SM3
Moderator: Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: SM3
[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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Re: SM3
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.
Master-Athmos seems to have the inverse problem, I'm not sure how to tackle that yet.
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- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: SM3
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...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: SM3
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: SM3
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.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: SM3
when loading the sm3 i get an illegal instruction error
athlon 64 3000+
geforce6200
linux
Then i get an Illegal Instruction and it dies
unfortunately it doesn't specify which illegal instruction...
any ideas?
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...
unfortunately it doesn't specify which illegal instruction...
any ideas?
Re: SM3
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.
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.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: SM3
kloot's patch fixes black map problem here
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- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: SM3
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...Brain Damage wrote:kloot's patch fixes black map problem here
Re: SM3
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.
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.
Re: SM3
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]
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.