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Thread: Genesis Device First Release

  1. #11

    Genesis Device First Release

    mmm this is very strange indeed. Your hardware is more then ennough to run the engine. And all the comboboxes empty is something I never encountered. I have tested the engine under vista and it ran without a problem. Just less performance than on xp. And the logger logs every line straight to the harddisk so I can`t see why it should be almost empty.

    Since I have absolutly now idea what is going on without a decent log I suggest to reinstall the engine. Mayby something went wrong with the installation. What you can try is to open the source in your favorite version of delphi and run the engine.dll project with the GenesisDevice.exe as host application. Hopefully a compiler or runtime error will appear which would explain this.

    Anyone else any thoughts on this?

  2. #12

    Genesis Device First Release

    Also try to remove both ini-files of the demo and editor. Mayby something went wrong there.

  3. #13

    Genesis Device First Release

    Works great here. The only, potential, problem is a rare blip that shows the sky-sphere/cube for just a split second before rendering normally. I have no idea what causes it, but my card is new and hasn't done this sort of trouble before--it runs the Crysis demo on medium without a single slowdown too. Nothing was out of order or warning me in the logfile, so I've only posted the system info part.

    Anyway, excellent work on your engine Luuk! The only negative point is that you used the Spoon Installer instead of Delphi-made Inno Setup!

    Here's the info portion of my logfile.
    Code:
    ---CPU Detection---
    CPU: AuthenticAMD AMD Athlon(tm) 64 X2 Dual Core Processor 4800+  
    Family: 15, Model: 15, Stepping: 2
    Frequency: 2414
    Core Count: 2
    FPU: present on cpu
    MMX: present
    SSE: present
    3DNow: present
    -------------------
    
    ---Memory Detection---
    Total Physical Memory: 2047 Mb
    Available Physical Memory: 1474 Mb
    Total Swapfile: 3940 Mb
    Available Swapfile: 3472 Mb
    ----------------------
    
    ---OS Detection---
    OS: Windows XP
    Build: 2600
    Service Pack: Service Pack 2
    ------------------
    
    ---OpenGL Detection---
    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce 8600 GTS/PCI/SSE2/3DNOW!
    GL_VERSION: 2.1.1
    List of Supported Extensions: 
       GL_ARB_color_buffer_float   GL_ARB_depth_texture   GL_ARB_draw_buffers
       GL_ARB_fragment_program   GL_ARB_fragment_program_shadow   GL_ARB_fragment_shader
       GL_ARB_half_float_pixel   GL_ARB_imaging   GL_ARB_multisample
       GL_ARB_multitexture   GL_ARB_occlusion_query   GL_ARB_pixel_buffer_object
       GL_ARB_point_parameters   GL_ARB_point_sprite   GL_ARB_shadow
       GL_ARB_shader_objects   GL_ARB_shading_language_100   GL_ARB_texture_border_clamp
       GL_ARB_texture_compression   GL_ARB_texture_cube_map   GL_ARB_texture_env_add
       GL_ARB_texture_env_combine   GL_ARB_texture_env_dot3   GL_ARB_texture_float
       GL_ARB_texture_mirrored_repeat   GL_ARB_texture_non_power_of_two   GL_ARB_texture_rectangle
       GL_ARB_transpose_matrix   GL_ARB_vertex_buffer_object   GL_ARB_vertex_program
       GL_ARB_vertex_shader   GL_ARB_window_pos   GL_ATI_draw_buffers
       GL_ATI_texture_float   GL_ATI_texture_mirror_once   GL_S3_s3tc
       GL_EXT_texture_env_add   GL_EXT_abgr   GL_EXT_bgra
       GL_EXT_blend_color   GL_EXT_blend_equation_separate   GL_EXT_blend_func_separate
       GL_EXT_blend_minmax   GL_EXT_blend_subtract   GL_EXT_compiled_vertex_array
       GL_EXT_Cg_shader   GL_EXT_bindable_uniform   GL_EXT_depth_bounds_test
       GL_EXT_draw_buffers2   GL_EXT_draw_instanced   GL_EXT_draw_range_elements
       GL_EXT_fog_coord   GL_EXT_framebuffer_blit   GL_EXT_framebuffer_multisample
       GL_EXT_framebuffer_object   GL_EXTX_framebuffer_mixed_formats   GL_EXT_framebuffer_sRGB
       GL_EXT_geometry_shader4   GL_EXT_gpu_program_parameters   GL_EXT_gpu_shader4
       GL_EXT_multi_draw_arrays   GL_EXT_packed_depth_stencil   GL_EXT_packed_float
       GL_EXT_packed_pixels   GL_EXT_pixel_buffer_object   GL_EXT_point_parameters
       GL_EXT_rescale_normal   GL_EXT_secondary_color   GL_EXT_separate_specular_color
       GL_EXT_shadow_funcs   GL_EXT_stencil_two_side   GL_EXT_stencil_wrap
       GL_EXT_texture3D   GL_EXT_texture_array   GL_EXT_texture_buffer_object
       GL_EXT_texture_compression_latc   GL_EXT_texture_compression_rgtc   GL_EXT_texture_compression_s3tc
       GL_EXT_texture_cube_map   GL_EXT_texture_edge_clamp   GL_EXT_texture_env_combine
       GL_EXT_texture_env_dot3   GL_EXT_texture_filter_anisotropic   GL_EXT_texture_integer
       GL_EXT_texture_lod   GL_EXT_texture_lod_bias   GL_EXT_texture_mirror_clamp
       GL_EXT_texture_object   GL_EXT_texture_sRGB   GL_EXT_texture_shared_exponent
       GL_EXT_timer_query   GL_EXT_vertex_array   GL_IBM_rasterpos_clip
       GL_IBM_texture_mirrored_repeat   GL_KTX_buffer_region   GL_NV_blend_square
       GL_NV_copy_depth_to_color   GL_NV_depth_buffer_float   GL_NV_conditional_render
       GL_NV_depth_clamp   GL_NV_fence   GL_NV_float_buffer
       GL_NV_fog_distance   GL_NV_fragment_program   GL_NV_fragment_program_option
       GL_NV_fragment_program2   GL_NV_framebuffer_multisample_coverage   GL_NV_geometry_shader4
       GL_NV_gpu_program4   GL_NV_half_float   GL_NV_light_max_exponent
       GL_NV_multisample_filter_hint   GL_NV_occlusion_query   GL_NV_packed_depth_stencil
       GL_NV_parameter_buffer_object   GL_NV_pixel_data_range   GL_NV_point_sprite
       GL_NV_primitive_restart   GL_NV_register_combiners   GL_NV_register_combiners2
       GL_NV_texgen_reflection   GL_NV_texture_compression_vtc   GL_NV_texture_env_combine4
       GL_NV_texture_expand_normal   GL_NV_texture_rectangle   GL_NV_texture_shader
       GL_NV_texture_shader2   GL_NV_texture_shader3   GL_NV_transform_feedback
       GL_NV_vertex_array_range   GL_NV_vertex_array_range2   GL_NV_vertex_program
       GL_NV_vertex_program1_1   GL_NV_vertex_program2   GL_NV_vertex_program2_option
       GL_NV_vertex_program3   GL_NVX_conditional_render   GL_SGIS_generate_mipmap
       GL_SGIS_texture_lod   GL_SGIX_depth_texture   GL_SGIX_shadow
       GL_SUN_slice_accum   GL_WIN_swap_hint
    Number of Texture Units: 4
    Maximum Anisotropic Filter: 16
    Maximum Texture Size : 8192
    Texture Compression: supported
    OpenGL Shading Language: supported
    Frame Buffer Objects: supported
    Occlusion Queries: supported
    Multisampling: supported
    Maximum Multisampling Level: 8
    ----------------------

  4. #14

    Genesis Device First Release

    Hi Luuk!

    Unfortunately I had big problems running your engine. Only title screen was visible and freezed (with some artificial effects in background).

    Here is my log:

    Code:
    Log started at 2007-11-15, 21:16:32
    
    ---Engine Information---
    Build: 62
    Build Date: 14 November 2007
    ------------------------
    
    ---CPU Detection---
    CPU: AuthenticAMD AMD Athlon(TM) XP 2600+                         
    Family: 7, Model: 7, Stepping: 1
    Frequency: 2084
    Core Count: 1
    FPU: present on cpu
    MMX: present
    SSE: present
    3DNow: present
    -------------------
    
    ---Memory Detection---
    Total Physical Memory: 1024 Mb
    Available Physical Memory: 438 Mb
    Total Swapfile: 1696 Mb
    Available Swapfile: 1241 Mb
    ----------------------
    
    ---OS Detection---
    OS: Windows XP
    Build: 2600
    Service Pack: Dodatek Service Pack 2
    ------------------
    
    ---OpenGL Detection---
    GL_VENDOR: ATI Technologies Inc.
    GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE
    GL_VERSION: 2.0.6347 WinXP Release
    List of Supported Extensions: 
       GL_ARB_multitexture
       GL_EXT_texture_env_add
       GL_EXT_compiled_vertex_array
       GL_S3_s3tc
       GL_ARB_depth_texture
       GL_ARB_fragment_program
       GL_ARB_fragment_program_shadow
       GL_ARB_fragment_shader
       GL_ARB_multisample
       GL_ARB_occlusion_query
       GL_ARB_point_parameters
       GL_ARB_point_sprite
       GL_ARB_shader_objects
       GL_ARB_shading_language_100
       GL_ARB_shadow
       GL_ARB_shadow_ambient
       GL_ARB_texture_border_clamp
       GL_ARB_texture_compression
       GL_ARB_texture_cube_map
       GL_ARB_texture_env_add
       GL_ARB_texture_env_combine
       GL_ARB_texture_env_crossbar
       GL_ARB_texture_env_dot3
       GL_ARB_texture_float
       GL_ARB_texture_mirrored_repeat
       GL_ARB_texture_rectangle
       GL_ARB_transpose_matrix
       GL_ARB_vertex_blend
       GL_ARB_vertex_buffer_object
       GL_ARB_pixel_buffer_object
       GL_ARB_vertex_program
       GL_ARB_vertex_shader
       GL_ARB_window_pos
       GL_ARB_draw_buffers
       GL_ATI_draw_buffers
       GL_ATI_element_array
       GL_ATI_envmap_bumpmap
       GL_ATI_fragment_shader
       GL_ATI_map_object_buffer
       GL_ATI_separate_stencil
       GL_ATI_texture_env_combine3
       GL_ATI_texture_float
       GL_ATI_texture_mirror_once
       GL_ATI_vertex_array_object
       GL_ATI_vertex_attrib_array_object
       GL_ATI_vertex_streams
       GL_ATIX_texture_env_combine3
       GL_ATIX_texture_env_route
       GL_ATIX_vertex_shader_output_point_size
       GL_EXT_abgr
       GL_EXT_bgra
       GL_EXT_blend_color
       GL_EXT_blend_func_separate
       GL_EXT_blend_minmax
       GL_EXT_blend_subtract
       GL_EXT_clip_volume_hint
       GL_EXT_draw_range_elements
       GL_EXT_fog_coord
       GL_EXT_framebuffer_object
       GL_EXT_multi_draw_arrays
       GL_EXT_packed_pixels
       GL_EXT_point_parameters
       GL_EXT_rescale_normal
       GL_EXT_secondary_color
       GL_EXT_separate_specular_color
       GL_EXT_shadow_funcs
       GL_EXT_stencil_wrap
       GL_EXT_texgen_reflection
       GL_EXT_texture3D
       GL_EXT_texture_compression_s3tc
       GL_EXT_texture_cube_map
       GL_EXT_texture_edge_clamp
       GL_EXT_texture_env_combine
       GL_EXT_texture_env_dot3
       GL_EXT_texture_filter_anisotropic
       GL_EXT_texture_lod_bias
       GL_EXT_texture_mirror_clamp
       GL_EXT_texture_object
       GL_EXT_texture_rectangle
       GL_EXT_vertex_array
       GL_EXT_vertex_shader
       GL_HP_occlusion_test
       GL_NV_blend_square
       GL_NV_occlusion_query
       GL_NV_texgen_reflection
       GL_SGI_color_matrix
       GL_SGIS_generate_mipmap
       GL_SGIS_multitexture
       GL_SGIS_texture_border_clamp
       GL_SGIS_texture_edge_clamp
       GL_SGIS_texture_lod
       GL_SUN_multi_draw_arrays
       GL_WIN_swap_hint
       WGL_EXT_extensions_string
    Number of Texture Units: 8
    Maximum Anisotropic Filter: 16
    Maximum Texture Size : 2048
    Texture Compression: supported
    OpenGL Shading Language: supported
    Frame Buffer Objects: supported
    Occlusion Queries: supported
    Multisampling: supported
    Maximum Multisampling Level: 6
    ----------------------
    
    Checking capabilities...Succeeded
    Checking G:\Genesis Device\Bin\maps\...Succeeded
    Checking G:\Genesis Device\Bin\Music\...Succeeded
    Checking G:\Genesis Device\Bin\Screenshots\...Succeeded
    Checking G:\Genesis Device\Bin\Shaders\...Succeeded
    Checking G:\Genesis Device\Bin\Sounds\...Succeeded
    Checking G:\Genesis Device\Bin\StaticMeshes\...Succeeded
    Checking G:\Genesis Device\Bin\Textures\...Succeeded
    Checking G:\Genesis Device\Bin\Materials\...Succeeded
    Checking G:\Genesis Device\Bin\Inits\...Succeeded
    Initializing direct input...Succeeded
    Initializing keyboard...Succeeded
    Initializing mouse...Succeeded
    Initializing renderer...Succeeded
    ......Initializing shaders
    Loading shader terrain...Succeeded
    Loading shader sky...Succeeded
    Loading shader water...Failed
    Error Message: ERROR: 0:24: 'assign' :  cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
    ERROR: 1 compilation errors.  No code generated.
    
     
    Loading shader grass...Succeeded
    Loading shader blur...Succeeded
    Loading shader bloommix...Succeeded
    Loading shader normal...Succeeded
    Loading shader base...Succeeded
    Loading shader bumpmap...Succeeded
    ......Done initializing shaders (0.152 Sec)
    ......Initializing base recources
    Loading font from file Textures\System\console.fnt...Succeeded
    Loading texture from file Textures\System\mouse.bmp...Succeeded
    ......Done initializing base resources (0.143 Sec)
    Initializing soundengine...Succeeded
    ......Initializing game resources
    Loading font from file Textures\Intro\typewriter.fnt...Succeeded
    Loading texture from file Textures\Intro\paper.dds...Succeeded
    Loading shader grayscale...Succeeded
    Loading sound from file Sounds\ambient.wav...Succeeded
    Loading sound from file Sounds\underwater.wav...Succeeded
    Loading music from file Music\Atmosphere.mp3...Succeeded
    Loading texture from file Textures\Comments\comment.tga...Succeeded
    Loading sound from file Sounds\Comments\water.mp3...Succeeded
    Loading sound from file Sounds\Comments\grass.mp3...Succeeded
    Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
    Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
    Loading sound from file Sounds\Comments\sky.mp3...Succeeded
    Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
    Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
    Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
    Loading sound from file Sounds\Comments\debug.mp3...Succeeded
    ......Done initializing game resources (10.71 Sec)
    ......Loading map
    Loading mapsettings from file Maps\Demo\map.ini...Succeeded
    Loading terrain...Succeeded
    Loading texture from file Textures\Sky\Sky1.dds...Succeeded
    Loading water...Succeeded
    Loading grass...Succeeded
    Loading texture from file Textures\Grass\grass1.tga...Succeeded
    Loading texture from file Textures\Grass\grass2.tga...Succeeded
    Loading texture from file Textures\Grass\grass3.tga...Succeeded
    Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
    Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
    Loading material from file Materials\dummybump.mat...Succeeded
    Loading material from file Materials\concrete2.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
    Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
    Loading material from file Materials\rust2.mat...Succeeded
    Loading material from file Materials\rust1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
    Loading material from file Materials\wall1.mat...Succeeded
    Loading material from file Materials\concrete1.mat...Succeeded
    Loading material from file Materials\door1.mat...Succeeded
    Loading material from file Materials\roof1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
    Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
    Loading material from file Materials\crate.mat...Succeeded
    ......Done loading map (3.949 Sec)
    ......Generated grass (17.292 Sec)
    Shutting down renderer...Succeeded
    Shutting down soundengine...Succeeded
    Initializing renderer...Succeeded
    ......Initializing shaders
    Loading shader terrain...Succeeded
    Loading shader sky...Succeeded
    Loading shader water...Failed
    Error Message: ERROR: 0:24: 'assign' :  cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
    ERROR: 1 compilation errors.  No code generated.
    
     
    Loading shader grass...Succeeded
    Loading shader blur...Succeeded
    Loading shader bloommix...Succeeded
    Loading shader normal...Succeeded
    Loading shader base...Succeeded
    Loading shader bumpmap...Succeeded
    ......Done initializing shaders (0.155 Sec)
    ......Initializing base recources
    Loading font from file Textures\System\console.fnt...Succeeded
    Loading texture from file Textures\System\mouse.bmp...Succeeded
    ......Done initializing base resources (0.108 Sec)
    Initializing soundengine...Succeeded
    ......Initializing game resources
    Loading font from file Textures\Intro\typewriter.fnt...Succeeded
    Loading texture from file Textures\Intro\paper.dds...Succeeded
    Loading shader grayscale...Succeeded
    Loading sound from file Sounds\ambient.wav...Succeeded
    Loading sound from file Sounds\underwater.wav...Succeeded
    Loading music from file Music\Atmosphere.mp3...Succeeded
    Loading texture from file Textures\Comments\comment.tga...Succeeded
    Loading sound from file Sounds\Comments\water.mp3...Succeeded
    Loading sound from file Sounds\Comments\grass.mp3...Succeeded
    Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
    Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
    Loading sound from file Sounds\Comments\sky.mp3...Succeeded
    Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
    Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
    Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
    Loading sound from file Sounds\Comments\debug.mp3...Succeeded
    ......Done initializing game resources (4.249 Sec)
    ......Loading map
    Loading mapsettings from file Maps\Demo\map.ini...Succeeded
    Loading terrain...Succeeded
    Loading texture from file Textures\Sky\Sky1.dds...Succeeded
    Loading water...Succeeded
    Loading grass...Succeeded
    Loading texture from file Textures\Grass\grass1.tga...Succeeded
    Loading texture from file Textures\Grass\grass2.tga...Succeeded
    Loading texture from file Textures\Grass\grass3.tga...Succeeded
    Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
    Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
    Loading material from file Materials\dummybump.mat...Succeeded
    Loading material from file Materials\concrete2.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
    Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
    Loading material from file Materials\rust2.mat...Succeeded
    Loading material from file Materials\rust1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
    Loading material from file Materials\wall1.mat...Succeeded
    Loading material from file Materials\concrete1.mat...Succeeded
    Loading material from file Materials\door1.mat...Succeeded
    Loading material from file Materials\roof1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
    Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
    Loading material from file Materials\crate.mat...Succeeded
    ......Done loading map (3.936 Sec)
    ......Generated grass (19.322 Sec)
    Shutting down renderer...Succeeded
    Shutting down soundengine...Succeeded
    Shutting down direct input and registered devices...Succeeded
    
    Log ended at 2007-11-15, 21:18:30


    Hope you will be able to make it run on my Radeon 9800. Good luck and good job (from what I have seen from the movie )

  5. #15

    Genesis Device First Release

    Okay... i ran the source and i discovered something:

    [pascal]
    procedure TConfigurationForm.FormCreate(Sender: TObject);
    begin
    Application.Title := 'Genesis Device Configuration';
    self.Caption := 'Genesis Device Configuration';

    //initialize the engine`s core systems
    If Not( gdEngineInit( Pchar(ExtractFilePath(Application.ExeName)), EXE_NAME )) then
    begin
    MessageBox(0, 'Error starting engine! See log for details.', 'Error', MB_OK);
    Application.Terminate();
    end;
    [/pascal]

    On the If not( gedEngineInit..... line, an exception is raised, telling me that the "processor" performance object wasn't found. After that, the whole FormCreate routine is aborted, even when i choose ignore in the exception dialog :?... I dont have a clue why the exception occures at that point. The exception is raised by the EXE, but the only thing on the line, is a DLL call :?

    So, the FormCreate procedure is aborted, and the FillComboBoxes() routine is never executed. That's why the combo's are empty.

    We have to find out where the "Processor" Performance object exception came from. If that is solved, i might be able to run the application without problems.

    Hope this helps!
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  6. #16

    Genesis Device First Release

    @chronozphere
    The problem seems to be in the CPUUsage.pas unit found in the libraries\utils dir. I use this for checking CPU usage with multithreading etc. Never had problems with this before. It`s not mine so I will have to look into it.

    @wodzu
    The water shader bug in the log is allready fixed. Your card should be able to run the engine. I tested it on a 9600 a few weeks back. Ran fine with reduced settings. THe only thing new since then is the use of occlusion queries. Might be a problem with old hardware. But before I start coding try to run the engine in SAFE mode and update your drivers to Catalyst 7.10 (latest version I believe).

    GL_VERSION: 2.0.6347 WinXP Release

    Sounds a bit outdated.

    @Robert Kosek
    I have the same rare blip. It started when I installed the nvidia drivers recommanded for Crysis. The Forceware 169.04 driver. Its only for a sec so I can live with it

    Currently I have about 5 bugs total. Mostly ATI related. Going to fix them this weekend and post a patch on sunday.

  7. #17

    Genesis Device First Release

    Quote Originally Posted by Galfar
    Quote Originally Posted by Luuk van Venrooij
    The shader problem is fixed. ATI glsl compiler is so picky. About the last one I would have to look into that. Never had that problem before. Could you try switching the bloom of ingame? You can do this in the console with "rbloom 0". Wondering of it`s the texture or something with the framebuffer formats.
    Setting the bloom on and off at runtime did change the sky's look on every on/off switch.
    I thinks it is because of the compression of the dds. The bloom makes the sky brighter so the compression of the sky texture is probebly more noticeble. Thats the theory for now. In the patch for sunday I will put the original JPG without compression. Hopefully this will fix it.

  8. #18

    Genesis Device First Release

    Quote Originally Posted by Luuk van Venrooij
    @wodzu
    The water shader bug in the log is allready fixed. Your card should be able to run the engine. I tested it on a 9600 a few weeks back. Ran fine with reduced settings. THe only thing new since then is the use of occlusion queries. Might be a problem with old hardware. But before I start coding try to run the engine in SAFE mode and update your drivers to Catalyst 7.10 (latest version I believe).
    Hello Luuk

    How the bug can be fixed if I still have it?;-)
    Or maybe I downloaded an old version of Engine?

    I did what you say. Upgraded to Catalyst 7.10 (I hate upgrading if something is working..) and run Engine in safe mode. Still the same bug. Demo freezes at description page :|

    Here is the log:

    Code:
    Log started at 2007-11-16, 19:20:58
    
    ---Engine Information---
    Build: 62
    Build Date: 14 November 2007
    ------------------------
    
    ---CPU Detection---
    CPU: AuthenticAMD AMD Athlon(TM) XP 2600+                         
    Family: 7, Model: 7, Stepping: 1
    Frequency: 2085
    Core Count: 1
    FPU: present on cpu
    MMX: present
    SSE: present
    3DNow: present
    -------------------
    
    ---Memory Detection---
    Total Physical Memory: 1024 Mb
    Available Physical Memory: 558 Mb
    Total Swapfile: 1696 Mb
    Available Swapfile: 1328 Mb
    ----------------------
    
    ---OS Detection---
    OS: Windows XP
    Build: 2600
    Service Pack: Dodatek Service Pack 2
    ------------------
    
    ---OpenGL Detection---
    GL_VENDOR: ATI Technologies Inc.
    GL_RENDERER: RADEON 9800 PRO x86/MMX/3DNow!/SSE
    GL_VERSION: 2.0.6956 WinXP Release
    List of Supported Extensions: 
       GL_ARB_multitexture
       GL_EXT_texture_env_add
       GL_EXT_compiled_vertex_array
       GL_S3_s3tc
       GL_ARB_depth_texture
       GL_ARB_fragment_program
       GL_ARB_fragment_program_shadow
       GL_ARB_fragment_shader
       GL_ARB_multisample
       GL_ARB_occlusion_query
       GL_ARB_point_parameters
       GL_ARB_point_sprite
       GL_ARB_shader_objects
       GL_ARB_shading_language_100
       GL_ARB_shadow
       GL_ARB_shadow_ambient
       GL_ARB_texture_border_clamp
       GL_ARB_texture_compression
       GL_ARB_texture_cube_map
       GL_ARB_texture_env_add
       GL_ARB_texture_env_combine
       GL_ARB_texture_env_crossbar
       GL_ARB_texture_env_dot3
       GL_ARB_texture_float
       GL_ARB_texture_mirrored_repeat
       GL_ARB_texture_rectangle
       GL_ARB_transpose_matrix
       GL_ARB_vertex_blend
       GL_ARB_vertex_buffer_object
       GL_ARB_pixel_buffer_object
       GL_ARB_vertex_program
       GL_ARB_vertex_shader
       GL_ARB_window_pos
       GL_ARB_draw_buffers
       GL_ATI_draw_buffers
       GL_ATI_element_array
       GL_ATI_envmap_bumpmap
       GL_ATI_fragment_shader
       GL_ATI_map_object_buffer
       GL_ATI_separate_stencil
       GL_ATI_texture_env_combine3
       GL_ATI_texture_float
       GL_ATI_texture_mirror_once
       GL_ATI_vertex_array_object
       GL_ATI_vertex_attrib_array_object
       GL_ATI_vertex_streams
       GL_ATIX_texture_env_combine3
       GL_ATIX_texture_env_route
       GL_ATIX_vertex_shader_output_point_size
       GL_EXT_abgr
       GL_EXT_bgra
       GL_EXT_blend_color
       GL_EXT_blend_func_separate
       GL_EXT_blend_minmax
       GL_EXT_blend_subtract
       GL_EXT_clip_volume_hint
       GL_EXT_draw_range_elements
       GL_EXT_fog_coord
       GL_EXT_framebuffer_object
       GL_EXT_multi_draw_arrays
       GL_EXT_packed_pixels
       GL_EXT_point_parameters
       GL_EXT_rescale_normal
       GL_EXT_secondary_color
       GL_EXT_separate_specular_color
       GL_EXT_shadow_funcs
       GL_EXT_stencil_wrap
       GL_EXT_texgen_reflection
       GL_EXT_texture3D
       GL_EXT_texture_compression_s3tc
       GL_EXT_texture_cube_map
       GL_EXT_texture_edge_clamp
       GL_EXT_texture_env_combine
       GL_EXT_texture_env_dot3
       GL_EXT_texture_filter_anisotropic
       GL_EXT_texture_lod_bias
       GL_EXT_texture_mirror_clamp
       GL_EXT_texture_object
       GL_EXT_texture_rectangle
       GL_EXT_vertex_array
       GL_EXT_vertex_shader
       GL_HP_occlusion_test
       GL_NV_blend_square
       GL_NV_occlusion_query
       GL_NV_texgen_reflection
       GL_SGI_color_matrix
       GL_SGIS_generate_mipmap
       GL_SGIS_multitexture
       GL_SGIS_texture_border_clamp
       GL_SGIS_texture_edge_clamp
       GL_SGIS_texture_lod
       GL_SUN_multi_draw_arrays
       GL_WIN_swap_hint
       WGL_EXT_extensions_string
    Number of Texture Units: 8
    Maximum Anisotropic Filter: 16
    Maximum Texture Size : 2048
    Texture Compression: supported
    OpenGL Shading Language: supported
    Frame Buffer Objects: supported
    Occlusion Queries: supported
    Multisampling: supported
    Maximum Multisampling Level: 6
    ----------------------
    
    Checking capabilities...Succeeded
    Checking G:\Genesis Device\Bin\maps\...Succeeded
    Checking G:\Genesis Device\Bin\Music\...Succeeded
    Checking G:\Genesis Device\Bin\Screenshots\...Succeeded
    Checking G:\Genesis Device\Bin\Shaders\...Succeeded
    Checking G:\Genesis Device\Bin\Sounds\...Succeeded
    Checking G:\Genesis Device\Bin\StaticMeshes\...Succeeded
    Checking G:\Genesis Device\Bin\Textures\...Succeeded
    Checking G:\Genesis Device\Bin\Materials\...Succeeded
    Checking G:\Genesis Device\Bin\Inits\...Succeeded
    Initializing direct input...Succeeded
    Initializing keyboard...Succeeded
    Initializing mouse...Succeeded
    Initializing renderer...Succeeded
    ......Initializing shaders
    Loading shader terrain...Succeeded
    Loading shader sky...Succeeded
    Loading shader water...Failed
    Error Message: ERROR: 0:24: 'assign' :  cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
    ERROR: 1 compilation errors.  No code generated.
    
     
    Loading shader grass...Succeeded
    Loading shader blur...Succeeded
    Loading shader bloommix...Succeeded
    Loading shader normal...Succeeded
    Loading shader base...Succeeded
    Loading shader bumpmap...Succeeded
    ......Done initializing shaders (0.388 Sec)
    ......Initializing base recources
    Loading font from file Textures\System\console.fnt...Succeeded
    Loading texture from file Textures\System\mouse.bmp...Succeeded
    ......Done initializing base resources (0.179 Sec)
    Initializing soundengine...Succeeded
    ......Initializing game resources
    Loading font from file Textures\Intro\typewriter.fnt...Succeeded
    Loading texture from file Textures\Intro\paper.dds...Succeeded
    Loading shader grayscale...Succeeded
    Loading sound from file Sounds\ambient.wav...Succeeded
    Loading sound from file Sounds\underwater.wav...Succeeded
    Loading music from file Music\Atmosphere.mp3...Succeeded
    Loading texture from file Textures\Comments\comment.tga...Succeeded
    Loading sound from file Sounds\Comments\water.mp3...Succeeded
    Loading sound from file Sounds\Comments\grass.mp3...Succeeded
    Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
    Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
    Loading sound from file Sounds\Comments\sky.mp3...Succeeded
    Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
    Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
    Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
    Loading sound from file Sounds\Comments\debug.mp3...Succeeded
    ......Done initializing game resources (3.898 Sec)
    ......Loading map
    Loading mapsettings from file Maps\Demo\map.ini...Succeeded
    Loading terrain...Succeeded
    Loading texture from file Textures\Sky\Sky1.dds...Succeeded
    Loading water...Succeeded
    Loading grass...Succeeded
    Loading texture from file Textures\Grass\grass1.tga...Succeeded
    Loading texture from file Textures\Grass\grass2.tga...Succeeded
    Loading texture from file Textures\Grass\grass3.tga...Succeeded
    Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
    Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
    Loading material from file Materials\dummybump.mat...Succeeded
    Loading material from file Materials\concrete2.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
    Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
    Loading material from file Materials\rust2.mat...Succeeded
    Loading material from file Materials\rust1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
    Loading material from file Materials\wall1.mat...Succeeded
    Loading material from file Materials\concrete1.mat...Succeeded
    Loading material from file Materials\door1.mat...Succeeded
    Loading material from file Materials\roof1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
    Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
    Loading material from file Materials\crate.mat...Succeeded
    ......Done loading map (5.096 Sec)
    ......Generated grass (15.527 Sec)
    Shutting down renderer...Succeeded
    Shutting down soundengine...Succeeded
    Initializing renderer...Succeeded
    ......Initializing shaders
    Loading shader terrain...Succeeded
    Loading shader sky...Succeeded
    Loading shader water...Failed
    Error Message: ERROR: 0:24: 'assign' :  cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
    ERROR: 1 compilation errors.  No code generated.
    
     
    Loading shader grass...Succeeded
    Loading shader blur...Succeeded
    Loading shader bloommix...Succeeded
    Loading shader normal...Succeeded
    Loading shader base...Succeeded
    Loading shader bumpmap...Succeeded
    ......Done initializing shaders (0.081 Sec)
    ......Initializing base recources
    Loading font from file Textures\System\console.fnt...Succeeded
    Loading texture from file Textures\System\mouse.bmp...Succeeded
    ......Done initializing base resources (0.138 Sec)
    Initializing soundengine...Succeeded
    ......Initializing game resources
    Loading font from file Textures\Intro\typewriter.fnt...Succeeded
    Loading texture from file Textures\Intro\paper.dds...Succeeded
    Loading shader grayscale...Succeeded
    Loading sound from file Sounds\ambient.wav...Succeeded
    Loading sound from file Sounds\underwater.wav...Succeeded
    Loading music from file Music\Atmosphere.mp3...Succeeded
    Loading texture from file Textures\Comments\comment.tga...Succeeded
    Loading sound from file Sounds\Comments\water.mp3...Succeeded
    Loading sound from file Sounds\Comments\grass.mp3...Succeeded
    Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
    Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
    Loading sound from file Sounds\Comments\sky.mp3...Succeeded
    Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
    Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
    Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
    Loading sound from file Sounds\Comments\debug.mp3...Succeeded
    ......Done initializing game resources (3.378 Sec)
    ......Loading map
    Loading mapsettings from file Maps\Demo\map.ini...Succeeded
    Loading terrain...Succeeded
    Loading texture from file Textures\Sky\Sky1.dds...Succeeded
    Loading water...Succeeded
    Loading grass...Succeeded
    Loading texture from file Textures\Grass\grass1.tga...Succeeded
    Loading texture from file Textures\Grass\grass2.tga...Succeeded
    Loading texture from file Textures\Grass\grass3.tga...Succeeded
    Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
    Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
    Loading material from file Materials\dummybump.mat...Succeeded
    Loading material from file Materials\concrete2.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
    Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
    Loading material from file Materials\rust2.mat...Succeeded
    Loading material from file Materials\rust1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
    Loading material from file Materials\wall1.mat...Succeeded
    Loading material from file Materials\concrete1.mat...Succeeded
    Loading material from file Materials\door1.mat...Succeeded
    Loading material from file Materials\roof1.mat...Succeeded
    Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
    Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
    Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
    Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
    Loading material from file Materials\crate.mat...Succeeded
    ......Done loading map (2.534 Sec)

  9. #19

    Genesis Device First Release

    Hmmm maybe the stall was just my system playing up, it does'nt seem to happen anymore... :?:
    M109uk
    <br />--------------------------------------------------------
    <br />www.pulse-soft.oneuk.com

  10. #20

    Genesis Device First Release

    If i may ask... how many lines of code is the engine's DLL??

    I took a quick look at the engine import unit, and your engine seems really easy to use.
    But i dont see any routines for loading, saving and manipulating shaders, textures and meshes?

    How do you organize your mesh, texture and shader data in your engine? :razz:
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

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