• Pragma - A 3D multiplayer sandbox engine with Lua-integration, based on Vulkan and bullet physics
    379 replies, posted
Fixed up and improved my old glowmap implementation: [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-02-12_10-54-41.png[/IMG_THUMB] Works on particles as well: [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-02-12_16-29-14.png[/IMG_THUMB][IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-02-12_16-29-37.png[/IMG_THUMB][IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-02-12_16-30-19.png[/IMG_THUMB] (From left to right: No bloom, minor bloom, full-on eye cancer bloom.) [QUOTE=Gamefreak2205;49719120]Could sphere mapping be a thing? I know it's old as hell and overshadowed by the superior cube mapping, but source apparently supported it at one point (judging by the vmt command $envmapsphere <bool>) and porting older models would be a bit easier. Also, I could never figure out how to convert a spheremap to a cubemap :v:[/QUOTE] Spheremaps for what exactly? Skybox? Reflections? Latest changelog: [CODE] Sciolyte ChangeLog Version 0.1 12 Feb 2016 - Added "bloom_scale" particle system base parameter - Added "glow_scale", "glow_blend_diffuse_mode", "glow_blend_diffuse_scale" and "phong_scale" material parameters - Fixed / Improved glow map implementation - Implemented phong / specular maps 05 Feb 2016 - Added Entity:SetBodyGroup, Entity:GetBodyGroup and Model:LookupBodyGroup - Added $bodygroup wmc-compiler option - Fixed rare crash with friction surfaces 03 Feb 2016 - Fixed error with displacement shader 01 Feb 2016 - Added class "ModelSubMesh" - Added ModelMesh:GetSubMeshes - Removed class "NormalMesh" - Cleaned up shaders - Fixed model compiler not converting normals into sciolyte coordinate system when using smds 31 Jan 2016 - Added math.snap_to_grid and Vector:SnapToGrid 29 Jan 2016 - Implemented parallax mapping - Fixed normalmapping not working 26 Jan 2016 - Fixed crash when reloading a map 24 Jan 2016 - Added Entity:GetRotatedCollisionBounds, PhysConstraint:GetSourceTransform, PhysConstraint:GetTargetTransform, PhysConstraint:GetSourcePosition, PhysConstraint:GetSourceRotation, PhysConstraint:GetTargetPosition, PhysConstraint:GetTargetRotation, Model:GetLocalBonePosition and Animation:GetBoneList - Fixed crash when using Entity:DestroyPhysicsObject() on entity with jointed physics 23 Jan 2016 - Added experimental weapon "weapon_smg" - Added experimental gamemode "deathmatch" - Added sdk example model files for the player-model, view-model and smg - Added Model:GetReferencePose, Entity:GetPhysJointConstraints, PhysConstraint:IsValid, PhysConstraint:Remove, PhysConstraint:GetSourceObject and PhysConstraint:GetTargetObject - Fixed viewmodels not using view FOV - Fixed 'softness', 'bias_factor' and 'relaxation_factor' parameters in 'jointconetwist' model compiler command having no effect 22 Jan 2016 - Added console commands "sv_tickrate" and "sv_acceleration" - Added Player:GetActionInput, Player:SetActionInput, game.get_action_input and game.set_action_input - Added several new models - Changed default tickrate to 60 - Fixed "lua_compile" console command not closing file handle - Fixed collision impact sounds being played twice - Fixed some replicated serverside concommands not being transmitted to clients correctly 21 Jan 2016 - Added "renametexture" model compiler command - Added "surfacematerial" model compiler option in the $collisionmesh-definition - CCD (Continuous Collision Detection) is now enabled by default - Fixed changing an entity's skin having no effect - Fixed Entity:DropToFloor not taking collision mesh into account - Fixed entity collision bounds being calculated incorrectly if a collision mesh has an origin offset - Fixed TraceData:SetSource not accepting shapes as argument[/CODE] // Edit: Also added support for specular mapping / phong: [video]https://youtu.be/QrAoicwzDyk[/video] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-02-12_23-22-52.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-02-12_23-23-19.png[/IMG_THUMB] (Left: No specular mapping; Right: Specular Mapping Enabled)
If you add .mdl support and make lighting sexy I'd totally end up using this. Great job so far, by the way.
-snip nvm-
Sphere mapping is the outdated version of cube mapping. And cube mapping can be used in all the use cases sphere mapping was used for. There's absolutely no need to implement sphere mapping.
Isn't that "sphere mapping" same as mat-cap?
HDR Lighting is almost complete as well now, just need to tweak the settings a little: [HD]https://youtu.be/EIVL_KjZCR0[/HD] [IMG_THUMB]http://sciolyte.com/sharex/weave%202016-02-14%2015-47-34-950.jpg[/IMG_THUMB] (The light sources in the video are also exceptionally bright to make the effect clearer, it usually wouldn't look quite that excessive.) [QUOTE=Kemerd;49727284][...]and make lighting sexy I'd totally end up using this.[/QUOTE] Working on it. :v: [QUOTE=Gamefreak2205;49728968] Something like that would be nice to have just for the sake of having it as an option. I struggle to get something like that to work in source with cubemaps. I believe it shouldn't be hard to implement (then again I understand nothing about writing a custom engine so :pudge:)[/QUOTE] Yeah, sorry, but I don't think that's gonna happen. Cubemaps are just superior in every way.
Improved the lighting some more, still a few things left to do on that, however. Have a day-night cycle test for now: [HD]https://youtu.be/i8Kw70dpa60[/HD] Looks alright, as long as you don't overdo it... [video]https://youtu.be/dLPcW7aWL7w[/video]
im not sure if this is the proper place to ask, but when i click launch the launcher freezes. Do i need to specify some launch options in the launcher for it to actually launch? just in case its an issue with my system ill leave a dxdiag below: [code] ------------------ System Information ------------------ Time of this report: 2/15/2016, 11:11:14 Machine name: DESKTOP-SGAHAPF Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release.160126-1819) Language: English (Regional Setting: English) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: GA-78LMT-USB3 BIOS: Award Modular BIOS v6.00PG Processor: AMD FX(tm)-8320 Eight-Core Processor (8 CPUs), ~3.7GHz Memory: 12288MB RAM Available OS Memory: 12270MB RAM Page File: 8147MB used, 6169MB available Windows Dir: C:\WINDOWS DirectX Version: 11.3 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled Miracast: Available, with HDCP Microsoft Graphics Hybrid: Not Supported DxDiag Version: 10.00.10586.0000 64bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Display Tab 2: No problems found. Display Tab 3: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Sound Tab 3: No problems found. Sound Tab 4: No problems found. Sound Tab 5: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: NVIDIA GeForce GTX 970 Manufacturer: NVIDIA Chip type: GeForce GTX 970 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_13C2&SUBSYS_366F1458&REV_A1 Display Memory: 10143 MB Dedicated Memory: 4008 MB Shared Memory: 6134 MB Current Mode: 1920 x 1080 (32 bit) (144Hz) Monitor Name: Generic PnP Monitor Monitor Model: VG248 Monitor Id: ACI24E1 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um Driver File Version: 10.18.0013.5382 (English) Driver Version: 10.18.13.5382 DDI Version: 11.3 Feature Levels: 12.1,12.0,11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 2.0 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported Hybrid Graphics GPU: Not Supported Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 8/7/2015 12:00:00 AM, 16020584 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B71E3E-5082-11CF-EE62-62161CC2C735} Vendor ID: 0x10DE Device ID: 0x13C2 SubSys ID: 0x366F1458 Revision ID: 0x00A1 Driver Strong Name: oem52.inf:0f066de3ad0bda5c:Section044:10.18.13.5382:pci\ven_10de&dev_13c2 Rank Of Driver: 00D12001 Video Accel: DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) 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Hannstar HF229 Monitor Model: HF229 Monitor Id: HSD18B2 Native Mode: 1680 x 1050(p) (59.954Hz) Output Type: HDMI Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um Driver File Version: 10.18.0013.5382 (English) Driver Version: 10.18.13.5382 DDI Version: 11.3 Feature Levels: 12.1,12.0,11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 2.0 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported Hybrid Graphics GPU: Not Supported Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 8/7/2015 12:00:00 AM, 16020584 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B71E3E-5082-11CF-EE62-62161CC2C735} Vendor ID: 0x10DE Device ID: 0x13C2 SubSys ID: 0x366F1458 Revision ID: 0x00A1 Driver Strong Name: oem52.inf:0f066de3ad0bda5c:Section044:10.18.13.5382:pci\ven_10de&dev_13c2 Rank Of Driver: 00D12001 Video Accel: DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD 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Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled MPO Caps: Not Supported MPO Stretch: Not Supported MPO Media Hints: Not Supported MPO Formats: Not Supported Card name: NVIDIA GeForce GTX 970 Manufacturer: NVIDIA Chip type: GeForce GTX 970 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_13C2&SUBSYS_366F1458&REV_A1 Display Memory: 10143 MB Dedicated Memory: 4008 MB Shared Memory: 6134 MB Current Mode: 1600 x 900 (32 bit) (60Hz) Monitor Name: Acer S202HL(Digital) Monitor Model: Acer S202HL Monitor Id: ACR020B Native Mode: 1600 x 900(p) (60.000Hz) Output Type: DVI Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um Driver File Version: 10.18.0013.5382 (English) Driver Version: 10.18.13.5382 DDI Version: 11.3 Feature Levels: 12.1,12.0,11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 2.0 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported Hybrid Graphics GPU: Not Supported Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 8/7/2015 12:00:00 AM, 16020584 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B71E3E-5082-11CF-EE62-62161CC2C735} Vendor ID: 0x10DE Device ID: 0x13C2 SubSys ID: 0x366F1458 Revision ID: 0x00A1 Driver Strong Name: oem52.inf:0f066de3ad0bda5c:Section044:10.18.13.5382:pci\ven_10de&dev_13c2 Rank Of Driver: 00D12001 Video Accel: DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled MPO Caps: Not Supported MPO Stretch: Not Supported MPO Media Hints: Not Supported MPO Formats: Not Supported ------------- Sound Devices ------------- Description: Headphones (SteelSeries Siberia v3 Prism) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: USB\VID_1038&PID_1226&REV_0107&MI_00 Manufacturer ID: 65535 Product ID: 65535 Type: WDM Driver Name: USBAUDIO.sys Driver Version: 10.00.10586.0000 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 10/29/2015 12:00:00 AM, 131584 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Headphone (VIA HD Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_1106&DEV_0441&SUBSYS_1458A014&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: viahduaa.sys Driver Version: 6.00.0011.0800 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 6/15/2015 12:00:00 AM, 701136 bytes Other Files: Driver Provider: VIA Technologies, Inc. HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Speakers (VIA HD Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_1106&DEV_0441&SUBSYS_1458A014&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: viahduaa.sys Driver Version: 6.00.0011.0800 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 6/15/2015 12:00:00 AM, 701136 bytes Other Files: Driver Provider: VIA Technologies, Inc. HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: HF229-8 (NVIDIA High Definition Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10DE&DEV_0071&SUBSYS_1458366F&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: nvhda64v.sys Driver Version: 1.03.0034.0003 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 8/7/2015 12:00:00 AM, 206152 bytes Other Files: Driver Provider: NVIDIA Corporation HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: SPDIF Interface (TX1) (VIA HD Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_1106&DEV_0441&SUBSYS_1458A014&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: viahduaa.sys Driver Version: 6.00.0011.0800 (English) Driver Attributes: Final Retail WHQL Logo'd: n/a Date and Size: 6/15/2015 12:00:00 AM, 701136 bytes Other Files: Driver Provider: VIA Technologies, Inc. HW Accel Level: Basic Cap Flags: 0x0 Min/Max Sample Rate: 0, 0 Static/Strm HW Mix Bufs: 0, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (VIA HD Audio) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: viahduaa.sys Driver Version: 6.00.0011.0800 (English) Driver Attributes: Final Retail Date and Size: 7/30/2015 02:29:09, 701136 bytes Cap Flags: 0x0 Format Flags: 0x0 Description: Microphone (SteelSeries Siberia v3 Prism) Default Sound Capture: No Default Voice Capture: No Driver Name: USBAUDIO.sys Driver Version: 10.00.10586.0000 (English) Driver Attributes: Final Retail Date and Size: 10/30/2015 01:17:19, 131584 bytes Cap Flags: 0x0 Format Flags: 0x0 --------------------- Video Capture Devices Number of Devices: 0 --------------------- ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Controller (XBOX 360 For Windows) Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x045E, 0x028E FF Driver: n/a Device Name: Razer Naga Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1532, 0x0040 FF Driver: n/a Device Name: Razer Naga Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1532, 0x0040 FF Driver: n/a Device Name: Razer Naga Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1532, 0x0040 FF Driver: n/a Device Name: Razer Naga Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1532, 0x0040 FF Driver: n/a Device Name: SteelSeries Siberia v3 Prism Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1038, 0x1226 FF Driver: n/a Device Name: Corsair K70R Gaming Keyboard Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x1B1C, 0x1B09 FF Driver: n/a Device Name: Steam Controller Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x28DE, 0x1142 FF Driver: n/a Device Name: Steam Controller Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x28DE, 0x1142 FF Driver: n/a Device Name: Steam Controller Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x28DE, 0x1142 FF Driver: n/a Device Name: Steam Controller Attached: 1 Controller ID: 0x0 Vendor/Product ID: 0x28DE, 0x1142 FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub (xHCI) | Vendor/Product ID: 0x1106, 0x3483 | Matching Device ID: USB\ROOT_HUB30 | Service: USBHUB3 | Driver: USBHUB3.SYS, 10/30/2015 01:17:23, 534368 bytes | +-+ Generic USB Hub | | Vendor/Product ID: 0x2109, 0x3431 | | Location: Port_#0001.Hub_#0008 | | Matching Device ID: USB\USB20_HUB | | Service: USBHUB3 | | Driver: USBHUB3.SYS, 10/30/2015 01:17:23, 534368 bytes | | | +-+ USB Composite Device | | | Vendor/Product ID: 0x28DE, 0x1142 | | | Location: Port_#0001.Hub_#0009 | | | Matching Device ID: USB\COMPOSITE | | | Service: usbccgp | | | Driver: usbccgp.sys, 10/30/2015 01:17:23, 159072 bytes | | | | | +-+ USB Input Device | | | | Vendor/Product ID: 0x28DE, 0x1142 | | | | Location: 0002.0000.0000.001.001.000.000.000.000 | | | | Matching Device ID: USB\Class_03&SubClass_01 | | | | Service: HidUsb | | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | | | | | +-+ HID Keyboard Device | | | | | Vendor/Product ID: 0x28DE, 0x1142 | | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD | | | | | Service: kbdhid | | | | | Driver: kbdhid.sys, 10/30/2015 01:17:23, 36864 bytes | | | | | Driver: kbdclass.sys, 10/30/2015 01:17:23, 62304 bytes | | | | | | | | +-+ HID-compliant mouse | | | | | Vendor/Product ID: 0x28DE, 0x1142 | | | | | Matching Device ID: HID_DEVICE_SYSTEM_MOUSE | | | | | Service: mouhid | | | | | Driver: mouhid.sys, 10/30/2015 01:17:23, 32256 bytes | | | | | Driver: mouclass.sys, 10/30/2015 01:17:23, 59232 bytes | + USB Root Hub | Vendor/Product ID: 0x1002, 0x4397 | Matching Device ID: USB\ROOT_HUB | Service: usbhub | Driver: usbhub.sys, 10/30/2015 01:17:23, 500064 bytes | Driver: usbd.sys, 10/30/2015 01:17:23, 30048 bytes | +-+ USB Composite Device | | Vendor/Product ID: 0x1532, 0x0040 | | Location: Port_#0001.Hub_#0001 | | Matching Device ID: USB\COMPOSITE | | Service: usbccgp | | Driver: usbccgp.sys, 10/30/2015 01:17:23, 159072 bytes | | | +-+ Razer Naga | | | Vendor/Product ID: 0x1532, 0x0040 | | | Location: 0000.0012.0000.001.000.000.000.000.000 | | | Matching Device ID: USB\VID_1532&PID_0040&MI_00 | | | Lower Filters: rzmpos | | | Service: HidUsb | | | Driver: rzmpos.sys, 8/13/2015 09:36:50, 48840 bytes | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | Driver: WdfCoInstaller01009.dll, 8/13/2015 09:36:52, 1731848 bytes | | | | | +-+ Razer Naga | | | | Vendor/Product ID: 0x1532, 0x0040 | | | | Matching Device ID: HID\VID_1532&PID_0040&MI_00 | | | | Upper Filters: rzudd | | | | Service: mouhid | | | | Driver: rzudd.sys, 8/13/2015 09:36:50, 202952 bytes | | | | Driver: mouhid.sys, 10/30/2015 01:17:23, 32256 bytes | | | | Driver: mouclass.sys, 10/30/2015 01:17:23, 59232 bytes | | | | Driver: WdfCoInstaller01009.dll, 8/13/2015 09:36:52, 1731848 bytes | | | | +-+ Razer Naga | | | Vendor/Product ID: 0x1532, 0x0040 | | | Location: 0000.0012.0000.001.000.000.000.000.000 | | | Matching Device ID: USB\VID_1532&PID_0040&MI_01 | | | Lower Filters: rzendpt | | | Service: HidUsb | | | Driver: rzendpt.sys, 8/13/2015 09:36:50, 50392 bytes | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | Driver: WdfCoInstaller01009.dll, 8/13/2015 09:36:52, 1731848 bytes | | | | | +-+ HID Keyboard Device | | | | Vendor/Product ID: 0x1532, 0x0040 | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD | | | | Service: kbdhid | | | | Driver: kbdhid.sys, 10/30/2015 01:17:23, 36864 bytes | | | | Driver: kbdclass.sys, 10/30/2015 01:17:23, 62304 bytes | | | | +-+ USB Input Device | | | Vendor/Product ID: 0x1532, 0x0040 | | | Location: 0000.0012.0000.001.000.000.000.000.000 | | | Matching Device ID: USB\Class_03 | | | Service: HidUsb | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | | | +-+ Razer Naga | | | | Vendor/Product ID: 0x1532, 0x0040 | | | | Matching Device ID: HID\VID_1532&PID_0040&MI_02 | | | | Upper Filters: rzudd | | | | Service: kbdhid | | | | Driver: rzudd.sys, 8/13/2015 09:36:50, 202952 bytes | | | | Driver: kbdhid.sys, 10/30/2015 01:17:23, 36864 bytes | | | | Driver: kbdclass.sys, 10/30/2015 01:17:23, 62304 bytes | | | | Driver: WdfCoInstaller01009.dll, 8/13/2015 09:36:52, 1731848 bytes | + USB Root Hub | Vendor/Product ID: 0x1002, 0x4398 | Matching Device ID: USB\ROOT_HUB | Service: usbhub | Driver: usbhub.sys, 10/30/2015 01:17:23, 500064 bytes | Driver: usbd.sys, 10/30/2015 01:17:23, 30048 bytes | +-+ USB Composite Device | | Vendor/Product ID: 0x1B1C, 0x1B09 | | Location: Port_#0001.Hub_#0002 | | Matching Device ID: USB\COMPOSITE | | Service: usbccgp | | Driver: usbccgp.sys, 10/30/2015 01:17:23, 159072 bytes | | | +-+ USB Input Device | | | Vendor/Product ID: 0x1B1C, 0x1B09 | | | Location: 0000.0012.0001.001.000.000.000.000.000 | | | Matching Device ID: USB\Class_03&SubClass_01 | | | Service: HidUsb | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | | | +-+ HID Keyboard Device | | | | Vendor/Product ID: 0x1B1C, 0x1B09 | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD | | | | Service: kbdhid | | | | Driver: kbdhid.sys, 10/30/2015 01:17:23, 36864 bytes | | | | Driver: kbdclass.sys, 10/30/2015 01:17:23, 62304 bytes | | | | +-+ USB Input Device | | | Vendor/Product ID: 0x1B1C, 0x1B09 | | | Location: 0000.0012.0001.001.000.000.000.000.000 | | | Matching Device ID: USB\Class_03 | | | Service: HidUsb | | | Driver: hidusb.sys, 10/30/2015 01:17:23, 38400 bytes | | | Driver: hidclass.sys, 10/30/2015 01:17:23, 154624 bytes | | | Driver: hidparse.sys, 10/30/2015 01:17:23, 40448 bytes | | | | | +-+ HID Keyboard Device | | | | Vendor/Product ID: 0x1B1C, 0x1B09 | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD | | | | Service: kbdhid | | | | Driver: kbdhid.sys, 10/30/2015 01:17:23, 36864 bytes | | | | Driver: kbdclass.sys, 10/30/2015 01:17:23, 62304 bytes ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 51.5 GB Total Space: 114.0 GB File System: NTFS Model: SanDisk SDSSDA120G Drive: D: Free Space: 44.8 GB Total Space: 238.5 GB File System: NTFS Model: WDC WD2500JS-60MHB5 Drive: E: Free Space: 112.9 GB Total Space: 476.9 GB File System: NTFS Model: WDC WD5003ABYX-01WERA0 Drive: F: Free Space: 239.0 GB Total Space: 953.9 GB File System: NTFS Model: ST1000DM003-1CH162 Drive: G: Free Space: 45.6 GB Total Space: 114.5 GB File System: NTFS Model: SanDisk SDSSDA120G -------------- System Devices -------------- Name: High Definition Audio Controller Device ID: PCI\VEN_1002&DEV_4383&SUBSYS_A0141458&REV_00\3&18D45AA6&0&A2 Driver: C:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:18, 79872 bytes Driver: C:\WINDOWS\system32\DRIVERS\drmk.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:19, 97280 bytes Driver: C:\WINDOWS\system32\DRIVERS\portcls.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:19, 333824 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1601&SUBSYS_00000000&REV_00\3&18D45AA6&0&C1 Driver: n/a Name: PCI-to-PCI Bridge Device ID: PCI\VEN_1022&DEV_9606&SUBSYS_96001022&REV_00\3&18D45AA6&0&30 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 330080 bytes Name: High Definition Audio Controller Device ID: PCI\VEN_10DE&DEV_0FBB&SUBSYS_366F1458&REV_A1\4&25B761A6&0&0110 Driver: C:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:18, 79872 bytes Driver: C:\WINDOWS\system32\DRIVERS\drmk.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:19, 97280 bytes Driver: C:\WINDOWS\system32\DRIVERS\portcls.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:19, 333824 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1604&SUBSYS_00000000&REV_00\3&18D45AA6&0&C4 Driver: n/a Name: Standard OpenHCD USB Host Controller Device ID: PCI\VEN_1002&DEV_4397&SUBSYS_50041458&REV_00\3&18D45AA6&0&98 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 29696 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: Standard OpenHCD USB Host Controller Device ID: PCI\VEN_1002&DEV_4397&SUBSYS_50041458&REV_00\3&18D45AA6&0&90 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 29696 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: PCI-to-PCI Bridge Device ID: PCI\VEN_1002&DEV_4384&SUBSYS_00000000&REV_00\3&18D45AA6&0&A4 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 330080 bytes Name: PCI-to-PCI Bridge Device ID: PCI\VEN_1022&DEV_9604&SUBSYS_96001022&REV_00\3&18D45AA6&0&20 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 330080 bytes Name: AMD SMBus Device ID: PCI\VEN_1002&DEV_4385&SUBSYS_43851458&REV_3C\3&18D45AA6&0&A0 Driver: n/a Name: Standard Dual Channel PCI IDE Controller Device ID: PCI\VEN_1002&DEV_439C&SUBSYS_50021458&REV_00\3&18D45AA6&0&A1 Driver: C:\WINDOWS\system32\DRIVERS\pciide.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 16224 bytes Driver: C:\WINDOWS\system32\DRIVERS\pciidex.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 52064 bytes Driver: C:\WINDOWS\system32\DRIVERS\atapi.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 28512 bytes Driver: C:\WINDOWS\system32\DRIVERS\ataport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 192864 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1602&SUBSYS_00000000&REV_00\3&18D45AA6&0&C2 Driver: n/a Name: NVIDIA GeForce GTX 970 Device ID: PCI\VEN_10DE&DEV_13C2&SUBSYS_366F1458&REV_A1\4&25B761A6&0&0010 Driver: C:\Program Files\NVIDIA Corporation\Drs\dbInstaller.exe, 10.18.0013.5382 (English), 12/14/2015 17:41:25, 458352 bytes Driver: C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin, 12/14/2015 17:41:28, 1300484 bytes Driver: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_e18c97677f07815e\NvCplSetupInt.exe, 1.00.0005.0000 (English), 12/14/2015 17:41:27, 95307488 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\detoured.dll, 12/14/2015 17:41:28, 22128 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\nvd3d9wrap.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 164664 bytes Driver: C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\nvdxgiwrap.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 115560 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\detoured.dll, 12/14/2015 17:41:28, 22128 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\nvd3d9wrapx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 194368 bytes Driver: C:\Program Files\NVIDIA Corporation\coprocmanager\nvdxgiwrapx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 135624 bytes Driver: C:\Program Files\NVIDIA Corporation\license.txt, 12/14/2015 17:41:26, 21910 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\MCU.exe, 1.01.5204.20580 (English), 12/14/2015 17:41:26, 850232 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvdebugdump.exe, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 238192 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvidia-smi.1.pdf, 12/14/2015 17:41:28, 72727 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvidia-smi.exe, 8.17.0013.5382 (English), 12/14/2015 17:41:28, 424064 bytes Driver: C:\Program Files\NVIDIA Corporation\NVSMI\nvml.dll, 8.17.0013.5382 (English), 12/14/2015 17:41:28, 1204024 bytes Driver: C:\Program Files\NVIDIA Corporation\OpenCL\OpenCL.dll, 1.02.0011.0000 (English), 12/14/2015 17:41:30, 115312 bytes Driver: C:\Program Files\NVIDIA Corporation\OpenCL\OpenCL64.dll, 1.02.0011.0000 (English), 12/14/2015 17:41:30, 122992 bytes Driver: C:\WINDOWS\system32\DRIVERS\nvlddmkm.sys, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 11151488 bytes Driver: C:\WINDOWS\system32\NvFBC64.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 1063024 bytes Driver: C:\WINDOWS\system32\NvIFR64.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 1069696 bytes Driver: C:\WINDOWS\system32\NvIFROpenGL.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 416896 bytes Driver: C:\WINDOWS\system32\nvDecMFTMjpeg.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 384624 bytes Driver: C:\WINDOWS\system32\nvEncMFTH264.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 797432 bytes Driver: C:\WINDOWS\system32\nvEncMFThevc.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 795384 bytes Driver: C:\WINDOWS\system32\nvEncodeAPI64.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 394696 bytes Driver: C:\WINDOWS\system32\nvapi64.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:26, 3360576 bytes Driver: C:\WINDOWS\system32\nvcompiler.dll, 12/14/2015 17:41:26, 42738816 bytes Driver: C:\WINDOWS\system32\nvcuda.dll, 8.17.0013.5382 (English), 12/14/2015 17:41:28, 14520136 bytes Driver: C:\WINDOWS\system32\nvcuvid.dll, 7.17.0013.5382 (English), 12/14/2015 17:41:28, 2371368 bytes Driver: C:\WINDOWS\system32\nvd3dumx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 16020584 bytes Driver: C:\WINDOWS\system32\nvinfo.pb, 12/14/2015 17:41:28, 31976 bytes Driver: C:\WINDOWS\system32\nvinitx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 185616 bytes Driver: C:\WINDOWS\system32\nvmcumd.dll, 12/14/2015 17:41:28, 610648 bytes Driver: C:\WINDOWS\system32\nvoglshim64.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 159544 bytes Driver: C:\WINDOWS\system32\nvoglv64.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:29, 30527616 bytes Driver: C:\WINDOWS\system32\nvopencl.dll, 8.17.0013.5382 (English), 12/14/2015 17:41:29, 16169344 bytes Driver: C:\WINDOWS\system32\nvumdshimx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:29, 1174088 bytes Driver: C:\WINDOWS\system32\nvwgf2umx.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:30, 18385488 bytes Driver: C:\WINDOWS\SysWow64\NvFBC.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 986728 bytes Driver: C:\WINDOWS\SysWow64\NvIFR.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 992056 bytes Driver: C:\WINDOWS\SysWow64\NvIFROpenGL.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 374384 bytes Driver: C:\WINDOWS\SysWow64\nvDecMFTMjpeg.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 350832 bytes Driver: C:\WINDOWS\SysWow64\nvEncMFTH264.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 641560 bytes Driver: C:\WINDOWS\SysWow64\nvEncMFThevc.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 641360 bytes Driver: C:\WINDOWS\SysWow64\nvEncodeAPI.dll, 6.14.0013.5382 (English), 12/14/2015 17:41:28, 323648 bytes Driver: C:\WINDOWS\SysWow64\nvapi.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:26, 2971736 bytes Driver: C:\WINDOWS\SysWow64\nvcompiler.dll, 12/14/2015 17:41:26, 37759272 bytes Driver: C:\WINDOWS\SysWow64\nvcuda.dll, 8.17.0013.5382 (English), 12/14/2015 17:41:27, 11853424 bytes Driver: C:\WINDOWS\SysWow64\nvcuvid.dll, 7.17.0013.5382 (English), 12/14/2015 17:41:28, 2172544 bytes Driver: C:\WINDOWS\SysWow64\nvd3dum.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 12982400 bytes Driver: C:\WINDOWS\SysWow64\nvinit.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 163992 bytes Driver: C:\WINDOWS\SysWow64\nvoglshim32.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 137224 bytes Driver: C:\WINDOWS\SysWow64\nvoglv32.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:28, 22982272 bytes Driver: C:\WINDOWS\SysWow64\nvopencl.dll, 8.17.0013.5382 (English), 12/14/2015 17:41:29, 13283808 bytes Driver: C:\WINDOWS\SysWow64\nvumdshim.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:29, 999864 bytes Driver: C:\WINDOWS\SysWow64\nvwgf2um.dll, 10.18.0013.5382 (English), 12/14/2015 17:41:29, 15762912 bytes Driver: C:\WINDOWS\system32\nvdispco6435382.dll, 2.00.0043.0004 (English), 12/14/2015 17:41:28, 1908336 bytes Driver: C:\WINDOWS\system32\nvdispgenco6435382.dll, 2.00.0020.0002 (English), 12/14/2015 17:41:28, 1567856 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1605&SUBSYS_00000000&REV_00\3&18D45AA6&0&C5 Driver: n/a Name: Standard OpenHCD USB Host Controller Device ID: PCI\VEN_1002&DEV_4398&SUBSYS_50041458&REV_00\3&18D45AA6&0&99 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 29696 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: Standard OpenHCD USB Host Controller Device ID: PCI\VEN_1002&DEV_4398&SUBSYS_50041458&REV_00\3&18D45AA6&0&91 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 29696 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: PCI standard ISA bridge Device ID: PCI\VEN_1002&DEV_439D&SUBSYS_439D1002&REV_00\3&18D45AA6&0&A3 Driver: C:\WINDOWS\system32\DRIVERS\msisadrv.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 18784 bytes Name: Realtek PCIe GBE Family Controller Device ID: PCI\VEN_10EC&DEV_8168&SUBSYS_E0001458&REV_06\4&22F06558&0&0030 Driver: C:\WINDOWS\system32\DRIVERS\rt640x64.sys, 9.01.0402.2015 (English), 10/30/2015 01:17:23, 589824 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1600&SUBSYS_00000000&REV_00\3&18D45AA6&0&C0 Driver: n/a Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_1603&SUBSYS_00000000&REV_00\3&18D45AA6&0&C3 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_1002&DEV_4396&SUBSYS_50041458&REV_00\3&18D45AA6&0&9A Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 95584 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_1002&DEV_4396&SUBSYS_50041458&REV_00\3&18D45AA6&0&92 Driver: C:\WINDOWS\system32\drivers\usbehci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 95584 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: PCI standard host CPU bridge Device ID: PCI\VEN_1022&DEV_9600&SUBSYS_96001022&REV_00\3&18D45AA6&0&00 Driver: n/a Name: Standard OpenHCD USB Host Controller Device ID: PCI\VEN_1002&DEV_4399&SUBSYS_50041458&REV_00\3&18D45AA6&0&A5 Driver: C:\WINDOWS\system32\drivers\usbohci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 29696 bytes Driver: C:\WINDOWS\system32\drivers\usbport.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 454496 bytes Driver: C:\WINDOWS\system32\drivers\usbhub.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 500064 bytes Name: PCI-to-PCI Bridge Device ID: PCI\VEN_1022&DEV_9603&SUBSYS_96001022&REV_00\3&18D45AA6&0&10 Driver: C:\WINDOWS\system32\DRIVERS\pci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 330080 bytes Name: Standard SATA AHCI Controller Device ID: PCI\VEN_1002&DEV_4391&SUBSYS_B0021458&REV_00\3&18D45AA6&0&88 Driver: C:\WINDOWS\system32\DRIVERS\storahci.sys, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 133984 bytes Name: VIA USB 3.0 eXtensible Host Controller - 1.0 (Microsoft) Device ID: PCI\VEN_1106&DEV_3483&SUBSYS_50071458&REV_01\4&103F66F3&0&0020 Driver: C:\WINDOWS\system32\DRIVERS\USBXHCI.SYS, 10.00.10586.0000 (English), 10/30/2015 01:17:23, 378208 bytes ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,10.00.10586.0063 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,10.00.10586.0063 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,10.00.10586.0063 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,10.00.10586.0063 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,10.00.10586.0000 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,10.00.10586.0000 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,10.00.10586.0000 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,10.00.10586.0000 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,10.00.10586.0000 DV Muxer,0x00400000,0,0,qdv.dll,10.00.10586.0000 Color Space Converter,0x00400001,1,1,quartz.dll,10.00.10586.0071 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.10586.0000 AVI Splitter,0x00600000,1,1,quartz.dll,10.00.10586.0071 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,10.00.10586.0071 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,10.00.10586.0000 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,12.00.10547.1000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,10.00.10586.0000 StreamBufferSink,0x00200000,0,0,sbe.dll,10.00.10586.0000 MJPEG Decompressor,0x00600000,1,1,quartz.dll,10.00.10586.0071 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,10.00.10586.0071 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,10.00.10586.0071 VBI Codec,0x00600000,1,4,VBICodec.ax,10.00.10586.0000 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,10.00.10586.0000 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,10.00.10586.0000 SBE2FileScan,0x00200000,0,0,sbe.dll,10.00.10586.0000 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,12.00.10586.0035 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,10.00.10586.0071 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,10.00.10586.0071 DV Splitter,0x00600000,1,2,qdv.dll,10.00.10586.0000 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,10.00.10586.0071 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,12.00.10586.0035 ACM Wrapper,0x00600000,1,1,quartz.dll,10.00.10586.0071 Video Renderer,0x00800001,1,0,quartz.dll,10.00.10586.0071 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,10.00.10586.0000 Line 21 Decoder,0x00600000,1,1,, Video Port Manager,0x00600000,2,1,quartz.dll,10.00.10586.0071 Video Renderer,0x00400000,1,0,quartz.dll,10.00.10586.0071 VPS Decoder,0x00200000,0,0,WSTPager.ax,10.00.10586.0000 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.10586.0000 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax, File writer,0x00200000,1,0,qcap.dll,10.00.10586.0000 DVD Navigator,0x00200000,0,3,qdvd.dll,10.00.10586.0063 Overlay Mixer2,0x00200000,1,1,, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,12.00.10586.0035 WST Pager,0x00200000,1,1,WSTPager.ax,10.00.10586.0000 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,10.00.10586.0000 DV Video Decoder,0x00800000,1,1,qdv.dll,10.00.10586.0000 SampleGrabber,0x00200000,1,1,qedit.dll,10.00.10586.0063 Null Renderer,0x00200000,1,0,qedit.dll,10.00.10586.0063 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,10.00.10586.0000 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,10.00.10586.0000 StreamBufferSource,0x00200000,0,0,sbe.dll,10.00.10586.0000 Smart Tee,0x00200000,1,2,qcap.dll,10.00.10586.0000 Overlay Mixer,0x00200000,0,0,, AVI Decompressor,0x00600000,1,1,quartz.dll,10.00.10586.0071 AVI/WAV File Source,0x00400000,0,2,quartz.dll,10.00.10586.0071 Wave Parser,0x00400000,1,1,quartz.dll,10.00.10586.0071 MIDI Parser,0x00400000,1,1,quartz.dll,10.00.10586.0071 Multi-file Parser,0x00400000,1,1,quartz.dll,10.00.10586.0071 File stream renderer,0x00400000,1,1,quartz.dll,10.00.10586.0071 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,12.00.10547.1000 StreamBufferSink2,0x00200000,0,0,sbe.dll,10.00.10586.0000 AVI Mux,0x00200000,1,0,qcap.dll,10.00.10586.0000 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,10.00.10586.0071 File Source (Async.),0x00400000,0,1,quartz.dll,10.00.10586.0071 File Source (URL),0x00400000,0,1,quartz.dll,10.00.10586.0071 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,10.00.10586.0000 Enhanced Video Renderer,0x00200000,1,0,evr.dll,10.00.10586.0071 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,10.00.10586.0000 MPEG Video Decoder,0x40000001,1,1,quartz.dll,10.00.10586.0071 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,10.00.10586.0000 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,10.00.10586.0000 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,10.00.10586.0000 DV Video Encoder,0x00200000,0,0,qdv.dll,10.00.10586.0000 MJPEG Compressor,0x00200000,0,0,quartz.dll,10.00.10586.0071 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,10.00.10586.0063 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,10.00.10586.0000 IMA ADPCM,0x00200000,1,1,quartz.dll,10.00.10586.0071 PCM,0x00200000,1,1,quartz.dll,10.00.10586.0071 Microsoft ADPCM,0x00200000,1,1,quartz.dll,10.00.10586.0071 GSM 6.10,0x00200000,1,1,quartz.dll,10.00.10586.0071 CCITT A-Law,0x00200000,1,1,quartz.dll,10.00.10586.0071 CCITT u-Law,0x00200000,1,1,quartz.dll,10.00.10586.0071 MPEG Layer-3,0x00200000,1,1,quartz.dll,10.00.10586.0071 Audio Capture Sources: Microphone (VIA HD Audio),0x00200000,0,0,qcap.dll,10.00.10586.0000 Microphone (SteelSeries Siberia v3 Prism),0x00200000,0,0,qcap.dll,10.00.10586.0000 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,10.00.10586.0000 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,10.00.10586.0000 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,10.00.10586.0000 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,10.00.10586.0071 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,10.00.10586.0071 WDM Streaming Capture Devices: VIA HD Audio Line In,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 VIA HD Audio Microphone,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 VIA HD Audio Stereo Mixer,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 SteelSeries Siberia v3 Prism,0x00200000,2,2,ksproxy.ax,10.00.10586.0063 ,0x00000000,0,0,, WDM Streaming Rendering Devices: VIA HD Audio Output 2,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 VIA HD Audio Headphone,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 HD Audio digital out,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 SteelSeries Siberia v3 Prism,0x00200000,2,2,ksproxy.ax,10.00.10586.0063 ,0x00000000,0,0,, BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,10.00.10586.0000 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,10.00.10586.0000 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,10.00.10586.0000 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,10.00.10586.0000 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,10.00.10586.0000 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,10.00.10586.0000 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,10.00.10586.0000 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,10.00.10586.0000 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,10.00.10586.0000 Encrypt/Tag,0x00200000,0,0,EncDec.dll,10.00.10586.0000 PTFilter,0x00200000,0,0,EncDec.dll,10.00.10586.0000 XDS Codec,0x00200000,0,0,EncDec.dll,10.00.10586.0000 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,10.00.10586.0063 Audio Renderers: Headphones (SteelSeries Siberia v3 Prism),0x00200000,1,0,quartz.dll,10.00.10586.0071 Default DirectSound Device,0x00800000,1,0,quartz.dll,10.00.10586.0071 Default WaveOut Device,0x00200000,1,0,quartz.dll,10.00.10586.0071 DirectSound: Headphone (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 DirectSound: Speakers (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 DirectSound: HF229-8 (NVIDIA High Definition Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 DirectSound: SPDIF Interface (TX1) (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 DirectSound: Headphones (SteelSeries Siberia v3 Prism),0x00200000,1,0,quartz.dll,10.00.10586.0071 Headphone (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 Speakers (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 HF229-8 (NVIDIA High Definition Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 SPDIF Interface (TX1) (VIA HD Audio),0x00200000,1,0,quartz.dll,10.00.10586.0071 ---------------------------- Preferred DirectShow Filters ---------------------------- [HKEY_LOCAL_MACHINE\Software\Microsoft\DirectShow\Preferred] <media subtype GUID>, [<filter friendly name>, ]<filter CLSID> MED
[QUOTE=AJ10017;49746534]im not sure if this is the proper place to ask, but when i click launch the launcher freezes. Do i need to specify some launch options in the launcher for it to actually launch? just in case its an issue with my system ill leave a dxdiag below[...][/QUOTE] Your hardware and os are definitely fine. Usually when you press launch for the first time, it'll try to install the vc redistributable x64 package, unless it's already installed. If you don't have it installed, try running the "vc_redist.x64.exe" manually. You could also try to launch with the "-console" launch parameter. It should open a separate console window with some messages, those might give me a better idea where that's coming from. Does launching the "sciolyte_server.exe" freeze it as well? Other than that, you could try to run it in compatibility mode for windows 8 or windows 7, although I doubt that'd help. // EDIT: In case anyone else has a similar issue, the freeze was caused by Avast. After updating it, the problem should be gone.
I'm getting this on launch. [t]http://i.imgur.com/MpjGjbW.png[/t] The console log shows a bunch of errors compiling shaders. [URL="http://pastebin.com/nZyk54PJ"]http://pastebin.com/nZyk54PJ[/URL]
[QUOTE=KillerLUA;49748483] The console log shows a bunch of errors compiling shaders.[/QUOTE] What GPU do you have? Is it an Intel card? Try downloading [URL=sciolyte.com/sharex/shaders_macro_fix.zip]this[/URL] and replace your "shaders" directory with the one from the archive. Please let me know if that works or if the console output changes.
Will this engine become open source in the future?
Also out of curiosity how do you handle the physics and networking, I couldnt find any post where any information is given.
[QUOTE=DrogenViech;49766416]Will this engine become open source in the future?[/QUOTE] Maybe, I don't know yet. Definitely not any time soon though (Not within the next 2 years at least). [QUOTE=Zeh Matt;49767369]Also out of curiosity how do you handle the physics and networking, I couldnt find any post where any information is given.[/QUOTE] What do you want to know specifically? The core of the engine is split into a clientside, a serverside and a shared part. The clientside part only exists if you run the actual game, it doesn't exist if you run the dedicated server. Every tick the server sends updated entity information to the clients, and clients send input information to the server. The tickrate can be changed using [i]sv_tickrate[/i] (The default is 60). After starting the dedicated server with a map (Or loading a map in the actual game with a player count > 1, which will automatically start a listen server), it will connect to the master server and register itself so it can be found through the server browser. The server re-registers itself every 5 minutes or so to keep it alive in the browser (The [i]heartbeat[/i] command can be used to force it to re-register immediately.). In lua you can use the [url=http://wiki.sciolyte.com/index.php?title=Net]net library[/url] to send messages between server and client. Alternatively, if you're dealing with entities, you can use either • [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_senddata]BaseEntity:SendData[/url] with [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_receivedata]BaseEntity:ReceiveData[/url] to send/receive data when the entity spawns • [url=http://wiki.sciolyte.com/index.php?title=Entity_sendnetevent]Entity:SendNetEvent[/url] with [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_receivenetevent]BaseEntity:ReceiveNetEvent[/url] to send/receive events for a specific scripted entity after it has spawned You can also disable synchronization between server and client for a specific entity using [url=http://wiki.sciolyte.com/index.php?title=Entity_setsynchronized]Entity:SetSynchronized[/url]. If set to false, the entity will be excluded from the heartbeat (No data will be send during ticks), but events are still transmitted (e.g. removal). If you disable synchronization before an entity is spawned, it won't be send to clients at all and essentially just exists serverside. You can also create any entity entirely clientside as well. If you want to go even further, you can use the [url=http://wiki.sciolyte.com/index.php?title=Socket]socket library[/url], which adds several new functions and classes to the mix. Both sockets and the regular net-functions use [url=http://wiki.sciolyte.com/index.php?title=NetPacket]NetPacket[/url]-objects for transmitting data. As for physics: Every physical entity has a [url=wiki.sciolyte.com/index.php?title=PhysObj]PhysObj[/url] attached to it. This [i]PhysObj[/i] is basically a container for all of the collision objects associated with the entity. To get the actual collision objects, you can use [url=wiki.sciolyte.com/index.php?title=PhysObj_getcollisionobjects]PhysObj:GetCollisionObjects[/url]. This returns a table of [url=http://wiki.sciolyte.com/index.php?title=PhysCollisionObj]PhysCollisionObj[/url] (for static objects) and [url=http://wiki.sciolyte.com/index.php?title=PhysRigidBody]PhysRigidBody[/url] (for dynamic objects). Ragdolls are almost complete as well now, they're basically just animated entities with several rigid bodies that are connected via [url=wiki.sciolyte.com/index.php?title=Physenv_createconetwistconstraint]conetwist constraints[/url]. Constraints can be defined inside a model before the compilation, or ingame using the [url=http://wiki.sciolyte.com/index.php?title=Physenv]physenv library[/url]. [img_thumb]http://sciolyte.com/sharex/sciolyte_2016-02-17_16-52-19.png[/img_thumb] [img_thumb]http://sciolyte.com/sharex/sciolyte_2016-02-17_16-52-30.png[/img_thumb] The player character is a [url=http://wiki.sciolyte.com/index.php?title=Physenv_createcharactercontroller]kinematic character controller[/url] with a [url=http://wiki.sciolyte.com/index.php?title=Physenv_createcapsuleshape]capsule shape[/url]. A [i]PhysObj[/i] can be destroyed using [url=http://wiki.sciolyte.com/index.php?title=Entity_destroyphysicsobject]Entity:DestroyPhysicsObject[/url] and created using [url=http://wiki.sciolyte.com/index.php?title=Entity_initializephysics]Entity:InitializePhysics[/url] (The latter can be used with specific shapes as well). Physics interactions can be further controlled using: • [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_shouldcollide]BaseEntity:ShouldCollide[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_ontrigger]BaseEntity:OnTrigger[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_ontouch]BaseEntity:OnTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_onstarttouch]BaseEntity:OnStartTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_onendtouch]BaseEntity:OnEndTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_oncontact]BaseEntity:OnContact[/url] and [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_cantrigger]BaseEntity:CanTrigger[/url] • [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionsenabled]Entity:SetCollisionsEnabled[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionfiltermask]Entity:SetCollisionFilterMask[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionfiltergroup]Entity:SetCollisionFilterGroup[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisioncontactreportenabled]Entity:SetCollisionContactReportEnabled[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisioncallbacksenabled]Entity:SetCollisionCallbacksEnabled[/url] and [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionbounds]Entity:SetCollisionBounds[/url] • For Vehicles: [url=http://wiki.sciolyte.com/index.php?title=Vehicle]Vehicle[/url] and [url=http://wiki.sciolyte.com/index.php?title=VHCWheel]VHCWheel[/url] Static collision objects are only static in the sense that they don't move by themselves. In theory you can move and rotate the entire world around, there's nothing actually static anywhere. Anyway, Vulkan came out a few days ago, so I'm currently experimenting with that. It might solve exactly the performance problems I've had with OpenGL, so I might switch completely soon. It's a fairly complicated API (And almost completely different to OpenGL), I'll need some time to get used to it, but it should be worth it.
[QUOTE=Silverlan;49770908]Maybe, I don't know yet. Definitely not any time soon though (Not within the next 2 years at least). What do you want to know specifically? The core of the engine is split into a clientside, a serverside and a shared part. The clientside part only exists if you run the actual game, it doesn't exist if you run the dedicated server. Every tick the server sends updated entity information to the clients, and clients send input information to the server. The tickrate can be changed using [i]sv_tickrate[/i] (The default is 60). After starting the dedicated server with a map (Or loading a map in the actual game with a player count > 1, which will automatically start a listen server), it will connect to the master server and register itself so it can be found through the server browser. The server re-registers itself every 5 minutes or so to keep it alive in the browser (The [i]heartbeat[/i] command can be used to force it to re-register immediately.). In lua you can use the [url=http://wiki.sciolyte.com/index.php?title=Net]net library[/url] to send messages between server and client. Alternatively, if you're dealing with entities, you can use either • [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_senddata]BaseEntity:SendData[/url] with [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_receivedata]BaseEntity:ReceiveData[/url] to send/receive data when the entity spawns • [url=http://wiki.sciolyte.com/index.php?title=Entity_sendnetevent]Entity:SendNetEvent[/url] with [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_receivenetevent]BaseEntity:ReceiveNetEvent[/url] to send/receive events for a specific scripted entity after it has spawned You can also disable synchronization between server and client for a specific entity using [url=http://wiki.sciolyte.com/index.php?title=Entity_setsynchronized]Entity:SetSynchronized[/url]. If set to false, the entity will be excluded from the heartbeat (No data will be send during ticks), but events are still transmitted (e.g. removal). If you disable synchronization before an entity is spawned, it won't be send to clients at all and essentially just exists serverside. You can also create any entity entirely clientside as well. If you want to go even further, you can use the [url=http://wiki.sciolyte.com/index.php?title=Socket]socket library[/url], which adds several new functions and classes to the mix. Both sockets and the regular net-functions use [url=http://wiki.sciolyte.com/index.php?title=NetPacket]NetPacket[/url]-objects for transmitting data. As for physics: Every physical entity has a [url=wiki.sciolyte.com/index.php?title=PhysObj]PhysObj[/url] attached to it. This [i]PhysObj[/i] is basically a container for all of the collision objects associated with the entity. To get the actual collision objects, you can use [url=wiki.sciolyte.com/index.php?title=PhysObj_getcollisionobjects]PhysObj:GetCollisionObjects[/url]. This returns a table of [url=http://wiki.sciolyte.com/index.php?title=PhysCollisionObj]PhysCollisionObj[/url] (for static objects) and [url=http://wiki.sciolyte.com/index.php?title=PhysRigidBody]PhysRigidBody[/url] (for dynamic objects). Ragdolls are almost complete as well now, they're basically just animated entities with several rigid bodies that are connected via [url=wiki.sciolyte.com/index.php?title=Physenv_createconetwistconstraint]conetwist constraints[/url]. Constraints can be defined inside a model before the compilation, or ingame using the [url=http://wiki.sciolyte.com/index.php?title=Physenv]physenv library[/url]. [img_thumb]http://sciolyte.com/sharex/sciolyte_2016-02-17_16-52-19.png[/img_thumb] [img_thumb]http://sciolyte.com/sharex/sciolyte_2016-02-17_16-52-30.png[/img_thumb] The player character is a [url=http://wiki.sciolyte.com/index.php?title=Physenv_createcharactercontroller]kinematic character controller[/url] with a [url=http://wiki.sciolyte.com/index.php?title=Physenv_createcapsuleshape]capsule shape[/url]. A [i]PhysObj[/i] can be destroyed using [url=http://wiki.sciolyte.com/index.php?title=Entity_destroyphysicsobject]Entity:DestroyPhysicsObject[/url] and created using [url=http://wiki.sciolyte.com/index.php?title=Entity_initializephysics]Entity:InitializePhysics[/url] (The latter can be used with specific shapes as well). Physics interactions can be further controlled using: • [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_shouldcollide]BaseEntity:ShouldCollide[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_ontrigger]BaseEntity:OnTrigger[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_ontouch]BaseEntity:OnTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_onstarttouch]BaseEntity:OnStartTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_onendtouch]BaseEntity:OnEndTouch[/url], [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_oncontact]BaseEntity:OnContact[/url] and [url=http://wiki.sciolyte.com/index.php?title=BaseEntity_cantrigger]BaseEntity:CanTrigger[/url] • [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionsenabled]Entity:SetCollisionsEnabled[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionfiltermask]Entity:SetCollisionFilterMask[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionfiltergroup]Entity:SetCollisionFilterGroup[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisioncontactreportenabled]Entity:SetCollisionContactReportEnabled[/url], [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisioncallbacksenabled]Entity:SetCollisionCallbacksEnabled[/url] and [url=http://wiki.sciolyte.com/index.php?title=Entity_setcollisionbounds]Entity:SetCollisionBounds[/url] • For Vehicles: [url=http://wiki.sciolyte.com/index.php?title=Vehicle]Vehicle[/url] and [url=http://wiki.sciolyte.com/index.php?title=VHCWheel]VHCWheel[/url] Static collision objects are only static in the sense that they don't move by themselves. In theory you can move and rotate the entire world around, there's nothing actually static anywhere. Anyway, Vulkan came out a few days ago, so I'm currently experimenting with that. It might solve exactly the performance problems I've had with OpenGL, so I might switch completely soon. It's a fairly complicated API (And almost completely different to OpenGL), I'll need some time to get used to it, but it should be worth it.[/QUOTE] Well you did share quite some insight but what I'm really interested in is for example how do you encode the data, is it compressed if so how? Also how much bandwidth would it cost to have like 100 moving props and colliding with each other. After all latency is something important and the more data you send the higher the latency.
[QUOTE=Zeh Matt;49776051]Well you did share quite some insight but what I'm really interested in is for example how do you encode the data, is it compressed if so how? Also how much bandwidth would it cost to have like 100 moving props and colliding with each other. After all latency is something important and the more data you send the higher the latency.[/QUOTE] The data isn't compressed. It's far more important to limit the data that's being sent to the client to only what's absolutely necessary. Collisions have 0 impact on the data being transmitted. The actual throughput depends on the tickrate. If you're running a deathmatch gamemode, you'd probably want to have it around 60, but you're probably not dealing with a lot of props either. For a sandbox gamemode, a tickrate of around 30 would probably be a better pick. Either way, there's still plenty I can optimize with the networking, but there are a lot of more important things to be worked on first. I'll do it when it's actually a problem. After all, don't forget the second rule of optimization ("Don't do it yet.").
If you can get this as big as Garry's Mod with a sizable playerbase, with the same features but better, me and many others I know would gladly switch to this. Looks good so far, but it's quite a beast to compete with something that's been a thing for over a decade.
what is the world editor? and is there a low max map size like hammer's or is it actually decently large? edit: also ive seen gm_fork in this engine so is it possible to easily run hammer maps in it then? or convert? and what about source's models and animations?
[QUOTE=RonanZer0;50074731]what is the world editor?[/QUOTE] The engine doesn't have its own editor yet, for now you have to use hammer. You can find more information about how to set hammer up for the engine [URL=wiki.sciolyte.com/index.php?title=Mapping]on the wiki[/URL]. [QUOTE=RonanZer0;50074731]and is there a low max map size like hammer's or is it actually decently large?[/QUOTE] Technically there is no limit (It's been discussed a few pages back). Hammer throws a fit if you try to create maps larger than the grid size, so that's still a bit of a problem. I was thinking of adding support for the source 2 hammer editor, if there's demand. [QUOTE=RonanZer0;50074731]edit: also ive seen gm_fork in this engine so is it possible to easily run hammer maps in it then? or convert? and what about source's models and animations?[/QUOTE] Porting maps is very [URL=http://wiki.sciolyte.com/index.php?title=Mapping]straight forward[/URL], however you'll also have to port the textures, materials and models. I've written a small tutorial on how to convert materials and textures from the source engine [URL=http://wiki.sciolyte.com/index.php?title=Convert_materials]here[/URL]. As for models, you can check out [URL=http://wiki.sciolyte.com/index.php?title=Convert_models]this page[/URL]. It's still pretty barebones, if you get stuck/need more information, let me know and I'll add it. Anyway, I apologize for the lack of updates recently, I'm still working on porting the engine to Vulkan. I'm very close now, but there's still one major issue left (And some minor issues), which I'm unsure how to solve (And I've yet to test it on Nvidia hardware), so I'll probably need another week or two.
Small update news: Still working on the Vulkan port, but I'm getting close. The next version also has built-in support for .vtf- and .vmt-files (As well as .ktx-files), which should make porting a lot less of a pain (You basically just have to copy the materials and textures from the source engine over). I've written a tutorial for [URL=http://wiki.sciolyte.com/index.php?title=Convert_maps]porting maps[/URL] to that end. In other news, I just found an Oculus DK1 for a very cheap price on ebay, so I went for it. (Can't afford the consumer version) Will probably receive it some time next week, so VR-support will definitely be a thing. Anyway, a few images and videos summarizing my long painful road to Vulkan (Ongoing): [IMG_THUMB]http://sciolyte.com/sharex/tri_2016-02-18_14-00-26.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/triangle_demo_2016-02-29_15-08-46.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/2016-02-29_15-12-46.gif[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/triangle_demo_2016-03-09_08-00-06.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/triangle_demo_2016-03-09_13-02-44.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/triangle_demo_2016-03-10_11-19-42.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/triangle_demo_2016-03-11_13-20-33.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-12_20-10-50.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/cube_2016-03-22_18-05-44.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-17_15-03-10.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-26_18-31-48.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-27_11-27-45.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-29_11-37-27.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-03-29_11-57-13.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-03-29_20-51-50.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-04-04_08-31-02.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-04-05_21-16-42.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-04-08_09-57-23.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-04-09_12-35-17.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-04-13_10-39-06.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/weave_2016-04-21_12-09-01_thumb.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/2016-04-21_22-48-16.gif[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/2016-04-21_22-53-16.gif[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/2016-04-22_09-03-53.gif[/IMG_THUMB] [video]https://youtu.be/CrzdVqDlvVA[/video] [video]https://youtu.be/BYAxkFHEDoE[/video] [video]https://youtu.be/M7bHPLChqPU[/video] [video]https://youtu.be/5bk3ZfNpaUE[/video]
What's your opinion on Vulkan so far?
[QUOTE=Frechetta93;50357680]What's your opinion on Vulkan so far?[/QUOTE] Well, it's a fair bit more complex than OpenGL, so I wouldn't recommend it to anyone who's just starting to get into computer graphics. It does, however, give you a [b]lot[/b] more control and allows you to minimize synchronization between CPU and GPU easily (Which was always one of the main bottlenecks in my case). It won't make any difference at all with the actual graphics quality, but it provides a massive performance boost in general: OpenGL: [IMG]http://sciolyte.com/sharex/sciolyte_2016-05-22_10-29-30.png[/IMG] (Frame time: Approximately 6ms) Vulkan: [IMG]http://sciolyte.com/sharex/sciolyte_2016-05-22_10-26-19.png[/IMG] There's still a few minor issues I have to resolve, so I haven't been able to test it on any large maps yet (e.g. fork), but it should make a noticable difference. All major issues are fixed, but I still need to test it on Nvidia hardware, compile and test it on Linux, optimize some code, etc. It took me a lot longer than I had originally planned, I still think it was worth it though.
More updates: Vulkan is fully implemented (Public now as well), however there are still some issues left on Nvidia GPUs. I'll need some volunteers to fix those, so if anyone with a Nvidia GPU would like to help me with that, that'd be great. Anyway, I've (finally) finished the ragdoll implementation now as well. Works like a charm: [video]https://youtu.be/sPe0Vy0askc[/video] Ragdolls aren't separate entities like in source. Instead, every entity with a valid ragdoll model can be turned into one at any time. As with most other entities, they can be created clientside-only, too. I've also implemented particle beams with [URL=http://sciolyte.com/sharex/weave_2016-06-07_18-46-25.png]spline curves[/URL], but that's not quite finished yet. [thumb]http://sciolyte.com/sharex/2016-06-08_20-04-10.gif[/thumb] Some other new additions are: • Direct support for .vtf, .tga and .ktx textures • Direct support for .vmt-materials • Support for HLSL shaders • [URL=http://sciolyte.com/sharex/devenv_2016-06-05_11-53-57.jpg]Support for virtual reality[/URL] (Still WIP) (Full changelog at the end of this post.) Anyway, some plans for the near future: I'll have to write a small level-editor for one of my university courses within the next few months, but that's more of a side-project. It's mostly GUI-related stuff, but I'll probably take that opportunity to implement some other modding-tools as well. After that, I plan to primarily focus on AI for the next semester, got a lot of ideas floating around for that, so stay tuned! [EDITLINE]-[/EDITLINE] Latest Changelog (I was focusing mostly on Vulkan, so this one's fairly short in comparison): [CODE] Sciolyte ChangeLog Version 0.2.1 12 June 2016 - Added Entity:IsClientsideOnly - Improved crashdump system 11 June 2016 - Added Entity:GetOrigin - Implemented ragdolls 09 June 2016 - Added vulkan.create_framebuffer and vulkan.create_render_pass - Added ParticleSystem.SetNodeTarget, ParticleSystem.GetNodeCount, ParticleSystem.GetNodePosition and ParticleSystem.GetNodeTarget - Added support for beam particle effects - Fixed various particle effect rendering artifacts 06 June 2016 - Added console command "vk_dump_image_format_properties" 05 June 2016 - Added Model.GetMeshGroupCount, Model.GetMeshCount, Model.GetSubMeshCount, Model.GetCollisionMeshCount, Model.GetBodyGroupId and Model.GetBodyGroupCount - Fixed light sources not fading out over distance properly if shader quality is set to high - Fixed crash when glow effects are on screen - Vulkan Release 04 June 2016 - Added intersect.sphere_with_cone 03 June 2016 - Added geometry.closest_point_on_line_to_point and geometry.closest_point_on_sphere_to_line 31 May 2016 - Added console command "debug_texture_mipmaps" 28 May 2016 - Added launch parameter "-vk_report_level <reportLevel>" 27 May 2016 - Added console commands "vk_dump_layers" and "vk_dump_extensions" - Removed engine.get_view_camera and render.set_render_target 23 May 2016 - Added ConVar "cl_render_shader_quality" - Renamed VKBuffer.GetUsage to VKBuffer.GetUsageFlags 21 May 2016 - Added console commands "debug_profiling_enabled" and "debug_profiling_print" 20 May 2016 -Added classes "VKTimestampQuery" and "VKTimerQuery" 19 May 2016 - Added console command "shader_list" - Added support for TGA images 15 May 2016 - Added console command "fps" - Added Color.Lerp - Added support for HLSL shaders 14 May 2016 - Added console command "debug_light_depth" 11 May 2016 - Added class VKRenderTarget - Added VKTexture.GetFormat 08 May 2016 - Added classes VKMesh and VKBuffer - Added Model.GetMaterials, ModelMesh.GetBounds, ModelSubMesh.GetBounds, ModelSubMesh.GetVkMesh, VKTexture.Remove, VKImage.Remove, VKImageView.Remove, VKSampler.Remove, VKFramebuffer.Remove, VKRenderPass.Remove, VKEvent.Remove, VKFence.Remove, VKSemaphore.Remove, VKMemory.Remove, VKCommandBuffer.Remove and sound.find_by_type - Renamed ModelSubMesh.GetTexture to ModelSubMesh.GetMaterial - Renamed lua_openscript to lua_exec and lua_openscript_cl to lua_exec_cl 07 May 2016 - Added class "ModelMeshGroup" - Added game.create_model, Model.AddMaterial, Model.AddCollisionMesh, Model.AddMeshGroup, Model.GetBaseMeshIds, Model.GetMeshGroupId, Model.GetMeshGroup, Model.GetMeshGroups, Model.UpdateCollisionBounds, Model.UpdateRenderBounds, Model.Update, Model.GetName, Model.GetMass, Model.SetMass, Model.GetBoneCount, Model.GetCollisionBounds, Model.GetRenderBounds, Model.SetCollisionBounds, Model.SetRenderBounds, ModelMesh.Create, ModelMesh.Update, ModelMesh.GetTriangleCount, ModelMesh.AddSubMesh, ModelSubMesh.Create, ModelSubMesh.Update, ModelSubMesh.AddVertex, ModelSubMesh.SetMaterial, ModelSubMesh.GetVertexCount, ModelSubMesh.GetTriangleVertexCount, ModelSubMesh.GetTriangleCount, CollisionMesh.Create, CollisionMesh.GetAABB, CollisionMesh.GetBoneParentId, CollisionMesh.GetOrigin, CollisionMesh.GetShape, CollisionMesh.GetSurfaceMaterialId, CollisionMesh.GetSurfaceMaterialIds, CollisionMesh.IntersectAABB, CollisionMesh.IsConvex, CollisionMesh.SetAABB, CollisionMesh.SetBoneParentId, CollisionMesh.SetConvex, CollisionMesh.SetOrigin, CollisionMesh.Update, CollisionMesh.AddVertex and CollisionMesh.SetSurfaceMaterialId 06 May 2016 - Added classes "Vertex" and "VertexWeight" 04 May 2016 - Added WITable.SetColumnWidth, WITable.AddRow, WITable.AddHeaderRow, WITable.GetRowCount, WITable.SetSortable, WITable.IsSortable, WITable.SetScrollable, WITable.IsScrollable, WITable.Clear, WITable.GetRow, WITable.GetSelectedRow, WITableRow.SetCellWidth, WITableRow.SetValue, WITableRow.InsertElement, WITableRow.GetCellCount, WITableRow.GetCell, WITableCell.GetFirstElement 03 May 2016 - Added libraries "locale" and "regex" - Added class "RegexResult" 01 May 2016 - Added classes "VKFence", "VKSemaphore", "VKMemory" and "VKCommandBuffer" - Added Vulkan.create_fence - Added ConCommands "vk_dump_limits", "vk_dump_features" and "vk_dump_format_properties" - Added VKImage.GetLayerCount, VKImage.GetSize, VKImage.IsCubemap, VKImage.GetMipmapWidth, VKImage.GetMipmapHeight, VKImage.GetMipmapSize, VKImage.GetMipmapLevels, VKImage.IsDepthImage, VKImage.IsCompressedImage, VKImage.IsUncompressedImage, VKImage.GetPixelCount, VKImage.GetAspectFlags, VKImage.GetLayout, VKImage.GenerateMipmaps, VKImage.GetMemory 30 Apr 2016 - Added supported for virtual reality - Added module "wv_openvr" 27 Apr 2016 - Removed Entity:GetBrushMeshes - Removed classes "BrushMesh" and "Side" 23 Apr 2016 - Removed WIShape:SetRenderMode 19 Apr 2016 - Added support for VMT materials 18 Apr 2016 - Added ConVar "debug_render_normals" 17 Apr 2016 - Added support for VTF images 16 Apr 2016 - Removed ConVar "render_debug_physics_enabled" - Added ConCommand "cl_entities" - Added all missing console command descriptions 10 Apr 2016 - Renamed shader "displacement" to "texturedalphatransition" - Removed game.get_screen_vertex_buffer - Added ConCommand "screenshot 1" to allow taking screenshots without GUI elements 07 Apr 2016 - Renamed library "debugoverlay" to "debugrenderer" - Added debugrenderer.draw_points, debugrenderer.draw_lines and debugrenderer.draw_axis 03 Apr 2016 - Added ConVar "debug_render_depth_buffer" 30 Mar 2016 - Added support for KTX images 26 Mar 2016 - Added ConVar cl_show_fps - Added classes "Vectori", "Vector2i" and "Vector4i" - Added vulkan.create_image, vulkan.create_event, vulkan.calculate_mipmap_count, vulkan.calculate_mipmap_size, vulkan.result_to_string, vulkan.format_to_string, vulkan.shader_stage_to_string, vulkan.is_depth_format, vulkan.get_bit_size, vulkan.get_byte_size, VKSampler:Update, VKSampler:GetMagFilter, VKSampler:GetMinFilter, VKSampler:GetMipmapMode, VKSampler:GetAddressModeU, VKSampler:GetAddressModeV, VKSampler:GetAddressModeW, VKSampler:GetMipLodBias, VKSampler:GetAnisotropyEnabled, VKSampler:GetMaxAnisotropy, VKSampler:GetCompareEnabled, VKSampler:GetCompareOperation, VKSampler:GetMinLod, VKSampler:GetMaxLod, VKSampler:GetBorderColor, VKSampler:GetUnnormalizedCoordinates, VKSampler:SetMagFilter, VKSampler:SetMinFilter, VKSampler:SetMipmapMode, VKSampler:SetAddressModeU, VKSampler:SetAddressModeV, VKSampler:SetAddressModeW, VKSampler:SetMipLodBias, VKSampler:SetAnisotropyEnabled, VKSampler:SetMaxAnisotropy, VKSampler:SetCompareEnabled, VKSampler:SetCompareOperation, VKSampler:SetMinLod, VKSampler:SetMaxLod, VKSampler:SetBorderColor, VKSampler:SetUnnormalizedCoordinates - Added enums VK_SAMPLER_MIPMAP_MODE, VK_SAMPLER_ADDRESS_MODE, VK_COMPARE_OP, VK_BORDER_COLOR 20 Mar 2016 - Removed ConVar "opengl_version" 12 Mar 2016 - Added class "VKEvent" - Added vulkan.create_event and vulkan.create_gradient_texture 11 Mar 2016 - Added library "vulkan" - Added classes "VKTexture", "VKImage", "VKImageView", "VKSampler", "VKFramebuffer", "VKRenderPass" and "VKContext" - Changed overloads for WITexturedShape:SetTexture and WITexturedShape:GetTexture 10 Mar 2016 - Improved font rendering for large fonts 02 Mar 2016 - Removed convars "debug_opengl_enabled" - Removed startup options "-gldebug", "-opengl" and "-shader" 21 Feb 2016 - Fixed collision object positions not changing if an entity with multiple collision objects was rotated using BaseEntity:SetAngles / BaseEntity:SetRotation 19 Feb 2016 - Added PhysRigidBody:GetBoneID and PhysRigidBody:SetBoneID 16 Feb 2016 - Fixed Entity:SetPlaybackRate having no effect - Fixed "render_unlit" console command not working - Updated french localizations (Thanks, Gedo789!) 15 Feb 2016 - Added Texture:GetSamplerID - Added console command "cl_render_texture_quality" - Added EnvDirectionalLight:GetAmbientColor and EnvDirectionalLight:SetAmbientColor - Removed TextureInfo:GetSampler - Removed "render_culling_enabled" console command - Implemented "Texture Quality" setting - Fixed crash when exiting the game with active timers which haven't been removed - Fixed entity shadow positions not being updated if the entity casting the shadow is outside the view frustum - Fixed world not being rendered anymore in certain cases after a particle effect was on screen 14 Feb 2016 - Renamed "env_light_directional" to "env_light_environment" - Added "color_ambient" and "max_exposure" keyvalues for entity "env_light_environment" - Added console command "render_hdr_max_exposure" - Added "noclip" to key control options - Added opengl.get_sampler_parameter, opengl.get_sampler_parameteri, opengl.set_sampler_parameter and opengl.set_sampler_parameteri - Added enum GL_TEXTURE_MAX_ANISOTROPY - Improved lighting effects - Fixed texture filtering not working - Implemented Anisotropic Texture Filtering 13 Feb 2016 - Implemented HDR Lighting, Bloom and Exposure effects [/CODE]
[QUOTE=Silverlan;50508188]More updates: Vulkan is fully implemented (Public now as well), however there are still some issues left on Nvidia GPUs. I'll need some volunteers to fix those, so if anyone with a Nvidia GPU would like to help me with that, that'd be great. Anyway, I've (finally) finished the ragdoll implementation now as well. Works like a charm: [video]https://youtu.be/sPe0Vy0askc[/video] Ragdolls aren't separate entities like in source. Instead, every entity with a valid ragdoll model can be turned into one at any time. As with most other entities, they can be created clientside-only, too. I've also implemented particle beams with [URL=http://sciolyte.com/sharex/weave_2016-06-07_18-46-25.png]spline curves[/URL], but that's not quite finished yet. [thumb]http://sciolyte.com/sharex/2016-06-08_20-04-10.gif[/thumb] Some other new additions are: • Direct support for .vtf, .tga and .ktx textures • Direct support for .vmt-materials • Support for HLSL shaders • [URL=http://sciolyte.com/sharex/devenv_2016-06-05_11-53-57.jpg]Support for virtual reality[/URL] (Still WIP) (Full changelog at the end of this post.) Anyway, some plans for the near future: I'll have to write a small level-editor for one of my university courses within the next few months, but that's more of a side-project. It's mostly GUI-related stuff, but I'll probably take that opportunity to implement some other modding-tools as well. After that, I plan to primarily focus on AI for the next semester, got a lot of ideas floating around for that, so stay tuned! [EDITLINE]-[/EDITLINE] Latest Changelog (I was focusing mostly on Vulkan, so this one's fairly short in comparison): [CODE] Sciolyte ChangeLog Version 0.2.1 12 June 2016 - Added Entity:IsClientsideOnly - Improved crashdump system 11 June 2016 - Added Entity:GetOrigin - Implemented ragdolls 09 June 2016 - Added vulkan.create_framebuffer and vulkan.create_render_pass - Added ParticleSystem.SetNodeTarget, ParticleSystem.GetNodeCount, ParticleSystem.GetNodePosition and ParticleSystem.GetNodeTarget - Added support for beam particle effects - Fixed various particle effect rendering artifacts 06 June 2016 - Added console command "vk_dump_image_format_properties" 05 June 2016 - Added Model.GetMeshGroupCount, Model.GetMeshCount, Model.GetSubMeshCount, Model.GetCollisionMeshCount, Model.GetBodyGroupId and Model.GetBodyGroupCount - Fixed light sources not fading out over distance properly if shader quality is set to high - Fixed crash when glow effects are on screen - Vulkan Release 04 June 2016 - Added intersect.sphere_with_cone 03 June 2016 - Added geometry.closest_point_on_line_to_point and geometry.closest_point_on_sphere_to_line 31 May 2016 - Added console command "debug_texture_mipmaps" 28 May 2016 - Added launch parameter "-vk_report_level <reportLevel>" 27 May 2016 - Added console commands "vk_dump_layers" and "vk_dump_extensions" - Removed engine.get_view_camera and render.set_render_target 23 May 2016 - Added ConVar "cl_render_shader_quality" - Renamed VKBuffer.GetUsage to VKBuffer.GetUsageFlags 21 May 2016 - Added console commands "debug_profiling_enabled" and "debug_profiling_print" 20 May 2016 -Added classes "VKTimestampQuery" and "VKTimerQuery" 19 May 2016 - Added console command "shader_list" - Added support for TGA images 15 May 2016 - Added console command "fps" - Added Color.Lerp - Added support for HLSL shaders 14 May 2016 - Added console command "debug_light_depth" 11 May 2016 - Added class VKRenderTarget - Added VKTexture.GetFormat 08 May 2016 - Added classes VKMesh and VKBuffer - Added Model.GetMaterials, ModelMesh.GetBounds, ModelSubMesh.GetBounds, ModelSubMesh.GetVkMesh, VKTexture.Remove, VKImage.Remove, VKImageView.Remove, VKSampler.Remove, VKFramebuffer.Remove, VKRenderPass.Remove, VKEvent.Remove, VKFence.Remove, VKSemaphore.Remove, VKMemory.Remove, VKCommandBuffer.Remove and sound.find_by_type - Renamed ModelSubMesh.GetTexture to ModelSubMesh.GetMaterial - Renamed lua_openscript to lua_exec and lua_openscript_cl to lua_exec_cl 07 May 2016 - Added class "ModelMeshGroup" - Added game.create_model, Model.AddMaterial, Model.AddCollisionMesh, Model.AddMeshGroup, Model.GetBaseMeshIds, Model.GetMeshGroupId, Model.GetMeshGroup, Model.GetMeshGroups, Model.UpdateCollisionBounds, Model.UpdateRenderBounds, Model.Update, Model.GetName, Model.GetMass, Model.SetMass, Model.GetBoneCount, Model.GetCollisionBounds, Model.GetRenderBounds, Model.SetCollisionBounds, Model.SetRenderBounds, ModelMesh.Create, ModelMesh.Update, ModelMesh.GetTriangleCount, ModelMesh.AddSubMesh, ModelSubMesh.Create, ModelSubMesh.Update, ModelSubMesh.AddVertex, ModelSubMesh.SetMaterial, ModelSubMesh.GetVertexCount, ModelSubMesh.GetTriangleVertexCount, ModelSubMesh.GetTriangleCount, CollisionMesh.Create, CollisionMesh.GetAABB, CollisionMesh.GetBoneParentId, CollisionMesh.GetOrigin, CollisionMesh.GetShape, CollisionMesh.GetSurfaceMaterialId, CollisionMesh.GetSurfaceMaterialIds, CollisionMesh.IntersectAABB, CollisionMesh.IsConvex, CollisionMesh.SetAABB, CollisionMesh.SetBoneParentId, CollisionMesh.SetConvex, CollisionMesh.SetOrigin, CollisionMesh.Update, CollisionMesh.AddVertex and CollisionMesh.SetSurfaceMaterialId 06 May 2016 - Added classes "Vertex" and "VertexWeight" 04 May 2016 - Added WITable.SetColumnWidth, WITable.AddRow, WITable.AddHeaderRow, WITable.GetRowCount, WITable.SetSortable, WITable.IsSortable, WITable.SetScrollable, WITable.IsScrollable, WITable.Clear, WITable.GetRow, WITable.GetSelectedRow, WITableRow.SetCellWidth, WITableRow.SetValue, WITableRow.InsertElement, WITableRow.GetCellCount, WITableRow.GetCell, WITableCell.GetFirstElement 03 May 2016 - Added libraries "locale" and "regex" - Added class "RegexResult" 01 May 2016 - Added classes "VKFence", "VKSemaphore", "VKMemory" and "VKCommandBuffer" - Added Vulkan.create_fence - Added ConCommands "vk_dump_limits", "vk_dump_features" and "vk_dump_format_properties" - Added VKImage.GetLayerCount, VKImage.GetSize, VKImage.IsCubemap, VKImage.GetMipmapWidth, VKImage.GetMipmapHeight, VKImage.GetMipmapSize, VKImage.GetMipmapLevels, VKImage.IsDepthImage, VKImage.IsCompressedImage, VKImage.IsUncompressedImage, VKImage.GetPixelCount, VKImage.GetAspectFlags, VKImage.GetLayout, VKImage.GenerateMipmaps, VKImage.GetMemory 30 Apr 2016 - Added supported for virtual reality - Added module "wv_openvr" 27 Apr 2016 - Removed Entity:GetBrushMeshes - Removed classes "BrushMesh" and "Side" 23 Apr 2016 - Removed WIShape:SetRenderMode 19 Apr 2016 - Added support for VMT materials 18 Apr 2016 - Added ConVar "debug_render_normals" 17 Apr 2016 - Added support for VTF images 16 Apr 2016 - Removed ConVar "render_debug_physics_enabled" - Added ConCommand "cl_entities" - Added all missing console command descriptions 10 Apr 2016 - Renamed shader "displacement" to "texturedalphatransition" - Removed game.get_screen_vertex_buffer - Added ConCommand "screenshot 1" to allow taking screenshots without GUI elements 07 Apr 2016 - Renamed library "debugoverlay" to "debugrenderer" - Added debugrenderer.draw_points, debugrenderer.draw_lines and debugrenderer.draw_axis 03 Apr 2016 - Added ConVar "debug_render_depth_buffer" 30 Mar 2016 - Added support for KTX images 26 Mar 2016 - Added ConVar cl_show_fps - Added classes "Vectori", "Vector2i" and "Vector4i" - Added vulkan.create_image, vulkan.create_event, vulkan.calculate_mipmap_count, vulkan.calculate_mipmap_size, vulkan.result_to_string, vulkan.format_to_string, vulkan.shader_stage_to_string, vulkan.is_depth_format, vulkan.get_bit_size, vulkan.get_byte_size, VKSampler:Update, VKSampler:GetMagFilter, VKSampler:GetMinFilter, VKSampler:GetMipmapMode, VKSampler:GetAddressModeU, VKSampler:GetAddressModeV, VKSampler:GetAddressModeW, VKSampler:GetMipLodBias, VKSampler:GetAnisotropyEnabled, VKSampler:GetMaxAnisotropy, VKSampler:GetCompareEnabled, VKSampler:GetCompareOperation, VKSampler:GetMinLod, VKSampler:GetMaxLod, VKSampler:GetBorderColor, VKSampler:GetUnnormalizedCoordinates, VKSampler:SetMagFilter, VKSampler:SetMinFilter, VKSampler:SetMipmapMode, VKSampler:SetAddressModeU, VKSampler:SetAddressModeV, VKSampler:SetAddressModeW, VKSampler:SetMipLodBias, VKSampler:SetAnisotropyEnabled, VKSampler:SetMaxAnisotropy, VKSampler:SetCompareEnabled, VKSampler:SetCompareOperation, VKSampler:SetMinLod, VKSampler:SetMaxLod, VKSampler:SetBorderColor, VKSampler:SetUnnormalizedCoordinates - Added enums VK_SAMPLER_MIPMAP_MODE, VK_SAMPLER_ADDRESS_MODE, VK_COMPARE_OP, VK_BORDER_COLOR 20 Mar 2016 - Removed ConVar "opengl_version" 12 Mar 2016 - Added class "VKEvent" - Added vulkan.create_event and vulkan.create_gradient_texture 11 Mar 2016 - Added library "vulkan" - Added classes "VKTexture", "VKImage", "VKImageView", "VKSampler", "VKFramebuffer", "VKRenderPass" and "VKContext" - Changed overloads for WITexturedShape:SetTexture and WITexturedShape:GetTexture 10 Mar 2016 - Improved font rendering for large fonts 02 Mar 2016 - Removed convars "debug_opengl_enabled" - Removed startup options "-gldebug", "-opengl" and "-shader" 21 Feb 2016 - Fixed collision object positions not changing if an entity with multiple collision objects was rotated using BaseEntity:SetAngles / BaseEntity:SetRotation 19 Feb 2016 - Added PhysRigidBody:GetBoneID and PhysRigidBody:SetBoneID 16 Feb 2016 - Fixed Entity:SetPlaybackRate having no effect - Fixed "render_unlit" console command not working - Updated french localizations (Thanks, Gedo789!) 15 Feb 2016 - Added Texture:GetSamplerID - Added console command "cl_render_texture_quality" - Added EnvDirectionalLight:GetAmbientColor and EnvDirectionalLight:SetAmbientColor - Removed TextureInfo:GetSampler - Removed "render_culling_enabled" console command - Implemented "Texture Quality" setting - Fixed crash when exiting the game with active timers which haven't been removed - Fixed entity shadow positions not being updated if the entity casting the shadow is outside the view frustum - Fixed world not being rendered anymore in certain cases after a particle effect was on screen 14 Feb 2016 - Renamed "env_light_directional" to "env_light_environment" - Added "color_ambient" and "max_exposure" keyvalues for entity "env_light_environment" - Added console command "render_hdr_max_exposure" - Added "noclip" to key control options - Added opengl.get_sampler_parameter, opengl.get_sampler_parameteri, opengl.set_sampler_parameter and opengl.set_sampler_parameteri - Added enum GL_TEXTURE_MAX_ANISOTROPY - Improved lighting effects - Fixed texture filtering not working - Implemented Anisotropic Texture Filtering 13 Feb 2016 - Implemented HDR Lighting, Bloom and Exposure effects [/CODE][/QUOTE] I have an nvidea 750 ti if you still need that volunteer
Are you planning on adding some way to allow non-Vulkan capable hardware to still run Sciolyte?
[QUOTE=James xX;50509603]I have an nvidea 750 ti if you still need that volunteer[/QUOTE] Thanks, but I've changed my mind. Debugging like that is next to impossible and very time consuming, so I ended up buying a Nvidia card (GTX 650 Ti) instead. It'll arrive some time next week, after that I can start tackling the issues with Nvidia cards more efficiently. [QUOTE=ace13;50521837]Are you planning on adding some way to allow non-Vulkan capable hardware to still run Sciolyte?[/QUOTE] No, sorry. Keeping compatibility for old/different hardware is extremely time consuming (and frustrating...), I wouldn't be able to get around to doing anything else anymore. I'll try to support all AMD and Nvidia GPUs which are supported by Vulkan, but that's it. You can find a full list of them [URL=https://developer.nvidia.com/vulkan-driver]here[/URL] (for Nvidia) and [URL=http://support.amd.com/en-us/kb-articles/Pages/Radeon-Vulkan-Beta.aspx]here[/URL] (for AMD).
I've got a problem here. (Using a laptop btw) [img]http://image.prntscr.com/image/f1d3bd0399f04e438ff0eb3a6dd0ebda.png[/img] Specs: Intel Pentium 2020M (2.4GHz, 2MB L3 cache) NVIDIA GeForce 710M with 1GB Dedicated VRAM 8 GB RAM 64-bit Win7 OS Does it mean I can't run it? ---- Also right after pressing OK it pops up another message [img]http://image.prntscr.com/image/d1926ffd543243369e93eaf9ae975801.png[/img]
[QUOTE=Tw1x4s;50901930]I've got a problem here. (Using a laptop btw) [url]http://image.prntscr.com/image/f1d3bd0399f04e438ff0eb3a6dd0ebda.png[/url] Specs: Intel Pentium 2020M (2.4GHz, 2MB L3 cache) NVIDIA GeForce 710M with 1GB Dedicated VRAM 8 GB RAM 64-bit Win7 OS [/QUOTE] Looks like you don't have the Vulkan drivers installed, make sure your drivers are up to date: [url]https://developer.nvidia.com/vulkan-driver[/url] Anyway, good chance to post some update news: I've had my last exam for this semester last week, so I've got a bit more time on my hands again. I've fixed a whole bunch of multiplayer-related bugs recently, hopefully that should work properly now. Tested it with 3 other people on an american server, which worked surprisingly well! There's also a [URL=http://wiki.sciolyte.com/index.php?title=Installation#Command-line]command-line version[/URL] of the autoupdater now, for Windows and Linux (Only tested on Ubuntu), which also contains a batch-script to automatically update and run the server. [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-08-05_10-59-34.png[/IMG_THUMB] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-08-17_20-46-11.png[/IMG_THUMB] I've also started working on a level-editor, so far only a prototype: [video]https://youtu.be/m8R0B2g8tK8[/video] [IMG_THUMB]http://sciolyte.com/sharex/sciolyte_2016-08-20_22-26-30.png[/IMG_THUMB] Here's the latest changelog: [CODE] Sciolyte ChangeLog Version 0.2.8 17 August 2016 - Added shader.get, vulkan.create_buffer, VKBuffer:MapMemory, VKBuffer:GetMemory, VKMemory:MapMemory and VKMemory:Flush - Added enums SIZEOF_VECTOR2, SIZEOF_VECTOR3, SIZEOF_VECTOR4, SIZEOF_QUATERNION, SIZEOF_BOOL and SIZEOF_EULER_ANGLES - Added classes "DataStream", "Shader", "ShaderDebug" and "VKDescriptorSet" - Added new overload for vulkan.create_buffer - Added Entity hook "OnRender" 16 August 2016 - Added ModelSubMesh:GetCenter, ModelMesh:GetCenter and ModelMesh:Centralize - Fixed prop_physics and prop_static-entities not having physics initialized properly when spawned as clientside entities 15 August 2016 - Added intersect.line_with_obb and intersect.line_with_mesh - Fixed scene viewport/scissor not being reset after scene has been rendered 14 August 2016 - Added new overload for WIDropDownMenu:SelectOption - Added ModelSubMesh:SetVertex, ModelSubMesh:SetVertexPosition, ModelSubMesh:SetVertexNormal, ModelSubMesh:SetVertexUV, ModelSubMesh:SetVertexAlpha, ModelSubMesh:SetVertexWeight, ModelSubMesh:GetVertex, ModelSubMesh:GetVertexPosition, ModelSubMesh:GetVertexNormal, ModelSubMesh:GetVertexUV, ModelSubMesh:GetVertexAlpha, ModelSubMesh:GetVertexWeight - Fixed File:ReadInt64, File:ReadUInt64, File:WriteInt64 and File:WriteUInt64 reading/writing 32-bit integers instead of 64-bit 13 August 2016 - Added vector.create_from_string and angle.create_from_string - Added class "CallbackHandler" - WITableRow:SetValue no longer creates multiple WIText-elements within a cell when called multiple times - Fixed pre-defined colors not being available in GUI lua-state - Fixed WIFrame not being recognized as derived class from WITransformable 07 August 2016 - Added table.random 06 August 2016 - Fixed debugrenderer-functions not being transmitted to clients properly when called serverside - Fixed serverside level change not invoking level change on clients - Fixed crash when loading a map 05 August 2016 - Added "lost packets" information to "net_graph" console command - Fixed incorrect latency being displayed in "net_graph" console command - Fixed crash when joining a server which has vehicles already spawned 04 August 2016 - Added more transmission information to "net_graph" console command - Fixed static entity snapshots being transmitted to clients every tick 03 August 2016 - Added console command "net_graph" - Added WILine:SetStartColor, WILine:SetEndColor, WILine:GetStartColor and WILine:GetEndColor - Fixed "WILine" GUI-Elements not working - Fixed WIText:SizeToContents not taking shadow offset into account if shadow is enabled 02 August 2016 - Added console command "cl_updaterate" - "connect" command now retries last connection attempt if no arguments are supplied 01 August 2016 - Fixed players not being removed after being dropped from a server - Fixed crash when vehicle entities are removed - Fixed sounds occasionally not playing properly - Fixed various vehicle-related issues 31 July 2016 - Fixed crash when loading textures on AMD R5 series and similar hardware - Fixed crash when changing render_csm_cascade_count while a directional light source is active - Fixed directional lights causing dark shadows behind a certain distance to the camera - Fixed crash when disconnecting from a map - Fixed chatbox not working - Fixed WIRoundedRect-elements not being drawn - "connect" console command now uses port 29150 as default, if no port was specified 30 July 2016 - Added util.is_valid - Added console command "kick" - Fixed GUI-element flickering when GUI elements are updated frequently in subsequent frames - Fixed player movement type not being transmitted properly, resulting in jumpy movement in multiplayer Version 0.2.7 29 July 2016 - Added file.get_size, util.get_pretty_bytes, util.get_pretty_duration, WIElement:GetAutoAlignToParentX, WIElement:GetAutoAlignToParentY, WIElement:RemoveElementOnRemoval, WITextEntry:IsMultiLine and WITextEntry:SetMultiLine - Added new overload for WIElement:SetAutoAlignToParent - Removed WIElement:GetAutoAlignToParent - Fixed file.find returning multiple files or directories if they exist in multiple mounted addons - Fixed mouse clicks sometimes not affecting the topmost GUI element - Fixed occasional crash issues when removing GUI elements inside callbacks 28 July 2016 - Added file.get_canonicalized_path, file.get_file_path, file.get_file_name and file.get_file_extension - Added gui.inject_mouse_input, gui.inject_keyboard_input, gui.inject_char_input and gui.inject_scroll_input - Removed "scancode" parameter from WIElement:InjectKeyboardInput 25 July 2016 - Fixed a crash occurrence when loading a map - Console commands can now be run at startup using launch parameters with the "+"-prefix (e.g. "+map test_lights +startserver") 23 July 2016 - Added WIElement:RemoveSafely and locale.load - Added new overloads for File:ReadString, File:WriteString and locale.get_text - Removed File:Read - Fixed File:Seek, File:WriteUInt64 and File:WriteInt64 throwing error when called 22 July 2016 - Added library "input" - Added WIElement:OnVisibilityChanged - Removed game.get_key_state, game.get_mouse_button_state and gui.get_mouse_pos - Renamed WIElement:SetMouseMovementCheckEnabled to WIElement:SetCursorMovementCheckEnabled, WIElement:GetMouseMovementCheckEnabled to WIElement:GetCursorMovementCheckEnabled, WIElement:MouseInBounds to WIElement:IsCursorInBounds, WIElement:PosInBounds to WIElement:IsPosInBounds, WIElement:GetMousePos to WIElement:GetCursorPos, WIElement:OnSetAlpha to WIElement:OnAlphaChanged, WIElement:OnSetColor to WIElement:OnColorChanged and WIElement:OnSetSize to WIElement:OnSizeChanged 21 July 2016 - Added Player:Kick, GMBase:OnPlayerDropped, GMBase:OnPlayerReady and GMBase:OnPlayerJoined - Added game callbacks: "OnPlayerDropped", "OnPlayerReady" and "OnPlayerJoined" - Added enum CLIENT_DROPPED_REASON 18 July 2016 - Updated Linux dedicated server to latest version - Increased default timeout duration from 25 to 90 seconds 16 July 2016 - Fixed server browser not listing servers correctly - Added class "WIIcon" Version 0.2.6 15 July 2016 - Fixed incorrect port being used when starting a server - Changed default UDP port from 29151 to 29150 - Renamed File:ReadInt to File:ReadInt32, File:ReadUInt to File:ReadUInt32, File:ReadShort to File:ReadInt16, File:ReadUShort to File:ReadUInt16, File:WriteInt to File:WriteInt32, File:WriteUInt to File:WriteUInt32, File:WriteShort to File:WriteInt16 and File:WriteUShort to File:WriteUInt16 - Renamed NetPacket:ReadInt to NetPacket:ReadInt32, NetPacket:ReadUInt to NetPacket:ReadUInt32, NetPacket:ReadShort to NetPacket:ReadInt16, NetPacket:ReadUShort to NetPacket:ReadUInt16, NetPacket:WriteInt to NetPacket:WriteInt32, NetPacket:WriteUInt to NetPacket:WriteUInt32, NetPacket:WriteShort to NetPacket:WriteInt16 and NetPacket:WriteUShort to NetPacket:WriteUInt16 - Added File:ReadInt8, File:ReadUInt8, File:ReadInt64, File:ReadUInt64, File:ReadLongDouble, File:ReadVector2, File:ReadVector4, File:WriteInt8, File:WriteUInt8, File:WriteInt64, File:WriteUInt64, File:WriteLongDouble, File:WriteVector2, File:WriteVector4 - Added NetPacket:ReadInt8, NetPacket:ReadUInt8, NetPacket:ReadInt64, NetPacket:ReadUInt64, NetPacket:ReadLongDouble, NetPacket:ReadVector2, NetPacket:ReadVector4, NetPacket:WriteInt8, NetPacket:WriteUInt8, NetPacket:WriteInt64, NetPacket:WriteUInt64, NetPacket:WriteLongDouble, NetPacket:WriteVector2, NetPacket:WriteVector4 - Removed File:ReadUChar and File:WriteUChar - Removed NetPacket:ReadUChar and NetPacket:WriteUChar - Changed return type of File:ReadChar and parameter of File:WriteChar from int to string - Changed return type of NetPacket:ReadChar and parameter of NetPacket:WriteChar from int to string 14 July 2016 - Added _G.frame_time and WITransformable:GetDragArea - Fixed occasional crashes when loading shaders - Fixed File:Read throwing error when called 13 July 2016 - Added game.get_key_state and game.get_mouse_button_state - Fixed math.snap_to_grid returning an unsigned integer instead of signed 12 July 2016 - Added overload for game.create_model for creating anonymous (nameless) models - Fixed drop-down menues not opening properly 11 July 2016 - Lua errors now provide additional information 10 July 2016 - Added WIElement:CallCallbacks - Added overloads for Vector2 and Vector4 to vector.to_min_max - Added class "WITransformable" 09 July 2016 - Added WIElement callback and hook "OnRemove" - Added util.calc_world_direction_from_2d_coordinates, Camera:GetRight, Camera:GetNearPlanePoint, Camera:GetFarPlanePoint, Scene:GetWidth, Scene:GetHeight, Scene:GetSize, Scene:Resize and gui.get_window_size - Added CollisionMesh.CreateBox and ModelSubMesh.CreateBox 08 July 2016 - Added EnvSpotLight:SetOuterCutoffAngle, EnvSpotLight:GetOuterCutoffAngle, EnvSpotLight:SetInnerCutoffAngle, EnvSpotLight:GetInnerCutoffAngle and Entity:GetClientIndex - Added game.clear_callbacks, game.get_scene_camera, game.get_draw_command_buffer, game.get_setup_command_buffer, game.draw_scene, game.create_scene, game.get_scene, gui.get_cursor, gui.set_cursor, gui.get_cursor_input_mode, gui.set_cursor_input_mode, vulkan.create_framebuffer, vulkan.create_render_pass and vulkan.create_render_target - Added class "Scene" - Added enums CURSOR_MODE, CURSOR_SHAPE and RenderFlags - Fixed player collisions ending up too big after crouching / uncrouching - Fixed spotlights being rendered incorrectly with an outer cone != 45 degrees - Fixed crash when calling gui.get_mouse_pos - Renamed console command "flashlight_toggle" to "flashlight" Version 0.2.5 07 July 2016 - Fixed crash when loading a map while MSAA is enabled - Fixed crash issues on AMD GPUs - Fixed text in keybinding menu being cut off when assigning new keys - Added shader definitions GLS_VENDOR_AMD, GLS_VENDOR_NVIDIA and GLS_VENDOR_INTEL (and equivalents for HLS) 06 July 2016 - Fixed remaining issues on Nvidia GPUs - Optimized shaders - The path for the 'include'-function can now be specified relative to the lua-directory by adding either '/' or '\' as prefix - Added return values for game.call_callbacks - Added game callbacks: "OnChatInput" and "OnPlayerChat" - Fixed arguments passed to game.call_callbacks arriving in inverted order for the actual callback functions - Fixed NetPacket:ReadEntity returning incorrect type of entity in some cases - Fixed gui.create returning incorrect type for "WILine" gui elements 26 June 2016 - Fixed various issues on Nvidia GPUs 23 June 2016 - Added BaseCharacter:GetHitboxPhysicsObject - Added TraceData:SetCollisionFilterGroup - Added "hit_report" attribute to util.fire_bullets - Renamed TraceData:SetCollisionMasks to TraceData:SetCollisionFilterMask 22 June 2016 - Added "hitbox" model compiler command - Added COLLISIONMASK_PARTICLE, COLLISIONMASK_CHARACTER, COLLISIONMASK_PLAYER_HITBOX, COLLISIONMASK_NPC_HITBOX, COLLISIONMASK_CHARACTER_HITBOX and COLLISIONMASK_ALL_HITBOX 20 June 2016 - Added mesh.calc_smallest_enclosing_bbox 18 June 2016 - Added library "mesh" 17 June 2016 - Added 140 pre-defined colors for "Color" class - Added console command "debug_hitboxes" - Added Entity:GetHitboxCount, Entity:GetHitboxBounds and Model:GetHitboxBones 16 June 2016 - Added Model:AddHitbox, Model:GetHitboxCount, Model:GetHitboxGroup and Model:GetHitboxBounds - Added DebugRendererObject:SetPos, DebugRendererObject:GetPos, DebugRendererObject:SetRotation, DebugRendererObject:GetRotation, DebugRendererObject:SetAngles and DebugRendererObject:GetAngles - Added new overloads for debugrenderer.draw_box - Added HITGROUP enums 15 June 2016 - Added class "BaseCharacter" - Added game callback: "OnActionInput" - Added Entity:GetPitch, Entity:GetYaw, Entity:GetRoll, Entity:SetPitch, Entity:SetYaw and Entity:SetRoll - Moved Player:GetViewAngles, Player:SetViewAngles, Player:GetViewForward, Player:GetViewRight, Player:GetViewUp, Player:GetViewRotation, Player:SetViewRotation, Player:GetUpDirection, Player:SetUpDirection, Player:GetSlopeLimit, Player:SetSlopeLimit, Player:GetOrientationAxes, Player:GetOrientationAxesRotation, Player:GetShootPos, Player:GetStepOffset and Player:SetStepOffset to BaseCharacter class 14 June 2016 - Added missing mipmaps for player model textures - Added material parameter "mipmap_load_mode" - Fixed players and player shadows being rendered at a wrong position 13 June 2016 - Fixed occasional crash when exiting a map - Added overload for Entity:SetModel [/CODE]
Thank you, I got the driver issue solved, but I still can't seem to launch it. When I try to launch it from launcher, nothing happens at all, it's not launching for me and there's no process in the task manager. I also tried manually launching the .exe as administrator, but no luck...
Some more improvements on the editor: [HD]https://youtu.be/KoXhFfZUspQ[/HD]
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