• Portalized - Back and Better Than Ever - Scalable Movable Portals
    885 replies, posted
[QUOTE=nullsquared]That almost sounds like my shaders killed your machine (actually, your's too, Zye). They're extremely long, and there's a possibility that your card had trouble running it. D3D mode just didn't do the shaders, and since they passed under OpenGL, your card just gave up. Or something. I just tried on my X850XT - same thing (same generation of cards). Yeah, it really seems like the long shader passes as "OK", and then is too complicated for the card, so weird stuff happens. Obviously, will be fixed when I get around to actually doing graphics compability. Wait, did any of you try the fall backs HashBox posted? They might actually fix both lag and crashes. Maybe. [url]http://www.2shared.com/file/2821507/...fallbacks.html[/url][/QUOTE] No, I didn't bother to go through it after I had done a reboot. But now that you've dragged them out of the thread, I might as well reinstall your dev build and the fallbacks. I will troubleshoot my graphics card with the fallbacks and report back. My computer has had trouble in OGL mode on other programs before, so I think I will only test the fallbacks in D3D. If I get any weird results, I'll post them. It'd be nice if you cater to us low-end graphics card users in the beta, but it shouldn't be one of your priorities. I can handle going through a couple of unsupported betas if it is too outrageous of an optimization (y'know, it's about time to get a new card). [b]EDIT:[/b] That link to fallbacks didn't work. I searched 2shared for "fallbacks" and found just one file on the site that is named that. So I'm downloading that. I'll post the direct link if I can get it, 2shared is being weird. [url]http://www.2shared.com/file/2821507/af7cf2e/fallbacks.html[/url] That should be it. ...Huh, it is the same url as yours. Maybe it didn't load the first time as a fluke. Well, click my link if nullsquared's doesn't work, even though they look the same.
What file do I put the fallbacks in?
[QUOTE=Zye]What file do I put the fallbacks in?[/QUOTE] Just drop both file folders and all the files within that come in the download into the "data" folder. When it prompts for you to overwrite things, say "Yes to All."
I'm getting this error on both of my computers: [quote=main.log]19:21:06: D3D9RenderSystem::createRenderWindow "Portalized", 1024x768 windowed miscParams: FSAA=2 vsync=false 19:21:06: D3D9 : Created D3D9 Rendering Window 'Portalized' : 792x573, 32bpp 19:21:06: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem. 19:21:06: OGRE EXCEPTION(3:RenderingAPIException): Failed to create Direct3D9 Device: Invalid call in D3D9RenderWindow::createD3DResources at D:\Ogre_CVS\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderWindow.cpp (line 573)[/quote] Any ideas?
Invalid Call is an error on his part I think.. either that or you don't have the latest DirectX properly installed.
[QUOTE=y0haN]Invalid Call is an error on his part I think.. either that or you don't have the latest DirectX properly installed.[/QUOTE] You don't have the latest DirectX. Also, try the fall backs.
[QUOTE=nullsquared]You don't have the latest DirectX. Also, try the fall backs.[/QUOTE] I tried fallbacks on both computers, still nope. My better computer has (I'm positive) the newest DX9, so I don't know what the problem is. Here is full error log in case it helps: [quote=main.log]22:15:48: Creating resource group General 22:15:48: Creating resource group Internal 22:15:48: Creating resource group Autodetect 22:15:48: SceneManagerFactory for type 'DefaultSceneManager' registered. 22:15:48: Registering ResourceManager for type Material 22:15:48: Registering ResourceManager for type Mesh 22:15:48: Registering ResourceManager for type Skeleton 22:15:48: MovableObjectFactory for type 'ParticleSystem' registered. 22:15:48: OverlayElementFactory for type Panel registered. 22:15:48: OverlayElementFactory for type BorderPanel registered. 22:15:48: OverlayElementFactory for type TextArea registered. 22:15:48: Registering ResourceManager for type Font 22:15:48: ArchiveFactory for archive type FileSystem registered. 22:15:48: ArchiveFactory for archive type Zip registered. 22:15:48: FreeImage version: 3.9.3 22:15:48: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See [url]http://freeimage.sourceforge.net[/url] for details 22:15:48: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi 22:15:48: DDS codec registering 22:15:48: Registering ResourceManager for type HighLevelGpuProgram 22:15:48: Registering ResourceManager for type Compositor 22:15:48: MovableObjectFactory for type 'Entity' registered. 22:15:48: MovableObjectFactory for type 'Light' registered. 22:15:48: MovableObjectFactory for type 'BillboardSet' registered. 22:15:48: MovableObjectFactory for type 'ManualObject' registered. 22:15:48: MovableObjectFactory for type 'BillboardChain' registered. 22:15:48: MovableObjectFactory for type 'RibbonTrail' registered. 22:15:48: *-*-* OGRE Initialising 22:15:48: *-*-* Version 1.4.6 (Eihort) 22:15:48: Loading library RenderSystem_Direct3D9 22:15:48: Installing plugin: D3D9 RenderSystem 22:15:48: D3D9 : Direct3D9 Rendering Subsystem created. 22:15:48: D3D9: Driver Detection Starts 22:15:48: D3D9: Driver Detection Ends 22:15:48: Plugin successfully installed 22:15:48: Loading library Plugin_CgProgramManager 22:15:48: Installing plugin: Cg Program Manager 22:15:48: Plugin successfully installed 22:15:48: Loading library Plugin_ParticleFX 22:15:48: Installing plugin: ParticleFX 22:15:48: Particle Emitter Type 'Point' registered 22:15:48: Particle Emitter Type 'Box' registered 22:15:48: Particle Emitter Type 'Ellipsoid' registered 22:15:48: Particle Emitter Type 'Cylinder' registered 22:15:48: Particle Emitter Type 'Ring' registered 22:15:48: Particle Emitter Type 'HollowEllipsoid' registered 22:15:48: Particle Affector Type 'LinearForce' registered 22:15:48: Particle Affector Type 'ColourFader' registered 22:15:48: Particle Affector Type 'ColourFader2' registered 22:15:48: Particle Affector Type 'ColourImage' registered 22:15:48: Particle Affector Type 'ColourInterpolator' registered 22:15:48: Particle Affector Type 'Scaler' registered 22:15:48: Particle Affector Type 'Rotator' registered 22:15:48: Particle Affector Type 'DirectionRandomiser' registered 22:15:48: Particle Affector Type 'DeflectorPlane' registered 22:15:48: Plugin successfully installed 22:15:48: CPU Identifier & Features 22:15:48: ------------------------- 22:15:48: * CPU ID: GenuineIntel: Intel(R) Pentium(R) 4 CPU 2.80GHz 22:15:48: * SSE: yes 22:15:48: * SSE2: yes 22:15:48: * SSE3: yes 22:15:48: * MMX: yes 22:15:48: * MMXEXT: yes 22:15:48: * 3DNOW: no 22:15:48: * 3DNOWEXT: no 22:15:48: * CMOV: yes 22:15:48: * TSC: yes 22:15:48: * FPU: yes 22:15:48: * PRO: yes 22:15:48: * HT: yes 22:15:48: ------------------------- 22:15:48: D3D9 : Subsystem Initialising 22:15:48: *************************************** 22:15:48: *** D3D9 : Subsystem Initialised OK *** 22:15:48: *************************************** 22:15:48: D3D9RenderSystem::createRenderWindow "Portalized", 1024x768 windowed miscParams: FSAA=2 vsync=false 22:15:48: D3D9 : Created D3D9 Rendering Window 'Portalized' : 792x573, 32bpp 22:15:48: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem. 22:15:48: OGRE EXCEPTION(3:RenderingAPIException): Failed to create Direct3D9 Device: Invalid call in D3D9RenderWindow::createD3DResources at D:\Ogre_CVS\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderWindow.cpp (line 573) [/quote]
Awesome! Works prefect on my machine now when we have mastered the console problem. Verry nice shaders. Anyway, you should polish how shadows and light is drawn when you look through portals. I put a portal in another room than the one you start in, and looked through the portal in the other room. The starting room had no light except some light that appeared have traveled through the portal?! Can light travel through portals?
[QUOTE=Sippeangelo]Awesome! Works prefect on my machine now when we have mastered the console problem. Verry nice shaders. Anyway, you should polish how shadows and light is drawn when you look through portals. I put a portal in another room than the one you start in, and looked through the portal in the other room. The starting room had no light except some light that appeared have traveled through the portal?! Can light travel through portals?[/QUOTE] Light will travel through portals for the beta. It really shouldn't tax high end machines, either, as long as you support multiple render targets. In the case that you don't, you'll be limited to a very forward rendering technique, and no light through portals. But, no, it doesn't work through portals for this "dev build".
[QUOTE=nullsquared]Light will travel through portals for the beta. It really shouldn't tax high end machines, either, as long as you support multiple render targets. In the case that you don't, you'll be limited to a very forward rendering technique, and no light through portals. But, no, it doesn't work through portals for this "dev build".[/QUOTE] 1x Winner (list) Can't wait for the public beta
The readme doesn't help at all, it says i should write this in console: dofile(dd.."test_lua.lua") And when i press enter, some errors comes up.
[QUOTE=robink93]The readme doesn't help at all, it says i should write this in console: dofile(dd.."test_lua.lua") And when i press enter, some errors comes up.[/QUOTE] Your post doesn't help at all, either. [i]What[/i] errors come up?
by thee way nullsquared, when can we expect a status report on beta progress?
[QUOTE=nullsquared]Your post doesn't help at all, either. [i]What[/i] errors come up?[/QUOTE] Well, it works now, but i can't move, or look around.
[QUOTE=robink93]Well, it works now, but i can't move, or look around.[/QUOTE] I had the same problem. You probably closed the console with the X button on it. Åress the § key instead. If it does not work, write enableconsole(false) in the console! :D
So what are the fallbacks? Will they give it a better framerate? Cause I thought I read something along those lines...
[QUOTE=1STrandomman]So what are the fallbacks? Will they give it a better framerate? Cause I thought I read something along those lines...[/QUOTE] The fallbacks deactivates the complex shaders to make it run better on lo-spec machines, or older graphiccards.
nullsquared, good to see you're still working on things, cant wait for the beta :) Zye, I had this problem when using either DirectX or OpenGL, but I cant remember which, try to switch them, and see if that helps, and also try the fallbacks if you haven't already. I figured the random reboot was due to my card being a bit too old, but I also thought that no application should ever be able to crash the graphics card that badly, as it should simply ignore anything it doesn't like/understand. I've also only ever seen it happen in OGRE, on both Windows and Linux, even with the OGRE demos that come with the source. So thats kinda strange, may be a bug on OGRE's part. Heh. A virus that could crash the graphics driver in that same way could be fun :P
So null,w hat stage are you at and is it anywhere near the beta release?
very trippy but what would happen if you put the portal in the portal ?
No, it won't divide by zero. See the beginning of this thread and the previous one.
Hi, nullsquared, let me start off by saying that I'm selfish guy. I'm here because I want to play your game on my Linux box. But it's your game. No one can take that away from you. You're know immortalized (in at least the people who seen your vids) as the one person who beat Valve. Whatever fears you have about open source, many people, including me, can tell you that it isn't true if you select a good license, like the GPL (not LGPL, because that would allow game companies to make money using your code without release their game's source). Disclosing your source when you release your beta would defeat a major purpose of open source: porting to Linux and OSX (and fixing dem Vista bugs). If we all can work together (well, I'm not too good at C++ or Lua, but there are probably really good Linux programmers who would love to play your game too), we can all enjoy your work. Please =D? Anyway, if you don't open source (D=), I would at least suggest you put your work under, like, Creative Commons or something. Portal 2 is just around the corner...
This doesn't work for me, it won't load the map or whatever.
[QUOTE=JYC]Hi, nullsquared, let me start off by saying that I'm selfish guy. I'm here because I want to play your game on my Linux box. But it's your game. No one can take that away from you. You're know immortalized (in at least the people who seen your vids) as the one person who beat Valve. Whatever fears you have about open source, many people, including me, can tell you that it isn't true if you select a good license, like the GPL (not LGPL, because that would allow game companies to make money using your code without release their game's source). Disclosing your source when you release your beta would defeat a major purpose of open source: porting to Linux and OSX (and fixing dem Vista bugs). If we all can work together (well, I'm not too good at C++ or Lua, but there are probably really good Linux programmers who would love to play your game too), we can all enjoy your work. Please =D? Anyway, if you don't open source (D=), I would at least suggest you put your work under, like, Creative Commons or something. Portal 2 is just around the corner...[/QUOTE] Why open it's source when there's no need for that? I think Null can compile for linux, or someone can do it for him... We don't need open source. I mean, it would be awesome if it was, but I remember there was something about that in the previous thread.
[QUOTE=JYC]You're [b]now[/b] immortalised (in at least the people who seen your vids) as the one person who beat Valve.[/QUOTE] He hasn't 'beaten' Valve. Valve didn't make a tech demo, they made a game. They could have made scaleable portals, but what would be the point? Valve didn't start from scratch, neither did Null. He said he wasn't going to make it open source. Also, fixed.
After I finally got it working, when I start the game, enter the console command, etc.. it..well...goes black, shows the game screen for a split second, them my computer...reboots. What do i do?
[QUOTE=NovembrDobby]He hasn't 'beaten' Valve. Valve didn't make a tech demo, they made a game. They could have made scaleable portals, but what would be the point? Valve didn't start from scratch, neither did Null.[/QUOTE] I did not "beat" Valve. We can discuss this once I release the beta. Also, NovembrDobby, Valve had Source² (a full-blown game engine with a mature renderer, AI system, physics system, logic system, and so on). I had a basic renderer and a basic physics system. @ problems: What do you do at this point, you ask? You do this: wait. Wait 'till the beta. Seriously, I can not stress this enough. I've fixed SO MANY bugs and issues, and the beta is actual "play", not "load a test level thing to play around with physics". I don't know if I'll make it open source. Maybe. That's all I'll say: maybe.
When I launch it, I can't move. :(
[QUOTE=nullsquared][quote=NovembrDobby]He hasn't 'beaten' Valve.[/quote] I did not "beat" Valve.[/QUOTE] Right... [QUOTE=nullsquared]I had a basic renderer and a basic physics system.[/quote] So as I said, you didn't start from scratch. What've you been up to with it lately?
[QUOTE=ace13]The fallbacks deactivates the complex shaders to make it run better on lo-spec machines, or older graphiccards.[/QUOTE] so how do I use these, fallbacks?
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