Author Topic: Glowpoints in trunk?  (Read 4962 times)

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Hi everyone!
I've just pulled the latest revisions of both antipodes and trunk to try them out, and found some considerable weirdness:
First, I tried out antipodes /w blueplanet to see if it worked properly. Unfortunately, the display of ships in the tech room and during weapon selection is a bit wonky:
The ship rotates for a short time, then jumps to a fixed rear view for a short time (about half a second), while the glowpoints keep rotating. Then the ship model jumps to fit the glowpoints, repeat.

I wanted to see where the problem originated, so I tried it on a trunk build: same thing happens.
Trunk debug build: same thing
Trunk debug with only mediavps as mod: same thing
Trunk debug, no mods or command line: same jumps in rotation, no glowpoints obviously.

I tried older revisions of both trunk (pulled on November 13.th) and antipodes (November 14.th) and the problem was gone.

So, I'm a bit baffled. Why are the glowpoints in trunk bugged like antipodes?

  

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 
I'd give you any debug log you ask for, but which one do you need? Trunk, Antipodes, with mods/mediavps or without? The revisions that are working properly or the bugged ones?

Edit: I might need a couple of minutes to compile and test once you've told me what you need

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Anyone that doesn't work properly, I'd say.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline niffiwan

  • 211
  • Eluder Class
Probably looks something like this?  It also happens with the weapon model if you're using a mod like Blue Planet.  I'm in the process of gathering info to log a mantis ticket, specifically narrowing down the exact commit that introduced the issue (probably would have finished this already if I didn't have to learn how to create a screen-cap video from scratch :)).  I'm using Linux, chief1983 has seen this on OSX, however Valathil reported not seeing it on Windows.

As for why the problem exists in Antipodes & trunk, Antipodes is synchronised with trunk on a regular basis.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Ah, so it's a known issue. Well, I guess my fs2_open.log isn't going to hurt anyway:
This is a debug build of trunk, only mediavps as mod, compiled & tested on linux
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.
==========================================================================
Opened log '/home/cubcube/.fs2_open/data/fs2_open.log', Sat Nov 24 20:19:31 2012 ...
FreeSpace 2 Open version: 3.6.15
Passed cmdline options:
  -spec_exp 11
  -fov 0.6
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -noscalevid
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fxaa_preset 6
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -no_ap_interrupt
  -snd_preload
  -mod mediavps
Building file index...
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/home/cubcube/Gfreespace/mediavps/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/home/cubcube/Gfreespace/root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack '/home/cubcube/Gfreespace/smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack '/home/cubcube/Gfreespace/sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack '/home/cubcube/Gfreespace/sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack '/home/cubcube/Gfreespace/stu_fs2.vp' with a checksum of 0xf2983309
Found root pack '/home/cubcube/Gfreespace/tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack '/home/cubcube/Gfreespace/tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack '/home/cubcube/Gfreespace/tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack '/home/cubcube/Gfreespace/warble_fs2.vp' with a checksum of 0xa7037300
Searching root '/home/cubcube/.fs2_open/mediavps/' ... 13 files
Searching root '/home/cubcube/.fs2_open/' ... 12 files
Searching root '/home/cubcube/Gfreespace/mediavps/' ... 0 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Advanced.vp' ... 1283 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Assets.3612.vp' ... 315 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Assets.vp' ... 1527 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_CB_ANI_1.vp' ... 32 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_CB_ANI_2.vp' ... 52 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Effects.3612.vp' ... 10 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Effects.vp' ... 1876 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Music.vp' ... 32 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_RadarIcons.vp' ... 24 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Root.3612.vp' ... 13 files
Searching root pack '/home/cubcube/Gfreespace/mediavps/MV_Root.vp' ... 94 files
Searching root '/home/cubcube/Gfreespace/' ... 10 files
Searching root pack '/home/cubcube/Gfreespace/root_fs2.vp' ... 157 files
Searching root pack '/home/cubcube/Gfreespace/smarty_fs2.vp' ... 10 files
Searching root pack '/home/cubcube/Gfreespace/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/cubcube/Gfreespace/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/cubcube/Gfreespace/stu_fs2.vp' ... 1777 files
Searching root pack '/home/cubcube/Gfreespace/tango1_fs2.vp' ... 32 files
Searching root pack '/home/cubcube/Gfreespace/tango2_fs2.vp' ... 15 files
Searching root pack '/home/cubcube/Gfreespace/tango3_fs2.vp' ... 10 files
Searching root pack '/home/cubcube/Gfreespace/warble_fs2.vp' ... 52 files
Found 25 roots and 13351 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.13

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: PulseAudio Default
  Capture device: PulseAudio Default
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5000 Series
  OpenGL Version   : 4.2.11627 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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "glXSwapIntervalSGI".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...

Joystick INITTED!

Using 'Mega World USB Game Controllers' as the primary joystick:
  Number of axes: 4
  Number of buttons: 4
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 226
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
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)
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)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.571 (0.571)
TECH ROOM: Dumping excess ship textures...
Loading model 'fighter2t-03.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0x437b0cfb, IBX checksum: 0x7a6fa692 -- "fighter2t-03.pof"
Frame  0 too long!!: frametime = 0.409 (0.409)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Nov 24 20:19:51 2012
Just tell me if there's anything I can do to help, I've got some time on my hands.
« Last Edit: November 24, 2012, 01:38:35 pm by EvidenceOfFault »

 

Offline chief1983

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I don't know anything about glowpoints, but the ship and weapon rotation issues with ship/weapon choice 3d enabled are something I did see on OS X, but not on Windows when I checked for it.  My Windows machine is Nvidia, and my Macbook is ATI, not sure that helps at all.
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...
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Offline niffiwan

  • 211
  • Eluder Class
FYI - mantis'd
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
I'm having the same issue. Has this only started with recent builds?
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Offline niffiwan

  • 211
  • Eluder Class
yeah, I think revision 9101 introduced the problem.  I'm trying to figure out how to fix it, but my OpenGL-fu is very weak...
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Umm, not sure if it's the same bug, but something very similar happens in-game too. See in the screenshot attached, how the thrusters don't match up with the model? Yeah. The ship was actually flying sideways at this point. It doesn't happen all the time, but enough to be annoying (try figuring out which direction your target is flying...) I've also seen ships 'jump' between correct and incorrect orientation several times in-mission. Playing on Linux, Ubuntu 12.10, FSO revision 9386. Here's the OpenGL part of my log:

Code: [Select]
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : Quadro K1000M/PCIe/SSE2
  OpenGL Version   : 4.2.0 NVIDIA 304.43

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "glXSwapIntervalSGI".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!

Full log attached for completeness, startup-mainhall-exit.

[attachment deleted by a basterd]

 

Offline niffiwan

  • 211
  • Eluder Class
Thanks - I was wondering if the problem would also show up in-mission but hadn't got around to testing it yet...
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
FWIW, it also happens to rotating subsystems. Although the orientation w.r.t. the rotation axis remains correct, they randomly lock up and snap back and forth. Oh, and collision does not follow the erroneous behaviour, which is of course to be expected if it's purely a rendering bug.

 

Offline niffiwan

  • 211
  • Eluder Class
FYI - a patch for this issue has been committed in r9389.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
That seems to have done it, nice work!