Author Topic: give me something to do  (Read 10858 times)

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Offline Bobboau

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I know for a fact that the build I have doesn't do that (the ambient lighting thing) re DL and see if it's still doing it, if it is I'm going to have to go blow up Redmond.
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DEUTERONOMY 22:11
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Offline RandomTiger

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Quote
Originally posted by Trivial Psychic

[/B]


I have managed to recreate this bug on my machine with the latest build. I have an old build that has glide and texture sections taken out but is not fully up to date. This build does not have that bug.

This means that my texture change code is OK and it is changes after that which are causing this problem.

 

Offline Bobboau

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yeah I think I just put the thing that sets ambient light into an if that I shouldn't have (fixing a lighting bug, multi-pass lighting system, remember:)) the build up right now shouldn't have that bug
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline RandomTiger

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Oh good, I crapped my pants there, I thought I had messed the whole texture sectional removal. :lol:

 

Offline Bobboau

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sorry to scare you like that
as I said "hopefuly I did something" wich is what it seems to be, I should probly commit that
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline RandomTiger

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Oh and Bob, remember to use d3d_SetTextureStageState() instead of calling SetTextureStageState() directly or the monitoring system is going to get out of sync.

The monitoring system is really good because it checks for redundant settings which really speeds things up. I believe if you have a pure device it doesnt do it internally so we have to make sure we stick by our interface.

 

Offline Bobboau

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did you fix up the ones that were there already?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline RandomTiger

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Yes

 

Offline Bobboau

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ok, good
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Sticks

  • 29
Redownloading fixed it, although the timestamp on your exe didn't change, strangely enough. :wtf:

Anywho, specular lighting still shows up in HTL even if the flag isn't there, don't know if you meant to fix that or not.
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Offline Bobboau

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I'm not the one diableing things, so I didn't touch that (it was like that sence I got it fresh)
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline CP5670

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I just tried this version and didn't notice any problems with the turret firing. Even that screwed up turret19 on the Hatshepsut worked fine, although that was with my fixed version.

If you want bugs to fix, see if you can do anything with those two gameplay bugs (http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000082 and http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000075), as they have been preventing me from testing my missions for a few weeks now. I personally think that such gameplay issues should generally take precedence over graphical ones.

 

Offline Flipside

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Heres a clearer shot of the turret rendering problem....

This is a Deimos with space behind the barrels on the top turrets....



Now I move my ship so that the hull is behind the turret....




I think they are clearer than my last shots.

Flipside

 

Offline Bobboau

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has it always done that (in HTL) or just this build?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Flipside

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Just this build as far as I'm aware, I'll run the last build and make sure..... 2 mins.....

The 20-1-04 build works fine, whatever has caused this has been introduced since then.

Oh, and CP5670, have you checked the '-nobeampierce' flag on the launcher, that should fix the second problem :)
« Last Edit: February 15, 2004, 08:16:12 pm by 394 »

 
Hmmm... been running the build with the -stats flag enabled and I've noticed something.

When I start a mission, it shows that I have 128MB Texture Memory Free.

I have a 128MB video card.

Then as I look at ships and fire my lasers to undergo the one-time lag, the texture memory free goes down (stuff is being moved into the texture memory).  Same goes for when something warps in and I look at it for the first time.  Each time it drops by a few megabytes.

This seems to indicate that the textures, while being loaded into main memory (or rather, the pagefile), isn't being loaded into the video card during the beginning of the mission.  Perhaps a flag could be made to enable the option of preloading into texture memory.


This is just some idle speculation of course, so don't jump on me.  In any case, if the "1 second lag for each new object" bug could be quashed for 3.6, it would be just perfect.
« Last Edit: February 15, 2004, 09:26:09 pm by 998 »

 

Offline CP5670

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Quote
Oh, and CP5670, have you checked the '-nobeampierce' flag on the launcher, that should fix the second problem :)


The beams are supposed to go through shields, which is happening fine, but they are fully destroying the shield quadrant they hit along with damaging the hull. It should be as it was in the original FS2, where they went through shields without affecting the shields at all. The -nobeampierce command line makes it so that they damage shields (normally) and only damage hull if the shields are down, so that wouldn't be very useful here.

 

Offline RandomTiger

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Quote
Originally posted by Bobboau
I should probly commit that


Yes please, ASAP

 

Offline Lightspeed

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Quote
Originally posted by Sticks & Bob


This definately should no longer be happening. What's your graphics card? Does this happen with this latest build?

is it off by more than 1 pixel?
are you useing non-standard modes?


happens with 1_20_04, Radeon 9800, it's way more than a pixel ( i can move the ship out of the bounding box at larger diatances, move the particle trail about 20 pixels away from the shot).

I'm running on 1024x768.
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Offline diamondgeezer

Quote
Originally posted by Bobboau:
Give me something to do

Improve misison loading times cos they're ****ing awful compared to retail