Tempust85 Posted January 4, 2017 Author Share Posted January 4, 2017 @@Xycaleth would you have any time to look at my crash please? Link to comment
Xycaleth Posted January 5, 2017 Share Posted January 5, 2017 @@Xycaleth would you have any time to look at my crash please?I don't have a windows pc available for the foreseeable future so I won't be able to debug. I can say though you should never comment out error messages just to avoid them. They're there to report something bad happened and to avoid worse things from happening afterwards. For the COM_BeginParseSession problems, the error message is saying it was called too many times without Com_EndParseSession being called. Every time you call the begin session function, there needs to be an end session otherwise you'll get this error. In rend2 I think there's a few cases where the begin function is used, and might not have the matching end session to go with it. I don't think MP was so strict with this which is why It doesn't have the problem. Tempust85 likes this Link to comment
Tempust85 Posted January 5, 2017 Author Share Posted January 5, 2017 Ok fixed that and debug now works without commenting out the error. After some tedious testing, I've discovered that shaders for Ghoul2 models (excluding the player model & weapons, they load fine) including misc_model_ghoul/bolt-ons/NPCs crash the game upon loading a map. MD3 models with shaders however, work fine. Menu ghoul2 modes do not crash the game. Would anyone know what could possibly be going on here? Link to comment
Tempust85 Posted January 7, 2017 Author Share Posted January 7, 2017 Ironed out quite a few issues, thanks to UniqueOne who did most of the work. We may yet have rend2 for DF2 Mod... Psyk0Sith, Archangel35757, minilogoguy18 and 1 other like this Link to comment
Tempust85 Posted January 7, 2017 Author Share Posted January 7, 2017 Will need more work though, force push/pull effect is shit in rend2. Link to comment
SomaZ Posted January 7, 2017 Share Posted January 7, 2017 Will need more work though, force push/pull effect is shit in rend2.If you need a start for the refraction rendering: https://github.com/SomaZ/OpenJKNeeds a lot of optimiziation though and some stuff of the vanilla refraction rendering is missing. Eg the wobble effect, refractive surfaces are not sorted in the right way and so on. Maybe someone finds a better way of doing it. Right now it uses another framebuffer, which is memory consuming. The shader is poorly written.... and so on At least it doesn't look to bad. Tempust85 likes this Link to comment
Archangel35757 Posted January 7, 2017 Share Posted January 7, 2017 Will need more work though, force push/pull effect is shit in rend2.Maybe we could revamp those Force-FX shaders & sounds because most look like, and sound like, shit. Psyk0Sith likes this Link to comment
Tempust85 Posted January 8, 2017 Author Share Posted January 8, 2017 If you need a start for the refraction rendering: https://github.com/SomaZ/OpenJKNeeds a lot of optimiziation though and some stuff of the vanilla refraction rendering is missing. Eg the wobble effect, refractive surfaces are not sorted in the right way and so on. Maybe someone finds a better way of doing it. Right now it uses another framebuffer, which is memory consuming. The shader is poorly written.... and so on At least it doesn't look to bad. Thanks, I'll check it out. Link to comment
Tempust85 Posted January 9, 2017 Author Share Posted January 9, 2017 @@SomaZ I've added it in, but force push/pull effect is unchanged. r_refractive is set to 1. Link to comment
SomaZ Posted January 9, 2017 Share Posted January 9, 2017 @@DT85 Crazy, eventually SP handles this differently. I'll check that tonight. Can I get a copy of your code to check it? Link to comment
Tempust85 Posted January 9, 2017 Author Share Posted January 9, 2017 @@DT85 Crazy, eventually SP handles this differently. I'll check that tonight. Can I get a copy of your code to check it? Here you go https://github.com/DT85/OpenDF2/tree/rend2-sp SomaZ likes this Link to comment
SomaZ Posted January 9, 2017 Share Posted January 9, 2017 @@DT85 Oh, the cvar is r_refraction. Maybe this is the problem? After looking briefly at the vanilla code, I'm pretty sure the sp vanilla code handles the refraction/distortion like the mp renderer. I will still look at it when I'm home. Link to comment
Tempust85 Posted January 9, 2017 Author Share Posted January 9, 2017 Sorry, typo. R_refraction is set to 1. Link to comment
Tempust85 Posted January 9, 2017 Author Share Posted January 9, 2017 In other news, cubemapping isn't working and sometimes crashes. Cubemapping is screwy on MP, but at least it doesn't crash so I've done something wrong lol. Archangel35757 likes this Link to comment
Tempust85 Posted January 10, 2017 Author Share Posted January 10, 2017 Someone order a mirror using cubemaps? minilogoguy18 and Ramikad like this Link to comment
Archangel35757 Posted January 10, 2017 Share Posted January 10, 2017 oh no, it's the T-1000 terminator! Tempust85 and Psyk0Sith like this Link to comment
Tempust85 Posted January 10, 2017 Author Share Posted January 10, 2017 I feel a bit naughty. Had to add something to SP that's in MP only, just to get this to work. Link to comment
SomaZ Posted January 10, 2017 Share Posted January 10, 2017 Ok, good news everyone. I got the refraction rendering working in SP. @@DT85 There seems to be a little mistake in your RB_RenderDrawSurfList . I just copied the first part (first line to the part where my code hooks in) from the mp rend2 and it starts to recognise the refractive surfaces. I'll try to figure out what causes the problem. Also the cull type for the refractive surfaces should be CT_BACK_SIDED. I have no idea why, but it works for force push and pull. I guess I'll add the rest of vanilla features and make a pull request on github. So stay tuned. Archangel35757, Ramikad, Stoiss and 3 others like this Link to comment
SomaZ Posted January 10, 2017 Share Posted January 10, 2017 Progress! Maybe a bit trippy? minilogoguy18, Tempust85, Stoiss and 1 other like this Link to comment
Tempust85 Posted January 11, 2017 Author Share Posted January 11, 2017 That's awesome work man! Force speed is looking ALOT better as well. Btw, I noticed there's a pause before the push/pull effect disappears. Any way to have it disappear immediately? Link to comment
SomaZ Posted January 11, 2017 Share Posted January 11, 2017 Oh yea, the pause is caused by the way the alpha is calculated. It counts down from like 240 to 10. Should be easy to fix. I guess I can fix that later today. Archangel35757 and Tempust85 like this Link to comment
Archangel35757 Posted January 11, 2017 Share Posted January 11, 2017 Nice work, but I greatly dislike the spherical effect that eminates from the players hand... I don't think it is needed at all-- and it's distracting. The sounds are a bit oppressive as well and could be toned down. That's my opinion. Link to comment
Tempust85 Posted January 11, 2017 Author Share Posted January 11, 2017 I don't like it either, but not even contemplating on getting rid of it until refraction is in a nice state - refraction is useful for other stuff like force speed. Link to comment
SomaZ Posted January 11, 2017 Share Posted January 11, 2017 Nonono, force speed has nothing to do with refraction. I just hated the fact that it looked so bad in rend2 and found an easy fix. Actually I really like the spherical effect. I could add an alternative shading for it, if somebody tells me how it should look like. If you dislike the force push and pull effect, you can easily disable it now. Simply set "r_refraction 0". I think there are only 3 to 4 effects that use refraction now. 3 of them are push, pull and the shield. Can't remember the last one. I guess it was the sniper trail. I doesn't know for sure right now. ?_? Tempust85 likes this Link to comment
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