Author Topic: finally, i got it working!!!  (Read 2723 times)

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finally, i got it working!!!
finnally, i have been doing small non coding jobs for the SCP for quite some time, i converted the manual and stuff, but i never actually got around to using the SCP HT&L. now, it works, somewhat. it is beutifull, i used the wiki FAQ manual, basicly a copy&paste from the readme. now, here is the result:

dogfigting and techroom shots go fine, but when i turn towards anything large, like a hatsepsut, my framerate drops and i get a CTD without error message.

RIVA TNT2 16MB RAM
P3 800
192MB SDRAM
Win98SE
DX9
12_05_2003_fs2_open_r.exe
media 356c vp installed
HOTU like rip of FS2


also, when i got my wings after the training mission the image wasn't shown, and when i went to the medal viewer thingy, i saw nothing, except "accept" printed over the exit button from the debrief, and a mousepointer dragging. screenie can be provided.

i am not sure if this stuff is a bug or not, it might be a known fixable issue. if so, please enlighten me. i can enter this stuff into mantis too. but i won't until i am sure these are not known issues. any other info i should be able to provide.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Sticks

  • 29
finally, i got it working!!!
I don't know anything about the medal room issue, but I can say that with your gfx card you're going to have a pretty hard time getting HTL to work at all.

I can think of one part of the code that may be causing this crash. Could you get the Text Caps from the launcher and post them here? That would help me narrow it down.
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus

 
finally, i got it working!!!
Operating System: Win 98  A
Memory: 191 MB
Adapter: NVIDIA RIVA TNT2 Model 64/Model 64 Pro

Modes:

33: (1280x1024)x32 bit, 0 rr
32: (1280x960)x32 bit, 0 rr
31: (1280x768)x32 bit, 0 rr
30: (1280x720)x32 bit, 0 rr
29: (1152x864)x32 bit, 0 rr
28: (1024x768)x32 bit, 0 rr
27: (960x720)x32 bit, 0 rr
26: (800x600)x32 bit, 0 rr
25: (720x576)x32 bit, 0 rr
24: (720x480)x32 bit, 0 rr
23: (640x480)x32 bit, 0 rr
22: (640x400)x32 bit, 0 rr
21: (512x384)x32 bit, 0 rr
20: (480x360)x32 bit, 0 rr
19: (400x300)x32 bit, 0 rr
18: (320x240)x32 bit, 0 rr
17: (320x200)x32 bit, 0 rr
16: (1280x1024)x16 bit, 0 rr
15: (1280x960)x16 bit, 0 rr
14: (1280x768)x16 bit, 0 rr
13: (1280x720)x16 bit, 0 rr
12: (1152x864)x16 bit, 0 rr
11: (1024x768)x16 bit, 0 rr
10: (960x720)x16 bit, 0 rr
9: (800x600)x16 bit, 0 rr
8: (720x576)x16 bit, 0 rr
7: (720x480)x16 bit, 0 rr
6: (640x480)x16 bit, 0 rr
5: (640x400)x16 bit, 0 rr
4: (512x384)x16 bit, 0 rr
3: (480x360)x16 bit, 0 rr
2: (400x300)x16 bit, 0 rr
1: (320x240)x16 bit, 0 rr
0: (320x200)x16 bit, 0 rr


D3D8 Caps:

caps.Caps.D3DCAPS_READ_SCANLINE:                                yes

caps.Caps2.D3DCAPS2_CANCALIBRATEGAMMA:                          no
caps.Caps2.D3DCAPS2_CANRENDERWINDOWED:                          yes
caps.Caps2.D3DCAPS2_CANMANAGERESOURCE:                          no
caps.Caps2.D3DCAPS2_DYNAMICTEXTURES:                            yes
caps.Caps2.D3DCAPS2_FULLSCREENGAMMA:                            yes
caps.Caps2.D3DCAPS2_NO2DDURING3DSCENE:                          no

caps.Caps3.D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD:           no

caps.PresentationIntervals.D3DPRESENT_INTERVAL_IMMEDIATE:       yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_ONE:             yes
caps.PresentationIntervals.D3DPRESENT_INTERVAL_TWO:             no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_THREE:           no
caps.PresentationIntervals.D3DPRESENT_INTERVAL_FOUR:            no

caps.CursorCaps.D3DCURSORCAPS_COLOR:                            no
caps.CursorCaps.D3DCURSORCAPS_LOWRES:                           no

caps.DevCaps.D3DDEVCAPS_CANBLTSYSTONONLOCAL:                    no
caps.DevCaps.D3DDEVCAPS_CANRENDERAFTERFLIP:                     no
caps.DevCaps.D3DDEVCAPS_DRAWPRIMTLVERTEX:                       yes
caps.DevCaps.D3DDEVCAPS_EXECUTESYSTEMMEMORY:                    yes
caps.DevCaps.D3DDEVCAPS_EXECUTEVIDEOMEMORY:                     no
caps.DevCaps.D3DDEVCAPS_HWRASTERIZATION:                        yes
caps.DevCaps.D3DDEVCAPS_HWTRANSFORMANDLIGHT:                    no
caps.DevCaps.D3DDEVCAPS_NPATCHES:                               no
caps.DevCaps.D3DDEVCAPS_PUREDEVICE:                             no
caps.DevCaps.D3DDEVCAPS_QUINTICRTPATCHES:                       no
caps.DevCaps.D3DDEVCAPS_RTPATCHES:                              no
caps.DevCaps.D3DDEVCAPS_RTPATCHHANDLEZERO:                      no
caps.DevCaps.D3DDEVCAPS_SEPARATETEXTUREMEMORIES:                no
caps.DevCaps.D3DDEVCAPS_TEXTURENONLOCALVIDMEM:                  yes
caps.DevCaps.D3DDEVCAPS_TEXTURESYSTEMMEMORY:                    no
caps.DevCaps.D3DDEVCAPS_TEXTUREVIDEOMEMORY:                     yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXSYSTEMMEMORY:                   yes
caps.DevCaps.D3DDEVCAPS_TLVERTEXVIDEOMEMORY:                    no

caps.PrimitiveMiscCaps.D3DPMISCCAPS_BLENDOP:                    no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPPLANESCALEDPOINTS:      no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CLIPTLVERTS:                no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_COLORWRITEENABLE:           no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCCW:                    yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLCW:                     yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_CULLNONE:                   yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_LINEPATTERNREP:             no
caps.PrimitiveMiscCaps.D3DPMISCCAPS_MASKZ:                      yes
caps.PrimitiveMiscCaps.D3DPMISCCAPS_TSSARGTEMP:                 no

caps.RasterCaps.D3DPRASTERCAPS_ANISOTROPY:                      no
caps.RasterCaps.D3DPRASTERCAPS_ANTIALIASEDGES:                  no
caps.RasterCaps.D3DPRASTERCAPS_COLORPERSPECTIVE:                no
caps.RasterCaps.D3DPRASTERCAPS_DITHER:                          yes
caps.RasterCaps.D3DPRASTERCAPS_FOGRANGE:                        yes
caps.RasterCaps.D3DPRASTERCAPS_FOGTABLE:                        yes
caps.RasterCaps.D3DPRASTERCAPS_FOGVERTEX:                       yes
caps.RasterCaps.D3DPRASTERCAPS_MIPMAPLODBIAS:                   yes
caps.RasterCaps.D3DPRASTERCAPS_PAT:                             no
caps.RasterCaps.D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE:           no
caps.RasterCaps.D3DPRASTERCAPS_WBUFFER:                         yes
caps.RasterCaps.D3DPRASTERCAPS_WFOG:                            yes
caps.RasterCaps.D3DPRASTERCAPS_ZBIAS:                           no
caps.RasterCaps.D3DPRASTERCAPS_ZBUFFERLESSHSR:                  no
caps.RasterCaps.D3DPRASTERCAPS_ZFOG:                            yes
caps.RasterCaps.D3DPRASTERCAPS_ZTEST:                           no

caps.ZCmpCaps.D3DPCMPCAPS_ALWAYS:                               yes
caps.ZCmpCaps.D3DPCMPCAPS_EQUAL:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATER:                              yes
caps.ZCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                         yes
caps.ZCmpCaps.D3DPCMPCAPS_LESS:                                 yes
caps.ZCmpCaps.D3DPCMPCAPS_LESSEQUAL:                            yes
caps.ZCmpCaps.D3DPCMPCAPS_NEVER:                                yes
caps.ZCmpCaps.D3DPCMPCAPS_NOTEQUAL:                             yes

caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:                yes
caps.SrcBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTALPHA:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                      yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                   yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ONE:                            yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHA:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                    yes
caps.SrcBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                       yes
caps.SrcBlendCaps.D3DPBLENDCAPS_ZERO:                           yes

caps.DestBlendCaps.D3DPBLENDCAPS_BOTHINVSRCALPHA:               yes
caps.DestBlendCaps.D3DPBLENDCAPS_BOTHSRCALPHA:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_DESTALPHA:                     no
caps.DestBlendCaps.D3DPBLENDCAPS_DESTCOLOR:                     yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTALPHA:                  no
caps.DestBlendCaps.D3DPBLENDCAPS_INVDESTCOLOR:                  yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCALPHA:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_INVSRCCOLOR:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_ONE:                           yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHA:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCALPHASAT:                   yes
caps.DestBlendCaps.D3DPBLENDCAPS_SRCCOLOR:                      yes
caps.DestBlendCaps.D3DPBLENDCAPS_ZERO:                          yes

caps.AlphaCmpCaps.D3DPCMPCAPS_ALWAYS:                           yes
caps.AlphaCmpCaps.D3DPCMPCAPS_EQUAL:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATER:                          yes
caps.AlphaCmpCaps.D3DPCMPCAPS_GREATEREQUAL:                     yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESS:                             yes
caps.AlphaCmpCaps.D3DPCMPCAPS_LESSEQUAL:                        yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NEVER:                            yes
caps.AlphaCmpCaps.D3DPCMPCAPS_NOTEQUAL:                         yes

caps.ShadeCaps.D3DPSHADECAPS_ALPHAGOURAUDBLEND:                 yes
caps.ShadeCaps.D3DPSHADECAPS_COLORGOURAUDRGB:                   yes
caps.ShadeCaps.D3DPSHADECAPS_FOGGOURAUD:                        yes
caps.ShadeCaps.D3DPSHADECAPS_SPECULARGOURAUDRGB:                yes

caps.TextureCaps.D3DPTEXTURECAPS_ALPHA:                         yes
caps.TextureCaps.D3DPTEXTURECAPS_ALPHAPALETTE:                  no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP:                       no
caps.TextureCaps.D3DPTEXTURECAPS_CUBEMAP_POW2:                  no
caps.TextureCaps.D3DPTEXTURECAPS_MIPCUBEMAP:                    no
caps.TextureCaps.D3DPTEXTURECAPS_MIPMAP:                        yes
caps.TextureCaps.D3DPTEXTURECAPS_MIPVOLUMEMAP:                  no
caps.TextureCaps.D3DPTEXTURECAPS_NONPOW2CONDITIONAL:            no
caps.TextureCaps.D3DPTEXTURECAPS_PERSPECTIVE:                   yes
caps.TextureCaps.D3DPTEXTURECAPS_POW2:                          yes
caps.TextureCaps.D3DPTEXTURECAPS_PROJECTED:                     no
caps.TextureCaps.D3DPTEXTURECAPS_SQUAREONLY:                    no
caps.TextureCaps.D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE:      yes
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP:                     no
caps.TextureCaps.D3DPTEXTURECAPS_VOLUMEMAP_POW2:                no

caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:          no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:         no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC:       no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:               yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:         no
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:               yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:              yes
caps.TextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:               yes

caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:      no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:     no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC:   no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:          no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:           no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:     no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:          no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:           no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:          no
caps.CubeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:           no

caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFAFLATCUBIC:    no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFANISOTROPIC:   no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC: no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFLINEAR:        no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MAGFPOINT:         no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFANISOTROPIC:   no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFLINEAR:        no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MINFPOINT:         no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFLINEAR:        no
caps.VolumeTextureFilterCaps.D3DPTFILTERCAPS_MIPFPOINT:         no

caps.TextureAddressCaps.D3DPTADDRESSCAPS_BORDER:                no
caps.TextureAddressCaps.D3DPTADDRESSCAPS_CLAMP:                 yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV:         yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRROR:                yes
caps.TextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE:            no
caps.TextureAddressCaps.D3DPTADDRESSCAPS_WRAP:                  yes

caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_BORDER:          no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_CLAMP:           no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_INDEPENDENTUV:   no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRROR:          no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_MIRRORONCE:      no
caps.VolumeTextureAddressCaps.D3DPTADDRESSCAPS_WRAP:            no

caps.LineCaps.D3DLINECAPS_ALPHACMP:                             yes
caps.LineCaps.D3DLINECAPS_BLEND:                                yes
caps.LineCaps.D3DLINECAPS_FOG:                                  yes
caps.LineCaps.D3DLINECAPS_TEXTURE:                              yes
caps.LineCaps.D3DLINECAPS_ZTEST:                                yes

Max texture width:  2048
Max texture height: 2048
Max volume extent:  0

Max texture repeat: 0
Max texture aspect: 0
Max anisotropy:     1
Max vertex W:       0.000000

Guard band (l,t,r,b): -2048.000000 -2048.000000 2047.000000 2047.000000

Extents adjust: 0

caps.StencilCaps.D3DSTENCILCAPS_DECR:                           yes
caps.StencilCaps.D3DSTENCILCAPS_DECRSAT:                        yes
caps.StencilCaps.D3DSTENCILCAPS_INCR:                           yes
caps.StencilCaps.D3DSTENCILCAPS_INCRSAT:                        yes
caps.StencilCaps.D3DSTENCILCAPS_INVERT:                         yes
caps.StencilCaps.D3DSTENCILCAPS_KEEP:                           yes
caps.StencilCaps.D3DSTENCILCAPS_REPLACE:                        yes
caps.StencilCaps.D3DSTENCILCAPS_ZERO:                           yes

caps.FVFCaps.D3DFVFCAPS_DONOTSTRIPELEMENTS:                     yes
caps.FVFCaps.D3DFVFCAPS_PSIZE:                                  no
caps.FVFCaps.D3DFVFCAPS_TEXCOORDCOUNTMASK:                      yes

caps.TextureOpCaps.D3DTEXOPCAPS_ADD:                            yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED:                      yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSIGNED2X:                    yes
caps.TextureOpCaps.D3DTEXOPCAPS_ADDSMOOTH:                      yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDCURRENTALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDDIFFUSEALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDFACTORALPHA:               yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHA:              yes
caps.TextureOpCaps.D3DTEXOPCAPS_BLENDTEXTUREALPHAPM:            yes
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAP:                     no
caps.TextureOpCaps.D3DTEXOPCAPS_BUMPENVMAPLUMINANCE:            no
caps.TextureOpCaps.D3DTEXOPCAPS_DISABLE:                        yes
caps.TextureOpCaps.D3DTEXOPCAPS_DOTPRODUCT3:                    no
caps.TextureOpCaps.D3DTEXOPCAPS_LERP:                           no
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE:                       yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE2X:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATE4X:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR:         yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA:         yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR:      yes
caps.TextureOpCaps.D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA:      yes
caps.TextureOpCaps.D3DTEXOPCAPS_MULTIPLYADD:                    no
caps.TextureOpCaps.D3DTEXOPCAPS_PREMODULATE:                    no
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG1:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SELECTARG2:                     yes
caps.TextureOpCaps.D3DTEXOPCAPS_SUBTRACT:                       yes

Max texture blend stages:  8
Max simultaneous textures: 2

caps.VertexProcessingCaps.D3DVTXPCAPS_DIRECTIONALLIGHTS:        no
caps.VertexProcessingCaps.D3DVTXPCAPS_LOCALVIEWER:              no
caps.VertexProcessingCaps.D3DVTXPCAPS_MATERIALSOURCE7:          no
caps.VertexProcessingCaps.D3DVTXPCAPS_POSITIONALLIGHTS:         no
caps.VertexProcessingCaps.D3DVTXPCAPS_TEXGEN:                   no
caps.VertexProcessingCaps.D3DVTXPCAPS_TWEENING:                 no
caps.VertexProcessingCaps.D3DVTXPCAPS_NO_VSDT_UBYTE4:           no

Max active lights:             0
Max user clip planes:          0
Max vertex blend matrices:     0
Max vertex blend matrix index: 0

Max point size: 1.000000
Max Prim count:    65535
Max Vertrx index:  65535
Max Streams:       0
Max Stream stride: 255

Vertex shader version:   0.0
Max vertex shader const: 0

Pixel shader version:    0.0
Max pixel shader value:  0
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline RandomTiger

  • Senior Member
  • 211
finally, i got it working!!!
Quote
Originally posted by Sticks
I don't know anything about the medal room issue, but I can say that with your gfx card you're going to have a pretty hard time getting HTL to work at all.


Not true, my TNT2 served me well, I played MAX Payne, Black and White and loads of other games that stretched its abilities.

It cant do HTL in hardware so its always going to be a bit slow but it should not be crashing.

kasperl, use the -stats command and take note of the figures before it crashes if you can. Its probably running out of memory.

 
finally, i got it working!!!
willco, the day after tommorow at the earliest though, i don't have FS2 on my laptop so i'll have to do this at home.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Sticks

  • 29
finally, i got it working!!!
RT, I meant with FSO. ;)

My theory was that we were sending too large a batch to the card and thus crashing it out, but we're not approaching the 65535 limit per batch I'm sure.

That still may be partially correct if there's not enough memory left to send the vertices to the card due to it being used by textures, etc.
« Last Edit: January 19, 2004, 03:16:41 pm by 1354 »
"Napalm is good as a quickfire solution, literally..." -- cngn

"Shh... [Kazan's] schizophrenia allows him to multitask." -- Goober5000

Why am I still coding at 12:35am?

SCP: Templum sanctus ingeniosus

 

Offline RandomTiger

  • Senior Member
  • 211
finally, i got it working!!!
I know, my point is that theres no reason any card that has DX8 supported drivers shouldnt be able to run htl fs2_open.

I just wanted to clarify that he *should* be able to get it working even if in practice it doesnt. I bet hes running out of memory, -stats will test that out hopefully.

This is why I should really get on with the D3D texture restructure.

 
finally, i got it working!!!
ok, i just did another test, but i forgot to kill my vbirusscanner, printer driver, ZA, SETI, MSN and all that stuff. i got 9 FPS with 2 low poly hercs on screen. i crashed when i look at more then 4 at the same time.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline RandomTiger

  • Senior Member
  • 211
finally, i got it working!!!
Need more information. Please run with -stats flag.
Also run a debug build and see if you can get us an error message.

 
finally, i got it working!!!
the stats thing gave me about 32MB free throughout the game, IIRC. i am rather busy, and tired like hell. tommorow.

i hope you don't mind me dragging this out, but i am running in circles here just to get my homework done, read this, and get sleep and stuff.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
finally, i got it working!!!
go to pricewatch.com spend $50 on a radeon 9000 [or $70 on a radeon 9600 w/ 128mb] and enjoy
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 
finally, i got it working!!!
i have an AGP2x on my mobo, bad?

if there is a possibility that it will really increase performance, i might see if i can get some cash freed up (now hope i don't grow soon so i won't need new jeans).
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Kazan

  • PCS2 Wizard
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
finally, i got it working!!!
radeons will run on 2x board (heck i think even the 9800 will run on a 2x)
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

  
finally, i got it working!!!
ok, if you look in HL main, you'll see a thread were i announce that i have about 100Euro to spend on a graph card, give or take 10.

/me does da happy dance.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm