Author Topic: Post-processing  (Read 71703 times)

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Offline chief1983

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I've actually been trying to get some dialog going about a formal feature request system.  Hold tight :)
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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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

 

Offline Aardwolf

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Well, there is a "feature" option in Mantis. But that's probably not good enough, is it?

 

Offline chief1983

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It could be, and it's one option on the table.  So is Trac however.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"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

 

Offline Hery

  • 26
I was looking for presentations on multicore programming in gamedev when I came across Crytek explanation of light shafts in Crysis.
http://img4.imageshack.us/img4/7379/screen0053.jpg

This is only an unfinished prototype. I'm currently concentrating (or trying to concentrate) on different parts of FSO code, but this was very easy to implement and I decided to check how it would look like.

 

Offline Ace

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Very nice. :)
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 
Now that would look *awesome* inside the nebula.

 

Offline Nemesis6

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I was looking for presentations on multicore programming in gamedev when I came across Crytek explanation of light shafts in Crysis.
http://img4.imageshack.us/img4/7379/screen0053.jpg

This is only an unfinished prototype. I'm currently concentrating (or trying to concentrate) on different parts of FSO code, but this was very easy to implement and I decided to check how it would look like.

That is absolutely awesome. Any chance of us getting a look at this prototype just to peak our curiousity?

 

Offline DaBrain

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Very impressive hery!

I can't wait to see the final implementation.


Btw will it work for animated objects in the background as well?
I.e. a rotating asteroid belt in the background in front of the sun?

I think that would look extremely impressive. :)
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
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Offline Something

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Very impressive hery!

I can't wait to see the final implementation.


Btw will it work for animated objects in the background as well?
I.e. a rotating asteroid belt in the background in front of the sun?

I think that would look extremely impressive. :)

It would, but you'd have to see if it does anything bad to the FPS.
Done voice work for :
TBP Relic mini-campaign - Released
Warzone Campaign
Olympus Burning

 

Offline Hery

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Btw will it work for animated objects in the background as well?
I.e. a rotating asteroid belt in the background in front of the sun?
Currently it works for and only for objects which depth information is saved to the z-buffer. Of course, that may be improved if necessary ;D

Quote
It would, but you'd have to see if it does anything bad to the FPS.
It's a post-processing effect, performance loss depends only on the screen resolution (and the effect quality) :D

Problems when player dies: solved. Some minor, unreported here issues: solved.
http://quarnos.org/dl/pp_build-20091111.zip
« Last Edit: November 11, 2009, 02:15:58 pm by Hery »

 

Offline Nemesis6

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Code: [Select]
mv_music-mus.tbm(line 18:
Error: Missing required token: [#Soundtrack End]. Found [#SoundTrack Start]  instead.

<no module>! KiFastSystemCallRet
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

When I try to run the latest version.

 

Offline Hery

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This problem is not related to the changes I introduced. Which mod is it?

 

Offline Topgun

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Now that would look *awesome* inside the nebula.
I think it would look *awesomer* inside an asteroid field.

 

Offline Aardwolf

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Am I right that Hery's code makes use of namespaces?

I can't remember where I saw it, but IIRC there was a doxygen-style documentation page with that sort of stuff... Namespaces... maybe a good idea.


 

Offline Nemesis6

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This problem is not related to the changes I introduced. Which mod is it?


Happens no matter what mod I try to run. Running the shaders and table file inside the MediaVPS folder if that makes a difference. Just found out that the debug version runs fine.

EDIT: Worked for a while at least, then I got another one of these apparently useless errors:
Code: [Select]
Weapon type "TAG-C" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
« Last Edit: November 12, 2009, 06:12:03 am by Nemesis6 »

 

Offline Hery

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Am I right that Hery's code makes use of namespaces?

I can't remember where I saw it, but IIRC there was a doxygen-style documentation page with that sort of stuff... Namespaces... maybe a good idea.
http://quarnos.org/dl/scp_docs/html/namespaceopengl.html
I'm trying to make FSO internal architecture object-oriented since it is way easier to maintain than the procedural approach.

Nemesis6: AFAIK 3.6.11 is much stricter on reporting problems in the mod files. That's probably the reasons why you are getting these errors since it is highly unlikely that my code broke mission loading or something like that.

 

Offline Sushi

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I got a similar error parsing music.tbl when I tried to run Inferno R1 using 3.6.11. This is likely the same thing. I believe at some point someone did update how music.tbl was parsed to fix a bug, that may have inadvertently broken a mod or two.

 
That was one of mine (commit note says 'tested by Sushi' :P ) Commit 5439
Would need to see the music table to tell whether it's a code or table bug.
STRONGTEA. Why can't the x86 be sane?

 

Offline Sushi

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That was one of mine (commit note says 'tested by Sushi' :P )

Aw, crap. :sigh: Is there anything I touch that doesn't break?  :doubt:

Well, you should be able to reproduce the problem by trying to run Inferno R1 (with the SCP patch) in 3.6.11. Even weirder, IIRC, I only got the error if I used mediavps.


 

Offline Dragon

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Code: [Select]
Weapon type "TAG-C" found in loadout of mission file. This class is not marked as a player allowed weapon...skipping
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
This one just means that for some reason there is a TAG-C (missile that was used for a mechanic dumped from FS2, but left in code and tables, namely SSM missile system) in a mission weaponary pool. As I recall, the only mod that ever used SSM (and still uses it) is a BP: WiH (yes, that's right, you will see SSMs in there), but I think I seen TAG-C available in at least one of stand-alone missions in retail (one if the gauntlets?).