SM3 - Page 2

SM3

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: SM3

Post by Pressure Line »

[14:16:16] <PressureLine> Dual Core E2200 @ 2.2GHz, 2GB DDR2-667, 9600GT on 175.16 drivers, 1440x900 desktop and spring res

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: SM3

Post by FLOZi »

Playing around with PL - commenting out the minimap and changing tilesizes all to 40 and Narrow Passage works for him. Beherith can you try the same?

Master-Athmos seems to have the inverse problem, I'm not sure how to tackle that yet.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: SM3

Post by smoth »

319-400fps on urban

freaky cloud glitch on narrow passage.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: SM3

Post by FLOZi »

Ok, PL turned the minimap back on and it was still working.

So the issue remains solely with TileSize.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: SM3

Post by Hoi »

Passage works 100% (didn't test urban), the only problem seems to be terraforming. When I terraform/fire a weapon that changes the map the area that gets hit loses its texture and the texture becomes some kind of groundscar.
Master-Athmos
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Joined: 27 Jun 2009, 01:32

Re: SM3

Post by Master-Athmos »

True. Maybe that's a "problem" though caused by the way the gadget applies the new texture for the terraformed region. Would be really neat if a dev could make this one of his top priorities and work on the "bad spots" left. It's sort of sad having this nice and semi-finished format floating around... :(
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: SM3

Post by Forboding Angel »

One of the biggest reasons I stopped mapping seriously is because I'm tired of the massive process that is sm2. I was really cheering sm3 on and then jc decided that it wasn't worth his trouble.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Re: SM3

Post by jcnossen »

If it was just bugs, then i'd have finished it, but it's also a design problem. Like Beherith said, it should be a filter tree instead of a pipe.
I decided to rewrite, but never found the time for it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: SM3

Post by Forboding Angel »

Well sm3 was our chance to get a massive kick into the modern era of texture splat mapping and I was pretty disappointed when it didn't come to fruition.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: SM3

Post by Kloot »

Master-Athmos wrote:...I just get a black screen & some flickering to the bottom left (similar to beherith). The screenshot taking method works...
FWIW, this bug is now dead.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: SM3

Post by Beherith »

Thanks for fixing that kloot. Ill pull latest and try to test it.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: SM3

Post by thesleepless »

when loading the sm3 i get an illegal instruction error

athlon 64 3000+
geforce6200
linux

Code: Select all

LogOutput initialized.
Spring 0.79.1.0
Available log subsystems: mapinfo, CollisionVolume, unit, ArchiveScanner, VFS-detail, VFS, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 112, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  0, SSSE 3.0:  0
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "/home/ftsf/.springrc"
OS: Linux
Using read-only  data directory: /usr/bin/
Using read-write data directory: /home/ftsf/.spring/
Using read-only  data directory: /usr/share/games/spring/
Scanning: /usr/share/games/spring/maps
Scanning: /usr/share/games/spring/base
Scanning: /usr/share/games/spring/mods
Scanning: /usr/share/games/spring/packages
Scanning: /home/ftsf/.spring/maps
Scanning: /home/ftsf/.spring/base
Scanning: /home/ftsf/.spring/mods
Scanning: /home/ftsf/.spring/packages
Scanning: /usr/bin/maps
Scanning: /usr/bin/base
Scanning: /usr/bin/mods
Scanning: /usr/bin/packages
Video mode set to  1280 x 1024 / 32 bit
[      0] SDL:  1.2.13
[      0] GL:   2.1.2 NVIDIA 173.14.19
[      0] GL:   NVIDIA Corporation
[      0] GL:   GeForce 6200/AGP/SSE2/3DNOW!
[      0] GLEW: 1.5.1
[      0] Video mode set to  1280 x 961 / 32 bit
[      0] Video mode set to  1280 x 1024 / 32 bit
[      0] Testing mode enabled; game over disabled.
[      0] Connecting to local server
[      0] Starting demo recording
[      0] Using map EE-Narrow_Passage-v02.sm3
[      0] Recording demo demos/local_20090701_094200_EE-Narrow_Passage-v02_0.79.1.sdf
[      0] Using script Commanders
[      0] Using mod Balanced Annihilation V6.95
[      0] Using mod archive BA695.sd7
[      0] Became player 0 (team 0, allyteam 0)
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     OpenAL Community
[      0] Sound:   Version:    1.1 ALSOFT 1.7.411
[      0] Sound:   Renderer:   OpenAL Soft
[      0] Sound:   AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_source_distance_model AL_LOKI_quadriphonic
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[      0] Sound:   Device:     ALSA Software
[      0] Sound:   Available Devices:  
[      0] Sound:                       ALSA Software
[      0] Sound:                       OSS Software
[      0] Sound:                       Wave File Writer
[      0] Sound: CSound(): Sucessfully parsed 4 SoundItems from gamedata/sounds.lua
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] Loading all definitions:  4.491000
[      0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[      0] Loading map informations
[      0] Loading EE-Narrow_Passage-v02.sm3
[      0] loading heightmap (Maps/pass/height.png)...
[      0] heightmap size: 1025x1025
[      0] initializing heightmap renderer...
[      0]   generating terrain normals for shading...
[      0] initializing texturing system...
[      0]   parsing texture stages...
[      0]   loading textures and blendmaps...
[      0]     loading texture sand from Maps/pass/sand.png...
Then i get an Illegal Instruction and it dies

unfortunately it doesn't specify which illegal instruction...

any ideas?
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: SM3

Post by azaremoth »

Narrow passage works and I have about 200% of the normal fps (35 compared to 15 on this notebook on Eye_of_horus_2). Shadows work, but reflective units are broken.

AMD Athlon X2 QX-62
Radeon HD 3200
Vista 64bit

It has great compatibility potential when it even runs on low-end hardware like this.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: SM3

Post by Hoi »

Not sure if it's sm3 related, but when playing passage, alt-tabbing and then going back to spring again fps goes to 5 for the rest of the time.
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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Re: SM3

Post by BrainDamage »

kloot's patch fixes black map problem here
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: SM3

Post by Master-Athmos »

Brain Damage wrote:kloot's patch fixes black map problem here
Well this would be awesome - latest exe wants a libgcc_s_dw2-1-dll from me though which I don't have (MinGW I guess). Will try an installer later - maybe that'll fix it...
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: SM3

Post by imbaczek »

latest installers indeed should have that file.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: SM3

Post by Argh »

Hmm.

If it gets fixed to the extent that one-layer maps work on all hardware, I will take a look at what compatibility issues ensue with jK's GLSL-based splats... er... ground decals... with a very small change in the rendering code (have to add shadowmap support, basically, which I can borrow from elsewhere).

I think that, plus... did that camera thing I mentioned get fixed? Might actually get us somewhere useful. Setting up full support for the splats will be a pain, though, I'll have to build a second World Builder like thing to write / erase them and choose where to put them. I'd love to see a proper decal editor like Wolfire's using for their latest game, whatever I come up with will be pretty crude and not flexible enough for serious purposes.

But... all that said, we need depthmaps with some sort of scalar and specular controls, or it's just going to look shiny-shiny and it won't really be that big of an improvement, even with speedy GLSL splats to make it prettier.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: SM3

Post by Beherith »

Argh wrote:Hmm.
I think that, plus... did that camera thing I mentioned get fixed?
I think you conveniently forgot the case where the camera isnt pointing at the ground, or is at a very low angle. <3 simple fixes.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: SM3

Post by Argh »

I just pointed to where I think that the vector used for LOD comes from, and that's all.

The LOD was always being generated as if the camera was pointing straight down, instead of taking the real vector into account, as I demonstrated months ago when I was first talking about the tessellation issues.

So the fix should be simple, yeah- just plug the correct vector in. Spring already has that on-hand, and it's already available to that code. I wanted to know if anybody had actually done that yet, so that I can re-test tessellation and see how it's performing, is all.

[EDIT]No, it hasn't been fixed yet, and it's still using the wrong vector, at least in SMF, haven't checked SM3 but that section's pretty much the same, jcnossen's tessellation code is being used for both, IIRC.[/EDIT]
Last edited by Argh on 01 Jul 2009, 20:59, edited 1 time in total.
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