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UniqueOne

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Posts posted by UniqueOne

  1. But DT mentioned his FPS drops only with postprocessing enabled. All of that is contained in the RB_PostProcess function.

     

    Indeed, but if it's not running at 100% the hit to overall FPS gets greatly exaggerated.

     

    If he has a 1gb vid card, enabling texture compression might also help.

  2. I suggest you run a GPU usage monitor tool and check if your video card is running at (close to) 100% usage. If not then you are most likely hitting a CPU bottleneck, maybe caused by r_cubemapping if it is on. Sunlightmode 2 is also really bad if that is on due to rendering multiple views each frame.

  3. Who said it was junk? I said it looks great. There's a few features in Warzone that I don't agree with and wouldn't want to see in the main rend2 repo like all the autogen stuff, though. There's just no substitute for artist-created textures unless you haven't any artists, but what team wouldn't have any artists? As a whole, I do like the Warzone project and what it's achieved so don't take this as bashing the project as that's not what I'm trying to do.

     

    @@SomaZ

     

    Xycaleth loves to be bugged. :D

    The autogen shaders are only used if you don't create one. autogen material types are only used if you don't assign a material type in your shader. If you provide those 2 things in your shader, it won't try to generate either. Otherwise the code will do the "best it can" to generate ones that support the rend2 features. Don't want it to autogen normal map? Add your own. This is the only way to support old maps and models with new features when most of the creators will never return to do it.

     

    This means a lot less work for modelers and mappers as in most cases you don't need to create a shader at all. You just create one if you want something specific, or if what it generates is not what you want.

     

    As for FPS, no longer an issue at all. You just tried the mod at the point when we enabled rend2 features on everything, but before we had a chance to tweak rend2.

     

    The issues you saw in the past were rend2 issues (nearly all of which we have fixed now anyway). Rend2 itself doesn't use it's features due to lack of map/shader support (it's like comparing vanilla to a modern game renderer), so of course there was a FPS hit before it was all tweaked to use the features.

     

    You really should update and look for yourself. Just be sure to delete your old warzone settings as a lot has changed.

  4. So i've been looking into the warzone sources a bit and found a major mistake in my shader, so thank you for the tip. Right now my shader has no "depth check" for the effect but it works. Here some wip picture (still with very high intensity):

     

    SqCwUo3.jpg

     

    @Xycaleth There will be a lot of questions incoming, i'll promise. ;)

    @UniqueOne So you basicly improved rend2? What are the advantages and disadvantages? Does your renderer still has the same compatibility as rend2? Pls tell me more. If it's just an improved rend2, which still works with OpenJK, why we don't use it?

    That HBAO is looking pretty cool man. Nice work.

     

    We forked our code from OJK about 1.5 years ago.

     

    We increased max player limit to 128, so warzone requires mods to make a few changes to work. For the renderer itself, OJK has changed their renderer API a little since then and so have we, but nothing major has changed, so it wouldn't be too hard to make them work together.

  5. Such grass. Much. Epic. Very Wow.

     

    Needs more wind.

    Trees, grasses and plants do sway via GLSL. You can't see it in a screenshot of course :)

     

    Needs less uniform or normal distribution, more scattering!

    The genfoliage command has an option to generate foliages in clusters. This map's foliage info was just generated before I added that.

     

    Still needs more grass, and some varied colors for it to.  eg: slightly yellowed, slightly deeper green, etc.

    Agreed. I need to add multiple "maingrass" textures, or make the models use a skin to allow for multiple textures to be used on a single model. FPS is always the issue.

  6. Oh man, I don't really like to do this. I have tried over and over to try to convince Xycaleth it is not a lost cause, but his mind is not going to change.

     

    It feels like a thread hijack, but since the "official" rend2 is all but dead...

     

    I think part of the problem with rend2 lies with OpenJK itself. Many of the performance gains to be had involve changing the drawing process, which would ultimately break compatibility.

    In MB2's case you'd want compatibility, unless you want to completely remove the ability to run jamp. However that would require opensourcing the project (which I still don't think is a bad thing, fwiw) since you'd have to make it work with GPL code and only GPL code.

     

    Anyways, what I'd like to see is a "FutureJK" which would be:

    - No backwards compatibility

    - A solid base for mods which require OpenJK to function (Warzone, JKG, possibly MB2, JK:E)

    - rend2 replacing the vanilla renderer and improvements to it which wouldn't be possible under OpenJK

    - My lip-syncing and G2 viewmodel stuff from JK:E

    - A physics engine (but how to network? Hmm...)

     

    While I realize that it has a snowball's chance in hell of succeeding, such a "FutureJK" project would be the best path going forward for rend2.

    I came to the same conclusions about OJK quite some time ago.

     

    Although I see no reason to loose backward compatibility for old maps (unless we are able to replace BSP - oh god, of only!). It is not, however the obligation of an engine enhancement to support old mods. Those mods should patch themselves to use new technology.

     

    "FutureJK" is exactly what we are working on with Warzone at the moment. We have put our MMO plans on hold to create a base for other mods to use. We have made massive FPS improvements to rend2 (mainly through extended surface merging - made possible mostly due to our use of material types) and now are working on other stuff like foliage and tree systems, and extended AI and AI spawning systems with the spare CPU/GPU time gained.

     

    Hey guys,

     

    any chance i can help with rend2? I downloaded the sources and tried to implement a hbao shader instead of the ssao. It kind of worked, but i get some artifacts, which have something to do with the distance. Have not found out yet, where they come from.

    https://img5.picload.org/image/woraiow/4_question.png

    I set the intensity of the hbao very high so that the artifacts get visable. And i know its kinda ugly right now. :)

     

    I have actually no idea of the renderer, but i want to help out if possible.

    You should try your hbao shader in warzone renderer. We have HBAO already, but I would always be willing to switch it to a better looking one if you feel like playing with it. Also we could sure use some help with the project if you know OpenGL... hell even if you don't we sure need help. I've been doing all this engine stuff myself for a year.

     

    first off, I know I dragged this from few pages back but im also still waiting for that one mod that allows bigger, more detailed maps

    with 90-150 fps even with 32 players jumping around, oh boy...  I would kill for "open world" maps in JKA  <3 :D :D

     

    Warzone already does foliage and trees. Including distant billboarding of trees. Replacing the crappy Q3 BSP map format, however is beyond my abilities. We are just trying to use it as best we can unless someone comes along that can replace this antiquated BSP crap.

     

    9uNO8sc.jpg

    PYQyekw.jpg

     

     

    You might have some trouble understanding everything that's going on if you're only just starting to learn but I'm happy to answer any questions you might have :)

     

    Rend2 doesn't use deferred rendering so there's no concept of a normal buffer. You would have to write each pixel's normals into a separate texture during the regular shading.

    Warzone already creates a normal map image in this way. Feel free to look at our code for an example, or join us.

     

     

    If only we could pool all the talent in the JKA community into creating a "FutureJK", we would all be better off in the long run. If not, then Warzone will be done when it is done and you are all free to use it and it's code. All I ask is that if you make good changes, please pass them back to us.

    SomaZ likes this
  7. @@UniqueOne

     

    It crashed when I tried to load a map (I tried some normal MP maps). But here's the funny thing: I just selected a Hoth map, now it has finally loaded. I'm in! 

     

    Sounds like it might be the sound engine startup causing issues. It does that sometimes because it runs on a different CPU core to the game (which JKA doesn't like sometimes), specially when you start loading map while it is switching music tracks. It's on the todo list, but usually easy avoidable by giving it a moment at main menu to start the music (or add +map <whatever> to the desktop shortcut and skip the menu).

     

    Anyway, hope you enjoy it now you have it running.

  8. @@UniqueOne

     

    I've installed the mod, but every time I try to load a map, the infamous Windows Error Report shows up. I don't know what's wrong, but it surely can't be the graphics,

    as I turned them all to the lowest settings possible.

     

    I have a few ideas, but I think I need more information. Does it crash when you first load the game, or when you start a map from menu?

     

    Any chance you could join our IRC channel?

  9. A lot of the stuff is automatic. You should find all the maps you load have reflections, etc (if cubemapping is on in settings - increase the cubemap size option for better quality reflections).

     

    A few things you could play with at the moment are:

     

    g_gametype 11 - This is our mod's main gametype. Others all work but will be removed in the future and combined into a single gametype (eg: there will be arenas on the map and queue for duels, etc).

     

    npc_minplayers <how_many_npcs_you_want_here> - Keeps the game stocked with this many NPCs from the spawnGroups lists (defaults are rebels and imperials, on mandalore also mandalorians for a 3 faction battle).

    npc_pathing 0 - for npcs that spawn in random spots and just patrol their spawn point.

    npc_pathing 2 - to make NPCs act like bots and run around the map killing each other, or enemy team players.

     

    Load a map with /devmap and "/give all" to play with the new guns, etc that have been added for future use.

     

    Try mandalore map (or mandalore2 if your FPS in mandalore is good) if you want to check out the foliage/grass/tree system.

     

    Try the /genfoliage command if you want to add grasses/trees/etc to any map with grass or dirt surfaces.

    Try the /awp command if you want to add AI support to any unsupported map. You might also need to use "/awc extrareach" and then "/awc pathtest" to clean up the waypoints.

     

    Join our IRC channel if you want more info. I can't think of everything we have added off the top of my head.

     

    Smoo likes this
  10. [EDIT] These are the old foliage system. Look at the latest posts in the tread for more up to date pictures.

     

     

     

     

    Foliage system video. Dense foliage/tree map with Nvidia GTX 760.




    Notes:
    * (in before comments) Obviously actual in game FPS is much better when not also encoding video.
    * The map is 32768 x 32768 x 32768 in size and contains nearly 900,000 plants/grasses/trees.
    * Adding grass/plants/trees to any map is a single /genfoliage command. It may be required to add q3map_material shortgrass or q3map_material longgrass to the ground shader, but it will mostly be auto-detected.
    * There are 3 cvar options to adjust quality vs speed.
    cg_foliageDensity - removes plants within this range of eachother.
    cg_foliageGrassRangeMult - Sets the max distance at which to draw grass.

    cg_foliagePlantRangeMult - Sets the max distance at which to draw plants.
    cg_foliageTreeRangeMult - Sets the max distance to draw background trees.

     

     

    Screenshots
     
    0cPF1vp.jpg
    EK9nCek.jpg
    L7bkebG.jpg
    DxqCNUU.jpg
    waX2PO0.jpg
    Mxm3AD0.jpg
    Kualan, NumberWan, Omicron and 1 other like this
  11. Well we now have test builds on our github for people to test things out.
     
    This is just to play around with and see what we are working on. Expect bugs and incomplete stuff as we are not even in an alpha release yet.
     
    Github page is here: https://github.com/Stoiss/WZassets
    Setup Instructions are here: https://github.com/Stoiss/WZassets/blob/master/INSTALL-HOWTO.txt

    Discord channel is: https://discord.gg/SMGN62R
    IRC channel is: #warzone on irc.arloria.net (same server #jacoders is on)
     
    You can download the asset git repository as a zip, or via a git client if you know how. Git is recommended to save downloading the whole repo again for updates.
     
    I will update builds from time to time. No specific schedule. The test builds will be release but with debug info for those capable of debugging issues. They should run at close to release build speeds.
     
    See my previous video post to adjust foliage settings to match your computer's abilities.
     
     
     
    If you have any interest in helping us out, we will accept help from just about anyone. We have a lot to do and too few resources.
     
    The plan at the moment is to get the project to a point (where we have added a lot of generic and graphical features) that other people can base their mods on. Once we get to that point we will branch and start work on the MMO components.

    Smoo, Onysfx and NumberWan like this
  12. Okay I got you. So if I opened it up in JK right now.. What would I be able to do?

     

    A lot of the stuff is automatic. You should find all the maps you load have reflections, etc (if cubemapping is on in settings - increase the cubemap size option for better quality reflections).

     

    A few things you could play with at the moment are:

     

    g_gametype 11 - This is our mod's main gametype. Others all work but will be removed in the future and combined into a single gametype (eg: there will be arenas on the map and queue for duels, etc).

     

    npc_enemies <how_many_npcs_you_want_here> - Keeps the game stocked with this many NPCs from the spawnGroups lists (defaults are rebels and imperials, on mandalore also mandalorians for a 3 faction battle).

    npc_pathing 0 - for npcs that spawn in random spots and just patrol their spawn point.

    npc_pathing 2 - to make NPCs act like bots and run around the map killing each other, or enemy team players.

     

    Load a map with /devmap and "/give all" to play with the new guns, etc that have been added for future use.

     

    Try mandalore map (or mandalore2 if your FPS in mandalore is good) if you want to check out the foliage/grass/tree system.

     

    Try the /genfoliage command if you want to add grasses/trees/etc to any map with grass or dirt surfaces.

    Try the /awp command if you want to add AI support to any unsupported map. You might also need to use "/awc extrareach" and then "/awc pathtest" to clean up the waypoints.

     

    Join our IRC channel if you want more info. I can't think of everything we have added off the top of my head.

    JAWSFreelao likes this
  13. So.. What exactly is this mod?

     

    The first page of the thread has a list of some of the long term goals, but in general at the moment we are just trying to:

    * Make JKA look modern (without map makers needing to update maps, or modellers needing to update models - many of these people no longer even play the game so a rend2 update will never come).

    * Show off what rend2 can actually do! ... and make it do a little more.

    * Add systems to make it as easy as possible for people to mod the game to try to rebuild the community with new members.

    * Add systems to speed up mapping, modeling, etc, without having to create q3 shaders, etc to make things look good in rend2 - in warzone need to create shaders is rare unless you want to do something specific.

    * Extend rend2 and make it use all its current features through backward compatibility (for pre-rend2 maps/models/etc).

    * Make rend2 a it bit faster through various tweaks.

    * Add a complete, modern-looking foliage and tree system that doesn't kill game speed.

    * Add various systems for people to make use of on their servers (AI enhancements, auto-spawning from lists, etc).

    * Other stuff I can't think of right now.

     

    Long (long, long, long) term goals:

    * Full MMO. Interlinked servers each hosting a "world" instance, with inventory/etc handled by an account server.

    * Replace the crappy JKA UI.

    * Weapon/item tiers with randomized stat bonuses, and upgrades (like scope types).

    * Other stuff I can't think of right now.

  14. Looks like a bug in the shaders though. They're reading uninitialised variables.

     

    Yeah. That's why I asked for the shader log.

     

    I've looked through all the shaders and they all seem to be set in the vert shaders. I guess it could be an #ifdef problem in lightall, (possibly due to lacking extension) but i'm not sure how that could happen. Need more info.

  15.  

    I can't run it :(

    I see the JEDI ACADEMY logo and then the following error:

    ------- R_InitVBOs -------
    Initializing Shaders
    compile log:
    The fragment shader uses varying var_Normal, but previous shader does not write to it.
    The fragment shader uses varying var_ViewDir, but previous shader does not write to it.
    Out of resource error.
    
    
    RE_Shutdown( 1 )
    Shutting down OpenGL subsystem
    shaders failed to link
    
    

     

    Did it print the shader above that?

     

    Also, what graphics card do you have?

  16. amazing, great idea to get this in the hands of the community so early. I'll give this a try a bit later and report any notable errors or crashes in this thread (unless you'd prefer it to be in the IRC? I just think you'd want a record of all this stuff.

     

    Hmm generally IRC would probably be better so we can get more details as needed (and not clog up the tread with bugs we probably already know about), but we will be looking here as well of course.

  17. Well we now have test builds on our github for people to test things out.

     

    This is just to play around with and see what we are working on. Expect bugs and incomplete stuff as we are not even in an alpha release yet.

     

    Github page is here: https://github.com/Stoiss/Rend2

    Setup Instructions are here: https://github.com/Stoiss/Rend2/blob/rend2/TEST-BUILD-INSTALL-HOWTO.txt

    IRC channel is: #warzone on irc.arloria.net (same server #jacoders is on)

     

    You can download the git repository as a zip, or via a git client if you know how. Git is recommended to save downloading the whole repo again for updates.

     

    I will update builds from time to time. No specific schedule. The test builds will be release but with debug info for those capable of debugging issues. They should run at close to release build speeds.

     

    See my previous video post to adjust foliage settings to match your computer's abilities.

     

     

     

    If you have any interest in helping us out, we will accept help from just about anyone. We have a lot to do and too few resources.

     

    The plan at the moment is to get the project to a point (where we have added a lot of generic and graphical features) that other people can base their mods on. Once we get to that point we will branch and start work on the MMO components.

    Srethem likes this
  18. No ! My problem is only with the textures of the grass and flowers :P I dont like them too much. If someone would create darker looking grass, bushes and maybe better trees models Like (not 100% LIKE it) Witcher 3 forests.

     

     

     

    Would just need the tree models and textures, and plant textures (which i'm pretty sure I would already have). The code would do it fine - in fact from what I see, the witcher trees would use less FPS then the big tropical hogs.

     

    I plan to have various default climate options, just doing tropical first. Will see after that if we can get our hands on more models.

    Langerd likes this
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