n_lights)
break;
#endif
float specularIntensity = 1.0;
float attenuation = 1.0;
if (i > 0)
shadow = 1.0;
// Attenuation and light direction
#if SHADER_MODEL > 2
if (gl_LightSource[i].position.w == 1.0) {
#else
if (gl_LightSource[i].position.w == 1.0 && i != 0) {
#endif
// Positional light source
dist = distance(gl_LightSource[i].position.xyz, position.xyz);
lightDir = (gl_LightSource[i].position.xyz - position.xyz);
#if SHADER_MODEL > 2
if (gl_LightSource[i].spotCutoff < 91.0) { // Tube light
float beamlength = length(gl_LightSource[i].spotDirection);
vec3 beamDir = normalize(gl_LightSource[i].spotDirection);
// Get nearest point on line
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist);
lightDir = nearest - position.xyz;
dist = length(lightDir);
}
#endif
lightDir = normalize(lightDir);
attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));
specularIntensity = SPEC_INTENSITY_POINT;
} else {
// Directional light source
lightDir = normalize(gl_LightSource[i].position.xyz);
specularIntensity = SPEC_INTENSITY_DIRECTIONAL * shadow;
}
vec3 half_vec = normalize(lightDir + eyeDir);
// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation) * shadow;
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation) * shadow;
// Specular
float NdotHV = clamp(dot(normal, half_vec), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
}
lightAmbientDiffuse = lightAmbient + lightDiffuse;
#else
lightAmbientDiffuse = gl_Color;
lightSpecular = gl_SecondaryColor;
#endif
#ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005),sin(position.x*position.w*0.005+anim_timer*20.0)*cos(position.y*position.w*0.005))*0.03;
#endif
// Base color
#ifdef FLAG_DIFFUSE_MAP
#ifdef FLAG_ANIMATED
vec4 baseColor;
if (effect_num == 2) {
baseColor = texture2D(sBasemap, texCoord + distort*(1.0-anim_timer));
} else {
baseColor = texture2D(sBasemap, texCoord);
}
#else
vec4 baseColor = texture2D(sBasemap, texCoord);
#endif
#else
vec4 baseColor = gl_Color;
#endif
vec4 fragmentColor;
fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
fragmentColor.a = baseColor.a;
// Spec color
#ifdef FLAG_SPEC_MAP
fragmentColor.rgb += lightSpecular.rgb * (specColour.rgb * SPECULAR_FACTOR);
fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
#else
fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
#endif
// Env color
#ifdef FLAG_ENV_MAP
vec3 envIntensity = (alpha_spec) ? vec3(specColour.a) : specColour.rgb;
fragmentColor.a += (dot(envColour.rgb, envColour.rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += envColour.rgb * envIntensity;
#endif
// Glow color
#ifdef FLAG_GLOW_MAP
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
#endif
#ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
#endif
//Commented out. If HDR makes a comeback, we may need this.
//fragmentColor.a = clamp(fragmentColor.a ,0.0,1.0);
#ifdef FLAG_ANIMATED
if (effect_num == 0) {
float shinefactor = 1.0/(1.0 + pow((fract(abs(gl_TexCoord[0].x))-anim_timer) * 1000.0, 2.0)) * 1000.0;
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
gl_FragColor.a = fragmentColor.a * clamp(shinefactor * (fract(abs(gl_TexCoord[0].x))-anim_timer) * -10000.0,0.0,1.0);
}
if (effect_num == 1) {
float shinefactor = 1.0/(1.0 + pow((position.y-anim_timer), 2.0));
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
#ifdef FLAG_LIGHT
gl_FragColor.a = fragmentColor.a;
#else
// ATI Wireframe fix *grumble*
gl_FragColor.a = clamp((position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
gl_FragColor.a = fragmentColor.a;
float cloak_interp = (sin(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005)*0.5)-0.5;
#ifdef FLAG_LIGHT
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#else
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*lNormal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#endif
}
#else
gl_FragColor = fragmentColor;
#endif
}
-
I'm using the .sdr files from the second Alpha with the third Alpha's .exe for now and it works, and there's no more disappearing ships in Subspace, two thumbs up. :D
-
Hell it's MY thread i can triple post whenever i want whatever i want! Whatever, i do what i want!
NEW RELEASE: http://www.mediafire.com/?n7lxxozz155u29f
Changelog:
- Fixed ships disappearing in subspace and certain lighting conditions
- Changed averaging of shadow lookups to gaussian filtering (OMG SOFT SHADOWS)
Have fun!
Valathil, this latest patch doesn't cause the frame buffer related crashes I was seeing previously on Mac. Thanks!
Working great here on this system.
-
I found a little bug - Watch as the fighter's shadow disappears as I get closer to the object that the shadow is cast upon:
http://www.mediafire.com/?bhqhjvaheq1klc7
-
I found a little bug - Watch as the fighter's shadow disappears as I get closer to the object that the shadow is cast upon:
http://www.mediafire.com/?bhqhjvaheq1klc7
Ahh yes i think i know whats causing it. I didnt think of that when writing the filter. Thanks
-
Sorry if I'm late, but shadows don't appear to work on my end. Only the first release works, the other two drain on performance, but just aren't being shown. I'm running on an ATI 2600pro.
-
You are probably (or rather, definitely) not using the correct shaders.
-
How many times do i have to mention that this thing will be tunable and disableable before everyone gets it. This isnt even 50% finished by my reckoning for christ's sake why should i worry about doing fine tune settings now when i havent even figured out to do all kinds of light sources yet. I mean thanks for the suggestions on how to make it more customizable but do you really think im doing this and havent thought about what could be tuned in a feature i completely thought up and implemented by myself? I mean you could have asked anyone a month ago if there would be shadows in fsopen and everybody would have said NO WAI. So really, settle down till i finish it. This is going to take a while. As I said before im doing this alone and i dont have unlimited time to work on this. The Test builds im providing are as a courtesy to the community and a way to test the code on different hardware setups not really a performance test if it can run on integrated intel gpus or the like. So if your pc cant handle this it never will regardless of any parameters i would expose for tuning. Sucks to be you but thats the way it is.
-
Has anyone else tested this with the Modular Construction Kit? In particular, with larger constructions? The shadows absolutely kill them on my PC, not sure he it's me, or a result of their inherently shadow intensive shapes.
Also, getting some oddly specific slowdowns with my cargo platform - with one on screen, framerate drops to a rocksteady 30.0. He there are 2, it falls off to an equally solid 20.0. This is from a solid 60 fps. Are there reproducable for anyone else?
-
Well, 60, 30, and 20 sound like you have vsync on.
I seem to get slowdowns per object on screen. 3-5, I'm fine. Any more than that, and my framerates dive precipitously. This may be related to your modular construction kit, since, presumably, each girder/corner is its own model.
-
Has anyone else tested this with the Modular Construction Kit? In particular, with larger constructions? The shadows absolutely kill them on my PC, not sure he it's me, or a result of their inherently shadow intensive shapes.
Also, getting some oddly specific slowdowns with my cargo platform - with one on screen, framerate drops to a rocksteady 30.0. He there are 2, it falls off to an equally solid 20.0. This is from a solid 60 fps. Are there reproducable for anyone else?
Those shadows are done per objects not per lights, so with many objects out there slowdown will be huge. Also resolution is the same for small fighters as for big ships.
I don't really know if it is better to compute shadow maps per objects or just for whole scene ( it's about speed vs detail ), but apparently it's still early stuff.
Just to give some more feedback, tested it on old machine (it's dualcore with 2600 AMD gfx) and default executable right now struggles to give useful performance (with no media pack). With 512x512 it's mostly fine, but small fighters have their shadows barely visible on capitals ( Mirmidon on Hatshepsut ).
-
Actually, that is not correct. The shadow setup, for the moment, takes the first directional light (that is, the first sun in the mission file) and renders the entire scene from that lights' viewpoint into the shadow map, which is then used as input for the regular renderer. If it was only calculated per object, you would only get self-shadowing.
-
Which reminds me, in the last few missions of the main FS2 campaign (those that take place in Capella), that really, really, really tiny sun is the first sun in the mission file, so all light gets cast from that sun, whereas the other suns are much larger and on the other side of the skybox--which looks very odd.
Probably something FSU needs to fix, rather than the SCP, so just thought I'd point that out...
-
Well, one of the things Valathil is working on is to increase the number of light sources that can cast shadows. So that may not be such a big issue in the future, at the cost of more performance.
-
If it was only calculated per object, you would only get self-shadowing.
Actually every object get's it's own depth map. So for all ships (apparently debri or asteroids are not included) all the other ships, debri and objects that are in certain direction and distance are rendered. So it's not entire scene per object, but it's not entire scene for everything either.
You can check it out, every render_ship call does this thing. It's by no means bad idea, it's just luxury that not everyone can afford.
-
The negative space wedgie is actually right and this is another point where you can put on the performance screws "self shadowing only"
-
All Off-Topic Discussion can happen here: Re: Not-so-secret Secret Project (http://www.hard-light.net/forums/index.php?topic=78745.0)
New builds, patches, and issue reporting ONLY. No Feature requests. No Feature Complaints. Any Off-Topic post get's a week off.
-
I have to say, GODD WORK VALATHIL! :nod:
I am enjoying a good 50~60 FPS (without VSync) and 40~50 FPS (with VSync) using the latest patch...
However, there are some strange issues regarding the shadows, for instance, when a capital ship (Corvette and up), is near the player the framerate is as smooth as silk, however when the ship is at a bit far off (say 7000~8000 meters) I am experiencing a gereat performance loss (about 25~35 FPS, without VSync)
I just whipped up a mission in FRED where there was only a Hades Destroyer (HTL) and notihing (no background, asteroids,etc) else...I am still experiencing the same issue..
I have a Radeon HD 5770 (1 GB)
AMD Phenom II X4 and 4 GBs of RAM.
Other than that, Im REALLY enjoying your work!! :yes: :yes: :yes:
-
Might be because LOD'S are not really correctly handled right now.
-
Valathil; Firstly *fantastic* job on this... my jaw really did hit the floor when I saw those videos in action and I'll be trying this out ASAP for myself. That does bring me on to my second point though:
Do you think you could upload the alpha to somewhere a bit more stable? I've tried all of the links you posted and they've all 404'd on me. The mirror link for the v.5_alpha_2.rar does work so I'll start with that but I believe you've revised the release since then. I'd sure appreciate a stable link to the latest copy.
That said, really well done. Self-shadows is one of those realism issues that has always bugged me about FS2 but seemed like it'd never get fixed. It's amazing to see how far you and everyone else involved in the SCP are pushing the engine.
-
Might be because LOD'S are not really correctly handled right now.
In the ship labs, i can find little to no difference in framerates with different LODs, its just in-game...
EDIT: Even debris have some weird shadows in the ship labs (not noticeable in-game though)
-
Valathil; Firstly *fantastic* job on this... my jaw really did hit the floor when I saw those videos in action and I'll be trying this out ASAP for myself. That does bring me on to my second point though:
Do you think you could upload the alpha to somewhere a bit more stable? I've tried all of the links you posted and they've all 404'd on me. The mirror link for the v.5_alpha_2.rar does work so I'll start with that but I believe you've revised the release since then. I'd sure appreciate a stable link to the latest copy.
That said, really well done. Self-shadows is one of those realism issues that has always bugged me about FS2 but seemed like it'd never get fixed. It's amazing to see how far you and everyone else involved in the SCP are pushing the engine.
Here you go:
http://www.mediafire.com/?vv0720047lyydj3
-
Thanks Crybertrance but I'm getting a 404 screen from that link :(
-
Try it again Thunder (Seriously, again?) - it works for me.
-
Thanks Crybertrance but I'm getting a 404 screen from that link :(
There is something wrong with your internet connection then, works fine on this side...
-
Having tried Firefox and IE I still get nothing - not even connecting directly to mediafire.com
Would someone be kind enough to host it somewhere else? I'm having no trouble with any other website...
-
Having tried Firefox and IE I still get nothing - not even connecting directly to mediafire.com
Would someone be kind enough to host it somewhere else? I'm having no trouble with any other website...
Hope this works for you.. :)
http://sharesend.com/zeefm
-
That link definitely worked first time - no idea what was up with the other site but thank you for getting the files to me.
Unfortunately for me at least - they don't work! I should elaborate though:
I tried the shadow build WITHOUT using the FSOInstaller (the first thing I did was a fresh FS2 install then try the release that Crybertrance just provided) and it DID work.
Then I used the FSOInstaller to download all the additional mediaVPs etc. and install it all as per usual. Running the game WITHOUT ENABLING MediaVPs 3.6.12 as a mod still allows shadows to work. Enabling the MediaVPs as a mod stops the shadow effect from occurring but everything else works fine.
I only have two thoughts at this stage: 1) something in the MediaVPs is stopping the shadows from working or 2) because I've selected another mod it might be missing out the shadows entirely? I'm going to test that by copying the files packaged with the shadow build into the data folder of the MediaVP mod. Watch this space...
-
Did you use the shaders that come with the shadow build?
-
Update: I solved the problem and it was my second theory that did it. I had dragged/dropped the all the files from the .RAR that Crybertrance had provided straight into my FreeSpace2 root directory.
That was wrong.
If anyone else has a problem using this method and is running a mod via the FSO Launcher then remember that you need to copy the DATA folder from the shadows .RAR INTO the mod folder that you're running. Otherwise the information won't be there and the shadows won't show.
Once I did that it was business better than normal - the shadows look fantastic and everything is running without glitches so far (I only tested on the first campaign mission but still).
Superb job Valathil, just stunning work :D
-
Dropping stuff directly into a FS2 folder is never a good idea. In that case, it didn't work because the shaders in your data folder got overridden by the ones in the MVPs.
-
Yeah, that was my folly - I've not used FS2 since the implementation of "mod folders" in the launcher so it didn't occur to me that the newly installed shadow stuff was being overwritten by the other mods in the folder I had selected.
A bit of constructive criticism for everyone here - as an outsider - it really can be confusing when installing mods for games for the first time. Some games are lucky and just have one launcher that you can select mods from using a check box or whatever... and it's clear that folks here have tried to make it easy. But for those of us who haven't followed progress it can still be confusing!
No slant against anyone in particular here. But making the great new features that FSO etc. possess available to the "newbie" is crucial and it's something that hasn't always been easy to follow (the FSO Installer was a complete joy to use as it does it all for you - but even that doesn't provide detailed data of how much file space each mod might use which makes it difficult to know how long is left to install everything or whether you'll run out of drive space in the process.)
Please don't consider this a rant though, more... food for thought when releasing new features. I know this one (the shadows function) is in alpha so no great expectations of support there but in general it can really help those of us with less tech savvy or experience from making silly mistakes like I did ;)
-
You know what we always say... When you hit trouble, jump on IRC and ask people. Always happy to be of service !
-
Update: I solved the problem and it was my second theory that did it. I had dragged/dropped the all the files from the .RAR that Crybertrance had provided straight into my FreeSpace2 root directory.
I did the EXACT same thing the first time I installed it, I was in the dark for quite sometime until I figured it out!! :p
I wanted to warn you in my earlier post, but I felt that a newcomer like me shouldn't open my mouth too often! :rolleyes:
Happy you figured it out though
-
I think people always should come forward when you can help someone newbie or veteran. Thats what a cummunity should be. People flaming and trol.. no wait helping each other out and working together
-
I think people always should come forward when you can help someone newbie or veteran. Thats what a cummunity should be. People flaming and trol.. no wait helping each other out and working together
Will remember that next time! :yes:
-
(http://img85.imageshack.us/img85/8780/screen0124.th.png) (http://imageshack.us/photo/my-images/85/screen0124.png/)
OK, fixes seems to work fine, but I have one more bug to report.
Squadron insignia don't have shadows applied to them. If you look closely at the pic you'll see an insygnia on an otherwise shadowed area.
-
What do you have going on that's covering up the entire front half of a Hurricane V? :eek:
-
Space station.
It's docked to a very large shipyard, which is also shadowing the fighter.
Also, it's a (slightly upscaled) 600m version. :) The station is actually Trashman's Aeglos (same model as Kumari from BP).
-
Valathil, could you please provide a debug version of the shadow build?
-
If you dont know how to compile the build yourself what use is going to be a debug build for you?
-
For... debugging, maybe ?
You don't need to know how to compile to be able to mod. Nor to be able to help coders with some specific crashes that they don't manage to reproduce.
-
If you dont know how to compile the build yourself what use is going to be a debug build for you?
:nervous:
1) It'll sure help to identify if the crashes are caused by your build or something on the users side..
2) It will help testers report their bugs more easily (I'm not talking about visual glitches)
3) It'll also help FREDers to identify some crashes (regular debug builds don't display models)
BTW I'm requesting, not DEMANDING :P, if its not possible just say no... ;)
-
Im really sorry for the double post, but I found a BUG :nod:
Notice in the picture how the Containers cast a shadow on the arms of the freighters even though the Sun is directly facing it..
[attachment deleted by a basterd]
-
Maybe there are two suns and the other is flagged primary?
-
no it happens because of the hackish way i did the shadow casting from other objects. Im thinking of ways to correct that. Im already aware of the issue quite some time. Since the one post with the video and the vanishing hecate shadow. Correcting this bug showed me that bug that was reported now
-
If you dont know how to compile the build yourself what use is going to be a debug build for you?
:nervous:
1) It'll sure help to identify if the crashes are caused by your build or something on the users side..
2) It will help testers report their bugs more easily (I'm not talking about visual glitches)
3) It'll also help FREDers to identify some crashes (regular debug builds don't display models)
BTW I'm requesting, not DEMANDING :P, if its not possible just say no... ;)
1. Im not interested in crashes at the moment cause they are 99% user fault and code will change a lot in the future
2. no it wont, i included no code yet (Asserts etc.) that would show me what is wrong without seeing the thing myself
3. what have fredders to do with shadows? there are no features to tune in fred for shadows.
Best thing when reporting a bug or glitch is posting a screenshot or video. I have a very good eye for graphics and can spot causes for effects very fast. And cause i fully know my way around the code i wrote and why i wrote it and what it does i can figure out whats wrong very quickly. So if you want to help and cant give me something like "you forgot the perspective devide for the shadow texture lookup in the vertex shader" just post a screenie or vid that helps me the most.
-
I haven't checked any recent builds but some screen shots made me wonder, do beams cast shadows yet? I think they should be a higher priority than point sources.
-
No, beams do not cast shadows yet. However, as Valathil explained it, getting point light sources to work is a necessary prerequisite for beam shadows.
-
Beams casting shadows? :wtf:
Don't you think it will be a little weird for a beam to cast a shadow? Beams are very similar to lasers on earth (correct me if I'm wrong) and I don't see lazors casting shadows on anything...
-
As in, the beam is the light source that casts shadows.
-
well beams cast light dont they? so they also cast shadows so what the f are you talking about. Also Beams are contained accelerated incandescent plasma and not lasers
-
Beams casting shadows? :wtf:
Don't you think it will be a little weird for a beam to cast a shadow? Beams are very similar to lasers on earth (correct me if I'm wrong) and I don't see lazors casting shadows on anything...
you don't see them casting light on things or burning holes through things either.
-
http://www.youtube.com/watch?v=jo376zPns8I
there's a real life plasma beam that burns holes in stuff and casts light and shadows :D
-
My fault, I didn't realize that you'all were talking about beams as a light source (thanks Kolgena). I thought that it was in the context of beams (as in a solid object ) casting shadows on something else. :no: :no: :nono: Also I said that beams are similar to lasers. Also, no need to be so rude Valathil, its just a misunderstanding... :rolleyes:
-
its just the ludicrous illogic you displayed. if beams were lasers and dont cast light then they would only be visible if they hit the camera so no beam effects WHATSOEVER additionally they would be called "LASERS" and not "beams". so yeah i was rude cuz when people dont think about what is coming out of their mouths it pisses me off.
-
Yeah, welcome to deh internutz. :rolleyes: Sometimes it keeps you saner to just ignore things that other people post that don't make sense. Of course, then they will probably just say it again in a longer post. :doubt:
-
Yeah, welcome to deh internutz. :rolleyes: Sometimes it keeps you saner to just ignore things that other people post that don't make sense. Of course, then they will probably just say it again in a longer post. :doubt:
i no rite. But by stomping my foot down from time to time maybe people will hold themselves back just a little. maybe, just MAYBE.
-
its just the ludicrous illogic you displayed. if beams were lasers and dont cast light then they would only be visible if they hit the camera so no beam effects WHATSOEVER additionally they would be called "LASERS" and not "beams". so yeah i was rude cuz when people dont think about what is coming out of their mouths it pisses me off.
Sorry man :( Guess ma brainz were not working so well at the time. :P
Yeah, welcome to deh internutz. :rolleyes: Sometimes it keeps you saner to just ignore things that other people post that don't make sense. Of course, then they will probably just say it again in a longer post. :doubt:
i no rite. But by stomping my foot down from time to time maybe people will hold themselves back just a little. maybe, just MAYBE.
Definitely, will hold myself back. my posts will be restricted to bug reporting and *helpful* suggestions ONLY! :p (BTW I don't do long posts very well, so don't worry...)
-
Well, it helps if you review your posts by reading them to yourself after you post them. Then, if they don't make sense, quickly hit the "Modify" button, and put at the end: "EDIT: Whoops, not sure what I was thinking there, what I was trying to say was..." or "Please ignore that, had a brain fart" or somesuch.
Else people will quickly inform you that your post doesn't make much sense, see above exampli gratia. ;)
-
There are two possible interpretations of "beams casting shadows"
1, that the beams emit light which may be blocked by other objects, or
2, that the light from the sun (or other light sources) is blocked by beams.
I remember there was a pre-release screenshot of StarCraft II where one of the Protoss' beam weapons cast a [colored] shadow on the ground, but I can't seem to find it anymore :sigh:
-
Can we have #1? :D
-
I think we do. Beam lighting was in long before shadow.
-
So, you mean to say, the light cast from the beams will allow a fighter to cast a shadow on a cruiser that would otherwise have been lit by the beam if the fighter wasn't in between the beam and the cruiser?
beam <light from beam> fighter <shadow by fighter> cruiser (now in shadow)
-
Yes. Right now shadows are only being based on sun light sources. We want them to be cast by beams too. Shadows from explosions would be cool too, now that I think of it...
-
Yes. Right now shadows are only being based on sun light sources. We want them to be cast by beams too. Shadows from explosions would be cool too, now that I think of it...
... and of lasers, and exhaust plumes, and glowpoints, and everything! Start saving for the new rig that's gonna handle it :P
-
it will cast a shadow from the most intense beam or point light per ship + 1 sun but i cannot do more efficiently till we bump up the opengl version on the engine which is a project in itself
-
So... :nervous: Valathil, do you have a twin? More specifically, one that would be interested in coding said bump in opengl version for FSO? If not, how do you feel about cloning?... what? :warp:
-
Yes. Right now shadows are only being based on sun light sources. We want them to be cast by beams too. Shadows from explosions would be cool too, now that I think of it...
... and of lasers, and exhaust plumes, and glowpoints, and everything! Start saving for the new rig that's gonna handle it :P
We don't even have lights for plumes or glowpoints yet lol
Also, I thought this thread was supposed to be only about the current build and its testing, not about random stuff? :P
-
yeah tell me about it
-
Erk, sorry. :o
-
Now with POINT LIGHTS
http://youtu.be/v4HWG7ilJ2M?hd=1
-
:yes: :yes: :yes:
-
After carefully thinkin it through i probably wont do self shadowing for point and beam lights cause they are not so apparent but i can do all 7 lights and other objects casting shadows on ships instead which in my mind would be more efficient use of the memory and processing power
EDIT: Spoke too soon cant do my idea cause of stuff in the same position overwriting each other Maybe it DOES work have to think about it. Instead of a depth map using normal color texture and render shadowers additive to red with the light num as a bitshift in a normal integer texture and then checking in the shadow lookup if it has that bit set.
-
Maybe it DOES work have to think about it. Instead of a depth map using normal color texture and render shadowers additive to red with the light num as a bitshift in a normal integer texture and then checking in the shadow lookup if it has that bit set.
(https://encrypted-tbn3.google.com/images?q=tbn:ANd9GcRsfD9yM1PiI-il_7gSUU6IC_Zo5ntFh6W5Jch6-Pt3rYans1je)
Anyway, I've been playing around with the build a lot, and the only thing I've noticed other than what I've already reported is just the performance loss thing. If it means anything, it seems to manifest itself more when looking at very big objects like a Hecate class warship. The loss isn't permanent, which is to say that if I look away, my FPS will become normal. It doesn't seem to matter if I've close to the object or very far away. If I'm looking in the general direction of the ship that causes the lag, well, yeah you get the point. That's really all I can report. Not sure if there's anything new there, but I figured I'd just type it out anyway.
-
So bad that there's only an SSE 2 build. My comp can't run SSE2 :nervous:
-
If you don't have at least SSE2, you might not be able to run shadows at a playable FPS at all.
-
I guess that answers the question of whether I should ever try to run one of these builds on my Athlon XP 3200+... :warp:
-
Given that the XP 3200+ can do SSE2 I really don't see how.
-
Well.... it *is* an old rig...
-
For you folks being unsure of the SSE2 support in your cpu, if you have an AMD CPU thats older than Athlon 64's or Intel's Pentium 4's, you dont have SSE2. EVERYTHING ELSE HAS IT.
-
I did not know that. I thought all the older athlons supported it too. Guess I was wrong there.
-
I did not know that. I thought all the older athlons supported it too. Guess I was wrong there.
i'm going from whats written here: http://en.wikipedia.org/wiki/SSE2#Notable_IA-32_CPUs_not_supporting_SSE2
its about as accurate as anything else.
-
I've got ahead and split the topic after this point into a new thread of its own to discuss hardware issues. Please keep this on the original topic (shadows in FSO, bug reporting, play testing, showing off awesome screenshots of it in action etc.)
Let me know if anything got accidentally mixed up, otherwise, enjoy and carry on folks :)
-
From a discussion with a friend on skype, on this subject:
[10:46:44 AM] Suralin: And they say fan projects can't match modern graphics. :D
[10:49:46 AM] (friend): never under estimate the power of fans
[10:50:08 AM] (friend): I'm sure they'd make giant cheese obelisks of this game too
[10:50:21 AM] (friend): if challenged
[10:50:47 AM] Suralin: Crap. I think we have to do that now.
-
I'll start working on it right away! :lol:
-
Dear awesome Val.
May I be so bold to inquire about the progress of this particular endeavor?
-
Skyward Sword, The Old Republic Beta, soon Assassins Creed Revelations does that answer your question?
-
Well, after the Steam Autumn sale, I didn't really expected much else. :)
-
Skyward Sword, The Old Republic Beta, soon Assassins Creed Revelations does that answer your question?
'nuff said
-
Valathil's been coding at breakneck speed for a while, but you gotta decompress occasionally.
-
Ok Asscreed and Zelda are through expect to see something new (Shadows / Lightshaft stuff) in the coming days/weeks
-
lol you said "Asscreed"
-
we needz anim00s shadurr
Looking forward to further progress from you, Valathil :)
-
Nothing is true. Everything is permitted. That includes calling it the "Asscreed" :pimp:
-
Nothing is true. Everything is permitted. That includes calling it the "Asscreed" :pimp:
That's not what it means shut up. :P
-
If I dare ask, how is progress coming along, good sir? :D
-
im working on getting the scriptable gui working so we can have an options menu to tune the shadows so no progress on the shadows themselve
-
scriptable gui
awwwwwwww yeeaaaaaaaaaaah :D
-
Does this scriptable gui include moar than graphics option (will we be able to replace the main hall with it ? )
-
Wat.
That's already possible, and it's been possible for years.
-
http://www.hard-light.net/forums/index.php?topic=79283.0
-
scriptable gui - tune the shadows
I only read that and I was like ....
WUT!
And Then I was like...
WE LOVE YOU VALATHIL!!!!!
-
Does this scriptable gui include moar than graphics option (will we be able to replace the main hall with it ? )
Then i was not well updated on this i guess... last time i heard about this, it was told that it break multiplayer menus.
-
Can anyone point me to some requirements to run this? because i tried it multiple times before posting, waited for new builds and tried them and still i cannot get any shadows or lightshafts to rednder.
Either no shadows are rendered or the mission crashes.
Tried:
- different builds
- putting shader files into different folders, also running them as a mod
i could probably try to do a new clean install with mediavp`s
Im on a radeon 6970
any help would be greatly appreciated
p.s. great work, looks awesome on screenshots and yt videos ;)
-
An FS2_open.log may help us find and correct those issues. Please refer to the FAQ (http://www.hard-light.net/forums/index.php?topic=56279.0) if you do not know how to generate one.
-
Thanks The E
one question? are there debug builds of this Valathil`s binaries?
from reading this FAQ there is no other way then by having debug builds
-
one question? are there debug builds of this Valathil`s binaries?
from reading this FAQ there is no other way then by having debug builds
No, there are no debug builds.. :nono:
We were pestering him to release one...but he wouldn't listen :p
-
If you read the thread you'll learn that Valathil doesn't need them. Post a screenshot and he'll go "oh ****, that's what I did wrong," fix it, and we be happy.
-
If you read the thread you'll learn that Valathil doesn't need them. Post a screenshot and he'll go "oh ****, that's what I did wrong," fix it, and we be happy.
If you read my posts you'll learn that shadows just don`t show up for me at all, you don`t need a screenshot for that.
Since i`m the one person for which they never worked i assume I`m doing something wrong
BTW tried a fresh install, still no shadows. Any help would be appreciated.
-
If you read the thread you'll learn that Valathil doesn't need them. Post a screenshot and he'll go "oh ****, that's what I did wrong," fix it, and we be happy.
If you read my posts you'll learn that shadows just don`t show up for me at all, you don`t need a screenshot for that.
Since i`m the one person for which they never worked i assume I`m doing something wrong
BTW tried a fresh install, still no shadows. Any help would be appreciated.
Now that I try it as well shadows don't work for me either after I did a fresh install after a windows format a few days ago... I using the Alpha 3? (latest) version of the shadows build... All the files are in the correct places (quadruple checked). They just don't work!
-
I can't speak for the third alpha thingy, but have you tried the build that combines lightshafts and shadows? Perhaps that one is more willing to play ball. It's in either this thread, or the lightshafts build's one.
-
I can't speak for the third alpha thingy, but have you tried the build that combines lightshafts and shadows? Perhaps that one is more willing to play ball. It's in either this thread, or the lightshafts build's one.
Tried that, it just gives me a crash... :banghead:
-
sorry Valathil...i noticed that the cockpits and the visible ship in cockpit view aren't affected by shadows....maybe is a well known issue,anyway post this just for inform you.
thanks so much
-
/me coughs
There are so shadows affecting the visible cockpit. My video proves it. (http://www.youtube.com/watch?v=3kqAyOl6qPY&feature=plcp&context=C3ce42d4UDOEgsToPDskK5BAoqhqRIfNPrufTrMAV4)
-
yeah cobra you right....i'll make a double check with the mixed sunshaft/shadows build...apparently i used the shadow alpha n.3
-
Just figured I'd mention something -- It seems that, while performance is fine with normal models, shadows causes major slowdowns with certain models, for example the Burning Heaven campaign, when looking in the general direction -- even when far, far, far away -- of a custom model; a space station in what I think is the second level, the game slows to a crawl. Just putting it out there.
-
Just figured I'd mention something -- It seems that, while performance is fine with normal models, shadows causes major slowdowns with certain models, for example the Burning Heaven campaign, when looking in the general direction -- even when far, far, far away -- of a custom model; a space station in what I think is the second level, the game slows to a crawl. Just putting it out there.
Like Valathil said (a few pages back) the shadows are not yet fully optimized for various LODs and stuff.