Author Topic: HEELP!!!! (Post processing troubles)  (Read 3950 times)

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Offline torc

  • 210
  • Diaspora SFX engineer
HEELP!!!! (Post processing troubles)
Hello! i've just understood how implement post processing effect and download the tables, but in game nothing change:
i've substituted the post-f table whit another one that should making work PP.i don't know if i need a patch or i need another build (mine is 3.6.12) to make them work
can you help me to solve the problem?
and for motion blur implement? is the same thing?
Please respond!  :( is 2 years i wait for those outstanding effects and now i can't run them... thanks in advance guys

EDIT: i'm talking about grain,contrast,blur,saturation etc effect, not the bloom flag
« Last Edit: May 24, 2010, 01:27:34 pm by The E »
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

  

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
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There is an issue in 3.6.12 RC2 where post processing will not work for some people. We're trying to work it out, but there is a reason why it's currently experimental.

Try RC1, and see if that works for you.

And if you make an error report, please always append an fs2_open.log. Instructions on how to generate them are in the Support FAQ stickied here.
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

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
thanks E, i'll try soon....just wait please  :)
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline Jeff Vader

  • The Back of the Hero!
  • Moderator
  • 212
  • Bwahaha
Re: HEELP!!!! (Post processing troubles)
Also, some forum etiquette:

1. Please don't ask for the same thing in several places. Ask in one (1) place and wait for a response. If no one responds immediately, it is entirely possible that people are busy and that no one with an answer has yet stumbled upon your question.

2. Please use descriptive topics (note how The E already edited the topic here). "HEELP!!!!" will give the impression that you are in distress, yes. But it gives absolutely no info on what the problem is about.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
nothing man... 3.6.12 rc1 not show me PP... i  don't know...i've tried everything... i don't think is my ati card cause in crysis PPeffect works pretty well...  :(
the folder must be C/programmi/GOG.com/freespace2/data/effects right? (my italian version)
EDIT: excuse me Jeff Vader you're right  :p it will never happen anymore  :)
« Last Edit: May 24, 2010, 01:45:32 pm by torc »
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline Iss Mneur

  • 210
  • TODO:
Re: HEELP!!!! (Post processing troubles)
As The_E already requested, we need an fs2_open.log.  See the FAQ that nobody ever reads and follow the instructions there.  Of particular interest is the last section of the FAQ about creating a fs2_open.log, please follow it and post the log in this thread.

The path you listed should work fine.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
ok must be this one right?

code:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -fov 0.75
  -spec_static 3.0
  -spec_point 8.6
  -spec_tube 5.0
  -ambient_factor 75
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 50
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
  -ingame_join
  -window
Building file index...
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Music.vp' with a checksum of 0xb995908a
Found root pack 'C:\Programmi\GOG.com\Freespace 2\Kvasir-VP.vp' with a checksum of 0xe905f244
Found root pack 'C:\Programmi\GOG.com\Freespace 2\pvn_hud.vp' with a checksum of 0x7e60f439
Found root pack 'C:\Programmi\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xa759fff2
Found root pack 'C:\Programmi\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Programmi\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Programmi\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Programmi\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Programmi\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Programmi\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Programmi\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Programmi\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0x85980bba
Searching root 'C:\Programmi\GOG.com\Freespace 2\mediavps\' ... 5 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\mediavps\MV_Music.vp' ... 34 files
Searching root 'C:\Programmi\GOG.com\Freespace 2\' ... 37 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\Kvasir-VP.vp' ... 9 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\pvn_hud.vp' ... 34 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\Root_fs2.vp' ... 158 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Programmi\GOG.com\Freespace 2\warble_fs2.vp' ... 86 files
Searching root 'k:\' ... 0 files
Found 20 roots and 13199 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
soundcard = DirectSound
Initializing OpenAL...
  Using 'Generic Hardware' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

OpenAL: Restricting MAX_CHANNELS to 23 (default: 32)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 3600 Series
  OpenGL Version    : 3.2.9704 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".


Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
  Compiling main shader ->  main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfe-v.sdr) / main-f.sdr (lfbse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lfne-v.sdr) / main-f.sdr (lfbsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
  Compiling main shader ->  main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lgse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (le-v.sdr) / main-f.sdr (lse-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
  Compiling main shader ->  main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lgsne-f.sdr) ...
  Compiling main shader ->  main-v.sdr (lne-v.sdr) / main-f.sdr (lsne-f.sdr) ...
Shaders Manager initialized.

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.50
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
render_target: creating new 1280x1024 FBO
render_buffer: creating new 1280x1024 render buffer
texture_pool: creating new 1280x1024 texture
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'PromVar-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'inertia-shp.tbm' ...
More than one version of engine wash Default exists; using newer version.More than one version of engine wash Default100 exists; using newer version.More than one version of engine wash Default150 exists; using newer version.More than one version of engine wash Default200 exists; using newer version.More than one version of engine wash Default300 exists; using newer version.More than one version of engine wash Default500 exists; using newer version.More than one version of engine wash Default700 exists; using newer version.More than one version of engine wash Default800 exists; using newer version.More than one version of engine wash Default900 exists; using newer version.More than one version of engine wash Default1000 exists; using newer version.More than one version of engine wash Default1100 exists; using newer version.More than one version of engine wash Default1500 exists; using newer version.TBM  =>  Starting parse of 'Kvasir-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : INVALID!!!!
cfile_init() took 1232
TrackIR Init Failed - 5
Movie Error:  Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'vasudan1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.410 (0.410)
Frame  0 too long!!: frametime = 0.350 (0.350)
Frame  0 too long!!: frametime = 1.568 (1.568)
Frame  0 too long!!: frametime = 0.384 (0.384)
Frame  0 too long!!: frametime = 1.203 (1.203)
Frame  0 too long!!: frametime = 0.336 (0.336)
Frame  0 too long!!: frametime = 0.401 (0.401)
Frame  0 too long!!: frametime = 1.054 (1.054)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.973 (0.973)
Frame  0 too long!!: frametime = 0.749 (0.749)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame  0 too long!!: frametime = 0.802 (0.802)
Frame  0 too long!!: frametime = 0.625 (0.625)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 87x76 (40.6% wasted)
ANI 2_lockspin with size 127x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x378 (26.2% wasted)
ANI 2_rightarc1 with size 103x378 (26.2% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 87x76 (40.6% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x378 (26.2% wasted)
ANI 2_rightarc1.ani with size 103x378 (26.2% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP308x190+16'
User bitmap 'TMP337x206+16'
User bitmap 'TMP69x119+16'
User bitmap 'TMP231x145+16'
User bitmap 'TMP273x158+16'
User bitmap 'TMP319x174+16'
User bitmap 'TMP192x116+16'
User bitmap 'TMP509x189+16'
User bitmap 'TMP209x477+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1720/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 485,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 20.975 (20.975)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.576 (0.576)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.334 (0.334)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  90.210
render_target: creating new 640x640 FBO
render_buffer: creating new 640x640 render buffer
texture_pool: creating new 640x640 texture
  Compiling special shader ->  post-v.sdr / brightpass-f.sdr ...
render_target: creating new 320x320 FBO
render_buffer: creating new 320x320 render buffer
texture_pool: creating new 320x320 texture
texture_pool: creating new 320x320 texture
  Compiling special shader ->  post-v.sdr / blur-f.sdr ...
  Compiling post shader (0x1f) ->  post-v.sdr / post-f.sdr ...
Fragment shader failed to compile:
Fragment shader failed to compile with the following errors:
ERROR: 0:33: error(#202) No matching overloaded function found fmod
ERROR: 0:33: error(#202) No matching overloaded function found fmod
ERROR: 0:37: error(#202) No matching overloaded function found fmod
ERROR: 0:37: error(#202) No matching overloaded function found fmod
ERROR: 0:80: error(#160) Cannot convert from 'float' to 'highp 4-component vector of float'
ERROR: 0:81: error(#202) No matching overloaded funERROR! Unable to create fragment shader!
  Post-processing shader in_error!
Post-processing disabled.
Frame  1 too long!!: frametime = 0.572 (0.572)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Frame 139 too long!!: frametime = 0.321 (0.321)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Mon May 24 21:29:02 2010

as you can see there's an issue: Unable to create fragment shader Post-processing shader in_error! Post-processing disabled.

anyone can read this please?  :)

No. --Jeff Vader
« Last Edit: May 24, 2010, 04:06:31 pm by Jeff Vader »
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: HEELP!!!! (Post processing troubles)
Would it kill you to be a bit more patient? Some questions cannot be answered instantly.

In the meantime, there may be something wrong with your drivers, please reinstall them.
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

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
sorry E!  :p i'm driving crazy  :hopping:

you talking about my ati drivers?
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
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Re: HEELP!!!! (Post processing troubles)
Yes, I do mean the drivers for your graphics card.
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

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
thanks jeff ... you're so kind and very useful for helping me to resolve my issue... however i'm reinstalling my drivers and let's see what happen. thanks E for your help. i'm asking myself if is too much try to understand how hard is for a non english man talkin about this thing... i think me and mobius are the only italian in this community... so please, try to be just a little bit patience whit us...thanks (i'm sorry but this is not the first time that happen this things and i'm a bit disappointed) 
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
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Re: HEELP!!!! (Post processing troubles)
There is a difference between tolerance for people whose command of english is not 100%, and tolerance for people who think that their problem can be solved in a matter of seconds, and who get impatient when it turns out that that isn't so.
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

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
i remember i've say sorry for been impatient. i assure you i have the best intentions when i post :) and i don't pretend nothing. i told you THANKS for your precious help and i'm sorry i haven't the skills to explain really what i mean. however, jeff vader's red post was only ridicolous and nonsense. this is what i think, hope you can concord on this. 
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
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Re: HEELP!!!! (Post processing troubles)
No, it probably wasn't. What he referred to was the fact that logs posted without [code] tags tend to be unreadable.
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

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
seen? i completely misunderstood. for me was a complete refuse to read the code after correct my post... :rolleyes:  damn language and bad think...
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline jr2

  • The Mail Man
  • 212
  • It's prounounced jayartoo 0x6A7232
    • Steam
Re: HEELP!!!! (Post processing troubles)
Some people need to spend a year or two in another country.  Or maybe 9 - that way you can have culture shock both ways - when you go there and when you come back.  ;)

Never assume someone knows what is obvious to you.  You might sound like an automaton; spitting out the same corrections and instructions every 2nd post, but patience is a virtue; eventually, others will take up the call and begin to correct newcomers so you don't have to (or should anyways).  Yes, humor can alleviate some stress, but should only be used if you are certain your target understands that your joke is not offensive.  :)  This makes for maintaining a friendly atmosphere.




 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
:)      anyway,come back on topic and for me ho regrets. i'm going sleep, hope tomorrow i'll have some good news. thanks to all the support :yes:
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline Jeff Vader

  • The Back of the Hero!
  • Moderator
  • 212
  • Bwahaha
Re: HEELP!!!! (Post processing troubles)
thanks jeff ... you're so kind and very useful for helping me to resolve my issue...
...
i'm asking myself if is too much try to understand how hard is for a non english man talkin about this thing...
...
... so please, try to be just a little bit patience whit us...
As it should be already clear, the issue here is that you lack patience. The response I edited into your post was a result of a few variables:
1. You had asked about the same thing on the SCP board two hours earlier.
2. You double-posted within minutes, demanding people to read your log.
3. You failed to use the "code" tags (granted, not a big mistake, but it still is annoying to scroll through lines and lines and lines of log, when using "code" tags would keep the entire text within a small window).

See, HLP is not a paid service, where you can ask a question and can expect it to be answered within a few seconds. Everyone, who contributes to the community does so completely voluntarily. They're using their free time to do FreeSpace-related things. Sometimes they may not have free time. Often people can respond within minutes, but occasionally it may take a day or two. Asking the question over and over again double-posting about how people should attend to your problem does give a certain arrogant picture of yourself. Patience is a virtue and I really hope you can find it in yourself in the future.

Also, I was annoyed with your choice of topic (as I said previously). It's just that if there are other people who have problems with post-processing, and they're browsing through the support board looking for titles saying "post-processing", it is entirely possible that they will skip a topic that says "HEELP" and nothing else. Which, depending on the thread in question, could mean that they'll miss a solution to their probem.

One more thing. As I also said previously, please ask for help with a certain problem in one place. By asking the same thing in several places, you are effectively disorganizing the forums, and are increasing your chances of getting conflicting advice. And as you can see, you are also promting some angry responses that are not related to the problem.

i'm asking myself if is too much try to understand how hard is for a non english man talkin about this thing... i think me and mobius are the only italian in this community...
Your English is not particularly good, but so far you've been understandable, so no need to worry about it. And no, you are not one of the only two Italian members. There are many others, with Mobius having been the loudest one.

In conclusion: yes, I'm probably a dickhead, but the reasons for me being a dickhead are listed above.

As for the actual problem, I would have also suggested reinstalling the graphics drivers. I would also remind you that you should uninstall your current drivers before installing the new ones. Some people tend to forget that.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline torc

  • 210
  • Diaspora SFX engineer
Re: HEELP!!!! (Post processing troubles)
ok guys,my pc is finally GONE!!! i tried to reboot everything but no success.  hope in next days to resolve the problem. for now thank for all the support! @jeff vader: i really like to enjoy this community, i love freespace and really respect the hard work you do for poor noobie like me. :) i assure you than before open a topic i alwais search myself the answers and i'm really sorry about this discussion. i wish to stay in this forum friendly whit all of you. so no regrets.
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 
Re: HEELP!!!! (Post processing troubles)
Slightly unrelated question but what are the kvasir and pvn_hud vps from his fs2 root folder?