Author Topic: Deferred Lighting Open Beta 6 (17/11/12)  (Read 57693 times)

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Offline Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Could you elaborate on pulse options? Especially "bias" and "exponent".

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
done
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Offline Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Thanks.
Also, I've noticed that it's impossible to tie a glowpoint to a non-physical subsystem. This would be a very useful feature, for instance, you could make thruster lights that go out when the associated thruster is destroyer (this could benefit from a system taking throttle into account as well, but let's leave that for later), lights on radar dishes that go out when the sensor subsystem is destroyed and fighterbay lighting that goes down when the fighterbay gets torpedoed. Or simply a headlight that can be broken by either a collision or an unlucky shot. Do you think you could code something like that in?

  

Offline The E

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Re: Deferred Lighting Open Beta 6 (17/11/12)
It affects jumping ships on the bottom-half of the screen only; it looks as it should on the top-half.
I tried the first download and the edit just in case.

We've found and fixed this issue.

If you ever meet a person working on AMD's OpenGL drivers, hit them over the head with a table for us, please.
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 Commander Zane

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Re: Deferred Lighting Open Beta 6 (17/11/12)
We've found and fixed this issue.

If you ever meet a person working on AMD's OpenGL drivers, hit them over the head with a table for us, please.
You got it. :yes:

 

Offline Rodo

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Re: Deferred Lighting Open Beta 6 (17/11/12)
When I read these kind of posts I just remember that time when I was about to buy an AMD card and decided to spend a few more bucks to get an Nvidia counterpart.
So glad I did that, not sure if I would have had these problems but hell, I don't want to discover it.
el hombre vicio...

 

Offline Dark RevenantX

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Wow, this adds a lot more than you'd expect to the game when used/abused correctly.

Table updates for this absolutely have to go into the next FSU release.

 

Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Can Reproduce. Only caveat I can reproduce in Trunk as well
« Last Edit: November 19, 2012, 10:14:30 am by Valathil »
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Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
EDIT: Oh, you reproduced it.  :)

In that case, the only other thing I've noticed is severe framerate stutter when bombs explode. This is on an old 280gtx  until I get my new one, just FYI.
« Last Edit: November 19, 2012, 10:31:43 am by Nemesis6 »

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
have you enabled framebuffer explosions? also i have 260 and i have no problems.

Also i traced the black thing to a nullvec normal on the charybdis model. this model well be replaced next mediavp anyway
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Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Tried both with and without, without framebuffer shockwaves it seems to be just a tiny, tiny bit better but I'm not sure.

 

Offline Valathil

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Re: Deferred Lighting Open Beta 6 (17/11/12)
try trunk
┏┓╋┏┓╋╋╋╋╋╋╋╋╋┏┓
┃┃╋┃┃╋╋╋╋╋╋╋╋╋┃┃
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┃┗┫┃┏┓┫┃━┫┃┏┓┃┃┗┛┃┗┛┣━━┣━━┃
┗━┻┻┛┗┻━━┛┗┛┗┛┗━━┻━━┻━━┻━━┛

 

Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Moved to the new graphics card yesterday, problem's gone now for some reason.

 

Offline Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Do glowpoint lights cast shadows on their own parent? I've started playing around with them, and they don't seem to.

 

Offline The E

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Re: Deferred Lighting Open Beta 6 (17/11/12)
No, glowpoint lights do not cast shadows.
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 Dragon

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Re: Deferred Lighting Open Beta 6 (17/11/12)
At all, or only on the parent ship? Either way, while this has potential benefits, it can also look pretty strange. Also, is it going to stay this way?

 

Offline The E

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Re: Deferred Lighting Open Beta 6 (17/11/12)
I thought I gave a pretty straight answer.

No, glowpoint lights NEVER cast shadows on anything.
No, it is not a good idea to enable that function, because performance would go down really fast.
Yes, it is very probably going to stay that way, unless someone discovers a way to not waste tons of render cycles on additional shadow map passes.
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 Luis Dias

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Re: Deferred Lighting Open Beta 6 (17/11/12)
The way for them not to appear strange is to make them small so that lack of shadows becomes irrelevant. Designed that way, they are amazing. My 2 cents.

 

Offline Nemesis6

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Re: Deferred Lighting Open Beta 6 (17/11/12)
Getting a crash on the first mission of the new ASW Act 2 mod with the Deferred lighting + Shadows build. Happens a little while after the first wings jump in. The Shadows 3.1 build doesn't seem to suffer from this problem. I redownloaded the file because a crash was mentioned as being fixed, then I ran both the release and the debug and it does the same; freeze with an appcrash dialog in the background when I alt tab. I get some errors when starting the mission, though:

Code: [Select]
For asteroid 'Large Asteroid', detail level
mismatch (POF needs 3)
KERNELBASE.dll! WaitForSingleObjectEx + 152 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
fs2_open_3_6_15d_Shadows&Deferred_Beta_6_INF_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

The problem doesn't seem to exist in the nightly build from November 21st.
« Last Edit: November 24, 2012, 05:43:04 am by Nemesis6 »