Author Topic: ATI and cats.....again  (Read 1766 times)

0 Members and 1 Guest are viewing this topic.

ATI and cats.....again
ive been reading this site for several months and figured i'd join in the chat for a change!

I like many of you guys have a swanky 9800 xt running cats 4.12beta (omega) but am somewhat pissed about this shinemap business, my friend has a GF 4400TI  which my card blows away on speed but at the moment doesnt look any good! anyhow ive e-mailed ATI a couple of times, and they simply ignored me, i emailed the omega guy but he seems to be a bit busy with personal life at the moment, so now im out of options.  

Is it possible that its not broken, thet just changed the way it works, maybe requires changing this end to fix?

could we all pester ATI and bombard them with thousands of emails to at least get them to respond?

or perhaps stand out side there offices with pitch forks chanting stuff about shinemaps and letting there car tires down?

anything, oh on a purely personal note, i cant use 4.6 with current software need for work, only way around is to dual boot, but i hardly think that should be nessary...ah well..

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
A freelance developer who made the Spirit Driver told me that Shinemaps are still activated on drivers.
But, unfortunately, i told him to come into this forum to tell more information about that to help SCP coders to resolve the problem.

And, he has never respond to my private message. I think he is very busy right now.

 

Offline mitac

  • 28
First of all :

:welcome:

:)

I'll leave the welcome speech to the veterans. Concerning that Radeon issue, it's a real pity shinemaps won't work for the newer Catalysts. I tried dozens of drivers (anything between 4.4 and 4.12b), original and modded ones, but none work. I'm going to install Win98 as second OS, just for Freespace. It's a shame there's no other way.

On your suggestion : spamming ATI certainly won't help. But if a lot of people ask kindly...*sighs* Well, it's unlikely, but maybe it helps.
marcet sine adversario virtus.

 

Offline Fury

  • The Curmudgeon
  • 213
Bobboau has already stated numerous times that when fs2_open moves to use vertex shaders, this issue should be solved.

 

Offline mitac

  • 28
Well, that's good, and news to me, as well. :) Is there any roadmap to when we may expect this move?
marcet sine adversario virtus.

 

Offline Fury

  • The Curmudgeon
  • 213
When he/they can be bothered most likely.

 

Offline redmenace

  • 211
Bob has enough on his plate with animation(translation) and pcs2 right now.
Government is the great fiction through which everybody endeavors to live at the expense of everybody else.
              -Frederic Bastiat

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
yeah, I think I'm going to let taylor or someone else put that together, I just want to talkto them for a while before they do, in all likelyness we're probly going to need to alter the model format, material system and implement vertex shaders all at the same time. so it's gona be a big project.
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 Flaser

  • 210
  • man/fish warsie
Quote
Originally posted by redmenace
Bob has enough on his plate with animation(translation) and pcs2 right now.


Translation is gona be implemented?

Wohoo!!! Even if that won't mean kick-back turrets it will be at least possible to have all kinds of moving stuff in a ship.

Another (hopefully :) ) polite inquire: do you plan to implement a system where you can chain animations to custom input and/or existing input from the player.

What I think of is stuff where the thrusters of a ship move around as if it tried to achieve better turning by doing so, or big fin/tail like stabilizators moving aroung in funky ways.

Another one: will it be possible to put turrets or firing point on moving parts?

Thanks for the effort BTW.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Flipside

  • əp!sd!l£
  • 212
Translation IS implemented to a certain degree already, Bobb released a build not so long ago :)