Author Topic: Warp in/out animation problem  (Read 22711 times)

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Offline ssmit132

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Re: Warp in/out animation problem
I remember having a similar problem (both the warp in/out and the explosion problem) with... I think it was my laptop? It was just the glow maps that remained visible, however.

 
Re: Warp in/out animation problem
* FUBAR-BDHR scratches head at E's comment

I've never seen an effect like he's describing when ships blow up.  Yea you get a couple of partial ships and then the debris spit out from them but several whole ships that turn into debris?  That's not right.

Of course a screen shot of these ships would help avoid any confusion.

Here's a Ravana biting the dust, and it's pretty clear that it's breaking up into two whole ships.  There are times when I could swear there are more than two full models, but that could just be me.  Most of the time, only two are noticeable.







A couple more screenshots are attached, but no log files yet.  I'll try to get one for you tomorrow.  Hopefully, my problem isn't simply the fact that I'm using an NVIDIA card (as Trivial Psychic pointed out).  If that's the case than I may just have to deal with it.

[attachment deleted by admin]

 

Offline Dragon

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Re: Warp in/out animation problem
Those are the weirdest issues I ever seen.
I didn't even knew that something like that could happen.

 

Offline chief1983

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Re: Warp in/out animation problem
Ravana mitosis!
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Offline headdie

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Re: Warp in/out animation problem
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Offline Trivial Psychic

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Re: Warp in/out animation problem
You're using OpenGL, right?
The Trivial Psychic Strikes Again!

 

Offline General Battuta

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Re: Warp in/out animation problem
You're using OpenGL, right?

There is no other option in FreeSpace Open.

This is a truly bizarre bug.

 

Offline Trivial Psychic

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Re: Warp in/out animation problem
I only asked because the last time I recall this was back when I was still playing D3D.  Come to think of it, I think that it had something to do with the Z-Buffer... not that I really know what that does, but I seem to recall that bug.
The Trivial Psychic Strikes Again!

 
Re: Warp in/out animation problem
OK, got the log file.  Something new happened this time -- the game actually crashed when the Ravana was about to jump in.  Not sure why that was the case; it didn't happen in the non-debug version.  Regardless, some good capital ship explosion action going on in there.

[attachment deleted by admin]

 

Offline blowfish

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Re: Warp in/out animation problem
Sorry to bump this (again), but I want to say (a) that this bug is probably platform related, as I experience it on OSX as well and (b) It disappears with -no_glsl enabled.  I think it boils down to the fact that clipping isn't working properly.

 

Offline chief1983

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Re: Warp in/out animation problem
Can anyone reproduce it with the latest nightly?  r6627 or higher
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Warp in/out animation problem
I'm happy to say that for me, this mystery has been resolved with the solution stated in blowfish's post.  By enabling -no_glsl in the launcher (I was using v3.6.13 r6449) the warp animation problem AND the explosion mitosis issue were both corrected!  Perhaps it's even a fix for the FAQ page, since it does indeed look like a general OS X thing.  Unfortunately, the r6662 release with -no_glsl disabled does nothing to resolve the problem.  But at least there's a (seemingly) general fix for these issues.

EDIT:  I first reported that it worked with r6662 but then I double checked my Launcher settings, and turns out -no_glsl was still on.  Oops.  At any rate, a fix exists.
« Last Edit: October 23, 2010, 03:32:21 pm by qphysFTW »

 

Offline blowfish

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Re: Warp in/out animation problem
A fix does indeed exist, but you loose normal maps and post processing.

 

Offline Echelon9

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Re: Warp in/out animation problem
I'm happy to say that for me, this mystery has been resolved with the solution stated in blowfish's post. By enabling -no_glsl in the launcher...
As blowfish said, using -no_glsl also disables a range of other graphics features, so it is non-optimal.

 
Re: Warp in/out animation problem
Sorry, but I'm bumping this topic as the bug still seems to be an issue.

These mods are amazing, for the sheer fact that I'm playing this ancient game (easily one of the best ever) at full resolution on my Mac so many years later. But this one really puts a damper on the pivotal warps and explosions in the game.

I downloaded nightly build 7355 last night. In addition to -no_glsl, it has an option for -disable_glsl_model, which I assume is a subset of -no_glsl. Disabling "glsl_model" at first glance seems to do the trick. So maybe that narrows it down a little further?

I don't like the fact that I'm missing some effects because of it, but I guess that's my other question: does anyone know what exactly -disable_dlsl_model disables? Is it less than -no_glsl? The description says "don't use shaders for model rendering", but isn't that all shaders are used for? Or are they applied to beams/warps/background as well?

 

Offline The E

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Re: Warp in/out animation problem
Per default, shaders are used to render every 3D model in the game. That applies to the warp effect as well as skyboxes and normal models. -disable_glsl_model overrides this and hands the models off to the fixed-function pipeline instead (which is orders of magnitude slower, and doesn't allow things like normal maps), while still allowing the use of post-processing.
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Re: Warp in/out animation problem
Thank you for the reply and explanation.

I meant to also ask in my post: was it ever determined whether this is strictly an nVidia issue, and AMD cards don't have the problem? I'm not above buying a new video card for this game, if I know it will work.

 

Offline Kolgena

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Re: Warp in/out animation problem
It's probably a Mac-specific problem, since OSX has (had?) very out-dated OpenGL support.

Are you using OSX Lion?

  
Re: Warp in/out animation problem
I'm still on Snow Leopard (10.6.7...*just realized he never upgraded to .8*), but intend on upgrading to Lion soon.

From reading around the web, is appears that Lion does add support for OpenGL 3.2 and GLSL 1.50, but some new Lion functions must be called to use them, rather than the old "compatibility" 2.x tree that still exists.

Links, for example:
http://www.ode2.com/?p=149
http://developer.qt.nokia.com/forums/viewthread/8047
http://www.idevgames.com/forums/thread-9205-post-71487.html
http://forums.macrumors.com/showthread.php?t=1165524

I don't know enough about it to have a concept of how much work it would be to add support for, but it would be awesome if it was added. The newer version of GLSL could be all that's been missing?

 

Offline The E

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Re: Warp in/out animation problem
*sigh*

And I thought Linux drivers were sucking hard. This is just beyond ridiculous.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns