Testing Spring 0.77a - Page 2

Testing Spring 0.77a

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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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Testing Spring 0.77a

Post by Crayfish »

I built some of the same core things that you have there and didn't get any invisibles. Also my radar was fine.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Testing Spring 0.77a

Post by [Krogoth86] »

Well I also can see this when planning things:
Image

You already have just this one colored geometry here which then completely dissappears during the final nano stage (the wireframe and the filling is visible during construction - just not the final textured stage)...

I'm just having these problems with the new 0.77a version...
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jK
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Re: Testing Spring 0.77a

Post by jK »

seems like you didn't set AtiHacks on 1.
[Krogoth86]
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Re: Testing Spring 0.77a

Post by [Krogoth86] »

Ah ok, forgot to set that to one - works now... :-)
Satirik
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Re: Testing Spring 0.77a

Post by Satirik »

jK wrote:seems like you didn't set AtiHacks on 1.
maybe it should be enabled by default no ?
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Testing Spring 0.77a

Post by el_matarife »

I wonder if there's some commonality in driver versions that are causing some of these issues, and if there's a driver version that actually works. Do you guys think it'd be a good idea for people to upload GPU-Z screenshots? All you have to do is download it: http://www.techpowerup.com/gpuz/ run it, click the camera in the top right corner and it can upload it to free hosting for you.
reivanen
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Joined: 12 Feb 2008, 15:52

Re: Testing Spring 0.77a

Post by reivanen »

[Krogoth86] wrote:Here some of my issues I have encountered so far:

Mod-specific (CA):
Some Core things just won't show up ingame - i.e. they are there and can be selected but are invisible. It also seems they have no collision geometry at all (at least it doesn't get shown):
Image Image

Non mod-specific:
  • Ground decals don't work anymore. Instead of the graphics you get grey geometry:
    Image Image
  • Radar Icons don't work - you just get colored rectangles for everything:
    Image
EDIT:
System specs:
- Phenom 9850
- ATI HD4870 (Catalyst 8.7)
- Windows XP Pro SP3
I got the same problem with units that are not there when trying pure mp beta 1, CA works just fine though.
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Hoi
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Re: Testing Spring 0.77a

Post by Hoi »

you need to make atihacks 1
reivanen
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Re: Testing Spring 0.77a

Post by reivanen »

I have a 8800 so the atihack feature should be renamed if it fixes issues with nvidia cards also :)
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AF
AI Developer
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Re: Testing Spring 0.77a

Post by AF »

Are there any cases where enabling ATIHacks actually causes bugs under some cards?
imbaczek
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Re: Testing Spring 0.77a

Post by imbaczek »

No idea.
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AF
AI Developer
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Re: Testing Spring 0.77a

Post by AF »

In the next test installer release lets enable ATiHacks by default and see what happens. Lets identify as many errors we can correct that will work for everyone, and possibly any code that could detect that the errors could occur and run conditional code that corrects them for those affected.
Kloot
Spring Developer
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Re: Testing Spring 0.77a

Post by Kloot »

atihacks also affects build anims, it should NOT be enabled by default.
imbaczek
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Re: Testing Spring 0.77a

Post by imbaczek »

It probably should be split up into smaller components, as was suggested before, and those should be available in the expert settings. I don't have the knowledge what they actually do and how to call them, though.
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koshi
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Re: Testing Spring 0.77a

Post by koshi »

Please, when you split them up, don't just go for individual options, but rather functional groups. Imo there's already enough options in the Gui.
Kloot
Spring Developer
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Re: Testing Spring 0.77a

Post by Kloot »

What atiHacks does as of r6302:
  • * disable custom clip planes for unit nanoframe rendering

    * rescale (named) NPOT textures in nearest texture filtering mode

    * (commented out) force an older-style mipmap generation method
So I'd suggest splitting into atiClipPlaneHack and atiRescaleTexHack, or
whatever other beautifully descriptive names you think are appropriate
for your settings program. ;)
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Peet
Malcontent
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Re: Testing Spring 0.77a

Post by Peet »

I think it's a good idea to split them up for the pre-release stage, then put them back into grouped options for the actual release, once it is determined which combinations work on various hardware configurations.
imbaczek
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Re: Testing Spring 0.77a

Post by imbaczek »

hopefully fixed comsharing with AI bug.
el_matarife
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Re: Testing Spring 0.77a

Post by el_matarife »

Next question: Do you think it makes sense to develop some "test renders" along with screen shots that could be included in settings? Basically, render one of these test cases, then show a screen shot of how it is supposed to look and say "if it looks like this click yes if not click no" to enable or disable the hacks for that particular rendering method.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

that'd cool, but a lot of work, no? or am I mistaken?
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