Author Topic: severe problem with ships jumping out  (Read 6861 times)

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Offline StratComm

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severe problem with ships jumping out
Quote
Originally posted by Bobboau
maybe we should have a little warning for people useing cards that don't suport the clipping plane.
wich s what those pictures are of, that's a bug that will not be fixed before 3.6


But why does it work when glow and spec are off?  I'd think that if it wasn't going to work, it would simply not work irrespective of features that should have no bearing on clipping planes.  And Raa, your card doesn't support them properly, as you've got the same one as me.  But this had been working and isn't now, which is a bit odd in my book.

And Singh, if the Hades doesn't work then my theory is dead in the water.  Is this a mission-specific thing or something that happens in any test mission you throw together?
« Last Edit: April 08, 2004, 07:49:58 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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severe problem with ships jumping out
ehhm buh, what the hell are you talking about, it has nothing to do with glow mapping and everything to do with there not being a clipping plane available, this is a htl bug, HTL is run by defalt now, have you been running in HTL mode? (you should have been)
I'm not saying we're not going to fix this, I'm just saying not before 3.6, we have an idea about how to work arround it, we just want to get 3.6 out first.
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Offline StratComm

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severe problem with ships jumping out
Of course I've been running in HT&L, and I've known that there isn't a clipping plane available for quite some time now.  I was suprised when my fighter did actually dissapear, not that it didn't, as I am fully aware of what my GPU is and is not capable of doing with the SCP.  The problem is that it isn't consistant within those limitations, and since I plan to upgrade relatively soon I'm not exactly worried about it.  However, if this has something to do with a legit bug that has been recently introduced, you need to know about it in order to be able to fix it.  So here's the problem: with the build from the latest version of everything thread, my ship dissapeared entered subspace with the following command line:
-jpgtga -fps

and did not dissapear correctly when using the command line:
-jpgtga -fps -spec -glow

Neither of those additional command lines should have anything remotely to do with the clipping plane, yet turning them on caused the error to appear where it had not existed without them.  As I said, I was more suprised that the first case worked than by the fact that the second case didn't function properly.  It doesn't have to be dealt with pre 3.6, nor am I asking for it to be, I'm just trying to document the problem as thuroughly as I possibly can.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
severe problem with ships jumping out
God, i wish i was wrong when i noted the glowmap thingy in Mantis.

These seem like 2 seperate bugs though, Singh's issue is with the whole ship, not just one or two texes.

Singh, try it with something with a fighter model but a caps tbl.
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Offline Singh

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severe problem with ships jumping out
i dunno...something may be wrong with the mission - whenever i try to move the camera angles in FRED a bit using the keyboards, it freezes and i have to CRT:+ALT+DELETE to get it to quit.
"Blessed be the FREDder that knows his sexps."
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Dreamed of much, accomplished little. :(

 
severe problem with ships jumping out
then please test it with a different mission.
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 Hippo

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severe problem with ships jumping out
Quote
Originally posted by Kazan
how old does a card have to be not to support a clipping plane



Geforce 2...
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Offline Sticks

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severe problem with ships jumping out
Hmm, are we enabling the clip plane in the second pass?

Can somebody test this with glows on but spec off and see what happens?
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Offline StratComm

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severe problem with ships jumping out
Tested, my fighter (and its glows; I flew a pegesus in the test to see if the glow pass was getting clipped... no such luck) still remains fully visable once passing through the subspace hole.  However, other ships exit normally.  I'm using Petrarch's recent mission as a testbed and it doesn't have any good oppertunities to witness a ship jumping in, so I don't know if the problem occurs there as well.

Hippo, is that bomber in your first error post missing its turret?

EDIT: In addition to the player ship not jumping out correctly, I also get a CTD after the jump-out but before the debrief.  I realize that this is somehow a card-related feature most likely, but that's one glitch that will prevent campaigns from being completable.
« Last Edit: April 09, 2004, 02:50:55 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
severe problem with ships jumping out
Hmm. What I didn't do, besides not using the glowmaps, to fix this kind of problem was trying disabling HT&L. I'll try that when I get home.

Note for those who didn't read the bug in mantis, bugnote 157:
d3d clipping plane is not supported by my GPU either (Nvidia GeForce4 MX-440)
« Last Edit: April 10, 2004, 02:22:27 am by 1788 »

 

Offline Trivial Psychic

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severe problem with ships jumping out
Ya, a friend of mine use to have a GF4MX and he had the clipping problem too.  Now he's got an ATI-R9600Pro and the problem is gone.  R9600XT, here I come!!!
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Offline Singh

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severe problem with ships jumping out
wahoo! I got to my uncle's system and hte clipping is gone - yup, technology is good!
The bug with the colossus was a thing with FRED - my mission was somehow screwed up. Anyways, ive gone ahead and am almost done with the cutscene! WOHOO!
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Offline Singh

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severe problem with ships jumping out
ummmmmm........sorry bout this, but I got another bug.

whenever i try running the game in D3D, i start getting an error initializing graphics with a blank dialogue box. After hitting ok, it says that I need to get fs2_open launcher to fix the problem,and asks if i want a new version or not. I downloaded the ver 4 just in case and ran it again, but to no avail.

The odd thing is, it works fine in OGL. This problem happened almost immediately after i unregistered some stuff from startup (via Msconfig). Ive put them back on, but the error persists.......
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 

Offline WMCoolmon

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severe problem with ships jumping out
Try updating your video card drivers. :)
-C

 

Offline Singh

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severe problem with ships jumping out
tis a driver problem? Never knew that....any idea where to get drivers for a Nvidia FX 5600 SE?

Edit: nm, got it to work. Thanks for the help! :D
« Last Edit: April 09, 2004, 10:31:59 pm by 1259 »
"Blessed be the FREDder that knows his sexps."
"Cursed be the FREDder that trusts FRED2_Open."
Dreamed of much, accomplished little. :(

 
severe problem with ships jumping out
Okay, I've played a little test with the following args:
C:\Games\FS2_Open\fs2_open_r-20040405.exe -spec -glow
-pcx32 -jpgtga -fps -stats -nohtl -dnoshowvid  -allslev
(Kazan's build)

I didn't have the problem jumping out.
Adding this to mantis now. And going to sleep now :P

 

Offline Hippo

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severe problem with ships jumping out
It half goes against the code freeze, but it would be fixing bugs: can we get a 3d warp hole override command line, so as we don't have to open each mission and use the checkbox? something like: -no3dwarp ?
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Offline Sticks

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severe problem with ships jumping out
Quote
Originally posted by mrduckman
Okay, I've played a little test with the following args:
C:\Games\FS2_Open\fs2_open_r-20040405.exe -spec -glow
-pcx32 -jpgtga -fps -stats -nohtl -dnoshowvid  -allslev
(Kazan's build)

I didn't have the problem jumping out.
Adding this to mantis now. And going to sleep now :P


That's because the problem doesn't exist in non-htl mode.
"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?

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Offline Sticks

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severe problem with ships jumping out
Quote
Originally posted by Hippo
It half goes against the code freeze, but it would be fixing bugs: can we get a 3d warp hole override command line, so as we don't have to open each mission and use the checkbox? something like: -no3dwarp ?


What bug does this fix?
"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 Bobboau

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severe problem with ships jumping out
if you don't want a 3d warp, delete the warp pof
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together