Portalized - Back and Better Than Ever - Scalable Movable Portals
885 replies, posted
Well I did the "fix it up to your liking (renderer can be "D3D" or "OGL")"
and I used OGL
Open it up, put the thing in console and get
[lua]The Instruction at "0x5ed0530e" referenced memory at "0x0000051c". The memory could not be "read'
Click on OK to terminate the program[/lua]
I'd get a screen shot but imageshack is down.
There is a main.txt, no gfx.txt
[lua]ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
00:45:15: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurH_ps20_glsl Cannot compile GLSL high-level shader : BlurH_ps20_glsl Fragment shader failed to compile with the following errors:
ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
00:45:15: High-level program BlurH_ps20_glsl encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurH_ps20_glsl Cannot compile GLSL high-level shader : BlurH_ps20_glsl Fragment shader failed to compile with the following errors:
ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
00:45:15: GLSL compiled : Blur_vs_glslVertex shader was successfully compiled to run on hardware.
00:45:15: Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
00:45:15: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurV_ps20_glsl Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
00:45:15: High-level program BlurV_ps20_glsl encountered an error during loading and is thus not supported.
OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurV_ps20_glsl Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
ERROR: 1:8: '{' : syntax error parse error
ERROR: 1 compilation errors. No code generated.
in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
00:45:15: GLSL compiled : BrightBloom2_ps20_glslFragment shader was successfully compiled to run on hardware.
00:45:15: Parsing script blur.material
00:45:15: Parsing script can_test_mat.material
00:45:15: Parsing script ccube.material
00:45:15: Parsing script frame.material
00:45:15: Parsing script fuck.material
00:45:15: Parsing script Level1.material
00:45:15: Parsing script marble.material
00:45:15: Parsing script marble_machine.material
00:45:15: Parsing script roller_mine.material
00:45:15: Parsing script shiny.material
00:45:15: Parsing script simple.material
00:45:15: Parsing script sky.material
00:45:15: Parsing script smoke.material
00:45:15: Parsing script techycube.material
00:45:15: Parsing script vortex.material
00:45:15: Parsing script __hud.material
00:45:15: Parsing script bloom.compositor
00:45:15: Parsing script blur.compositor
00:45:15: Finished parsing scripts for resource group Shaders
00:45:15: Parsing scripts for resource group Textures
00:45:15: Finished parsing scripts for resource group Textures
00:45:15: Mesh: Loading ball.mesh.
00:45:15: Can't assign material spherething_auv to SubEntity of ScriptedObject_1Ent because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:15: Texture: marble.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:45:15: Texture: black.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with 2 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
00:45:15: Texture: white.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with 2 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
00:45:15: Texture: bumpy_n.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:45:15: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
00:45:15: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
00:45:15: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
00:45:15: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
00:45:15: Mesh: Loading Level1.mesh.
00:45:15: Texture: rsty_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
00:45:15: Texture: rsty_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
00:45:15: Texture: rockwall_d.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:45:15: Texture: rockwall_nh.tga: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:45:15: Texture: floor_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
00:45:16: Texture: floor_s.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
00:45:16: Texture: smll_tex.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:45:16: Texture: smll_bmp.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:45:16: Texture: brik_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
00:45:16: Texture: brik_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
00:45:16: Mesh: Loading ccube.mesh.
00:45:16: Can't assign material cumpainz_auv to SubEntity of ScriptedObject_3Ent because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:16: Texture: ccube_d.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
00:45:16: Texture: ccube_e.png: Loading 1 faces(PF_L8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_L8,512x512x1.
00:45:16: Mesh: Loading portal/square_portal_hull_open.mesh.
00:45:16: Mesh: Loading portal/square_portal_hull_closed.mesh.
00:45:16: Mesh: Loading portal/square_portal_hole.mesh.
00:45:16: Mesh: Loading portal/square_portal_full.mesh.
00:45:16: Mesh: Loading portal/square_portal_plane.mesh.
00:45:16: Mesh: Loading portal/portalframe_left.mesh.
00:45:16: Can't assign material portaldoor_auv2 to SubEntity of Portal0_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:16: Texture: portalframe_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
00:45:16: Texture: portalframe_e.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
00:45:17: Mesh: Loading portal/portalframe_right.mesh.
00:45:17: Can't assign material portaldoor_auv to SubEntity of Portal0_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:17: Can't assign material portaldoor_auv2 to SubEntity of Portal1_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:17: Can't assign material portaldoor_auv to SubEntity of Portal1_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
00:45:17: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:45:17: Texture: smoke.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:45:17: OGRE EXCEPTION(3:RenderingAPIException): Zero sized texture surface on texture Ogre/ShadowTexture3 face 0 mipmap 0. Probably, the GL driver refused to create the texture. in GLTexture::_createSurfaceList at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\OgreGLTexture.cpp (line 368)
[/lua]
media fire: [url]http://www.mediafire.com/?6padxmmljxg[/url]
@ phasebot: no source code ;). I said I'll build it myself. WHEN its supposed to be built for those platforms. Also, just because Ogre is portable, doesn't mean everything is.
[QUOTE=Drew Carey]If ] makes [, see if \ makes ] (since it's shuffled on that way)[/QUOTE]
You, sir, are a genius. A magnificent genius, 'cause it works.
Now I can get into the game.
None of the keybinds work, even when i try to turn cursor mode off. Wow, portalized really doesn't want me to play it >.<
:lol: it killed itself on a shadow texture.
How many shadow textures did you use in test_lua.lua? Find and fix:
[code]
d_setShadowsRes(512)
d_setShadowsCount(1)
[/code]
@ above post: So... \ works as ]? So try everything with a 1 key offset :confused:. What keyboard layout do you use? Simplistic English here works 100%.
My keyboard display is Portuguese - ABNT2 and the ~ is actually the "...
So, when I try to do the "DoFile" stuff, it closes the console :v:
I've tried hitting every single key in my keyboard, but got nothing...
What can I do?
I SO want to play this game.
It's a standard QWERTY keyboard. I'm 99% certain it's simplistic english.
If you need a faster host, try upl.vs-hs.com
[b]Edit:[/b]
[QUOTE=Fingers!!!]My keyboard display is Portuguese - ABNT2 and the ~ is actually the "...
So, when I try to do the "DoFile" stuff, it closes the console :v:
I've tried hitting every single key in my keyboard, but got nothing...
What can I do?
I SO want to play this game.[/QUOTE]
Use [[ and ]] instead of " and "
My goodness. So many simplistic input errors :confused:
I really wasn't planning on supporting multiple keyboard layouts until a more "final" release. Which wasn't a snap shot of my development release. Because I don't know how multiple keyboard layouts work. They should be handled by the operating system, not the game.
[b]Edit:[/b]
From now on, when you have a problem, report the log, your operating system, your keyboard layout, and ... that's it.
Still, all the other letters work fine, just some of the ones off to the side are screwy. But I still want to figure out why when I get into the game nothing happens. I can't press anyhting execept ESC, even when i'm mashing the hell outta my keyboard.
It had better not be cause' I have Vista. If anyone can run this game on vista, please let me know! If not, ill try it on my old winXP comp.
Oh, Vista?
Fucking Vista. Everyone so far who has ran it on Vista has had problems. Fuck Vista.
Can you make it so you don't fly? It is really irritating me.
Ok, the log. It's long.
[code]20:05:51: Creating resource group General
20:05:51: Creating resource group Internal
20:05:51: Creating resource group Autodetect
20:05:51: SceneManagerFactory for type 'DefaultSceneManager' registered.
20:05:51: Registering ResourceManager for type Material
20:05:51: Registering ResourceManager for type Mesh
20:05:51: Registering ResourceManager for type Skeleton
20:05:51: MovableObjectFactory for type 'ParticleSystem' registered.
20:05:51: OverlayElementFactory for type Panel registered.
20:05:51: OverlayElementFactory for type BorderPanel registered.
20:05:51: OverlayElementFactory for type TextArea registered.
20:05:51: Registering ResourceManager for type Font
20:05:51: ArchiveFactory for archive type FileSystem registered.
20:05:51: ArchiveFactory for archive type Zip registered.
20:05:51: FreeImage version: 3.9.3
20:05:51: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
20:05:51: 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
20:05:51: DDS codec registering
20:05:51: Registering ResourceManager for type HighLevelGpuProgram
20:05:51: Registering ResourceManager for type Compositor
20:05:51: MovableObjectFactory for type 'Entity' registered.
20:05:51: MovableObjectFactory for type 'Light' registered.
20:05:51: MovableObjectFactory for type 'BillboardSet' registered.
20:05:51: MovableObjectFactory for type 'ManualObject' registered.
20:05:51: MovableObjectFactory for type 'BillboardChain' registered.
20:05:51: MovableObjectFactory for type 'RibbonTrail' registered.
20:05:51: *-*-* OGRE Initialising
20:05:51: *-*-* Version 1.4.6 (Eihort)
20:05:51: Loading library RenderSystem_Direct3D9
20:05:51: Installing plugin: D3D9 RenderSystem
20:05:52: D3D9 : Direct3D9 Rendering Subsystem created.
20:05:52: D3D9: Driver Detection Starts
20:05:52: D3D9: Driver Detection Ends
20:05:52: Plugin successfully installed
20:05:52: Loading library Plugin_CgProgramManager
20:05:52: Installing plugin: Cg Program Manager
20:05:52: Plugin successfully installed
20:05:52: Loading library Plugin_ParticleFX
20:05:52: Installing plugin: ParticleFX
20:05:52: Particle Emitter Type 'Point' registered
20:05:52: Particle Emitter Type 'Box' registered
20:05:52: Particle Emitter Type 'Ellipsoid' registered
20:05:52: Particle Emitter Type 'Cylinder' registered
20:05:52: Particle Emitter Type 'Ring' registered
20:05:52: Particle Emitter Type 'HollowEllipsoid' registered
20:05:52: Particle Affector Type 'LinearForce' registered
20:05:52: Particle Affector Type 'ColourFader' registered
20:05:52: Particle Affector Type 'ColourFader2' registered
20:05:52: Particle Affector Type 'ColourImage' registered
20:05:52: Particle Affector Type 'ColourInterpolator' registered
20:05:52: Particle Affector Type 'Scaler' registered
20:05:52: Particle Affector Type 'Rotator' registered
20:05:52: Particle Affector Type 'DirectionRandomiser' registered
20:05:52: Particle Affector Type 'DeflectorPlane' registered
20:05:52: Plugin successfully installed
20:05:52: CPU Identifier & Features
20:05:52: -------------------------
20:05:52: * CPU ID: GenuineIntel: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz
20:05:52: * SSE: yes
20:05:52: * SSE2: yes
20:05:52: * SSE3: yes
20:05:52: * MMX: yes
20:05:52: * MMXEXT: yes
20:05:52: * 3DNOW: no
20:05:52: * 3DNOWEXT: no
20:05:52: * CMOV: yes
20:05:52: * TSC: yes
20:05:52: * FPU: yes
20:05:52: * PRO: yes
20:05:52: * HT: no
20:05:52: -------------------------
20:05:52: D3D9 : Subsystem Initialising
20:05:52: ***************************************
20:05:52: *** D3D9 : Subsystem Initialised OK ***
20:05:52: ***************************************
20:05:52: D3D9RenderSystem::createRenderWindow "Portalized", 1680x1050 windowed miscParams: FSAA=2 vsync=false
20:05:52: D3D9 : Created D3D9 Rendering Window 'Portalized' : 1664x1014, 32bpp
20:05:52: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
20:05:52: Registering ResourceManager for type Texture
20:05:52: Registering ResourceManager for type GpuProgram
20:05:52: Multiple render targets with independent bit depths supported
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_R
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_R
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_GR
20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_GR
20:05:52: RenderSystem capabilities
20:05:52: -------------------------
20:05:52: * Hardware generation of mipmaps: yes
20:05:52: * Texture blending: yes
20:05:52: * Anisotropic texture filtering: yes
20:05:52: * Dot product texture operation: yes
20:05:52: * Cube mapping: yes
20:05:52: * Hardware stencil buffer: yes
20:05:52: - Stencil depth: 8
20:05:52: - Two sided stencil support: yes
20:05:52: - Wrap stencil values: yes
20:05:52: * Hardware vertex / index buffers: yes
20:05:52: * Vertex programs: yes
20:05:52: - Max vertex program version: vs_3_0
20:05:52: * Fragment programs: yes
20:05:52: - Max fragment program version: ps_3_0
20:05:52: * Texture Compression: yes
20:05:52: - DXT: yes
20:05:52: - VTC: no
20:05:52: * Scissor Rectangle: yes
20:05:52: * Hardware Occlusion Query: yes
20:05:52: * User clip planes: yes
20:05:52: * VET_UBYTE4 vertex element type: yes
20:05:52: * Infinite far plane projection: yes
20:05:52: * Hardware render-to-texture: yes
20:05:52: * Floating point textures: yes
20:05:52: * Non-power-of-two textures: yes
20:05:52: * Volume textures: yes
20:05:52: * Multiple Render Targets: 4
20:05:52: * Point Sprites: yes
20:05:52: * Extended point parameters: yes
20:05:52: * Max Point Size: 8192
20:05:52: * Vertex texture fetch: yes
20:05:52: - Max vertex textures: 4
20:05:52: - Vertex textures shared: no
20:05:52: ResourceBackgroundQueue - threading disabled
20:05:52: Particle Renderer Type 'billboard' registered
20:05:52: Added resource location '../../data//internal/' of type 'FileSystem' to resource group 'Internal'
20:05:52: Initialising resource group Internal
20:05:52: Parsing scripts for resource group Internal
20:05:52: Parsing script 00portal.material
20:05:52: Parsing script 00shadow_caster.material
20:05:52: Finished parsing scripts for resource group Internal
20:05:52: SceneManagerFactory for type 'CustomSceneManager' registered.
20:05:52: Added resource location '../../data/' of type 'FileSystem' to resource group 'General'
20:05:52: Creating viewport on target 'Portalized', rendering from camera 'RootManager::camera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
20:05:52: WARNING: Texture instance 'Ogre/ShadowTexture0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
20:05:52: Creating viewport on target 'rtt/3922816', rendering from camera 'Ogre/ShadowTexture0Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
20:05:52: Render Target 'rtt/3922816' Average FPS: 0 Best FPS: 0 Worst FPS: 999
20:05:52: Creating resource group Fonts
20:05:52: Added resource location '../../data//fonts/' of type 'FileSystem' to resource group 'Fonts'
20:05:52: Initialising resource group Fonts
20:05:52: Parsing scripts for resource group Fonts
20:05:52: Parsing script cour.fontdef
20:05:52: Parsing script vintage.fontdef
20:05:52: Finished parsing scripts for resource group Fonts
20:05:52: Creating resource group GUI
20:05:52: Added resource location '../../data//gui/' of type 'FileSystem' to resource group 'GUI'
20:05:52: Initialising resource group GUI
20:05:52: Parsing scripts for resource group GUI
20:05:52: Parsing script skinTemplate.material
20:05:52: Parsing script qgui.skinset
20:05:52: Finished parsing scripts for resource group GUI
20:05:52: Texture: qgui.titleBar.button.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
20:05:52: Font courierusing texture size 512x256
20:05:52: Info: Freetype returned null for character 160 in font courier
20:05:52: Texture: courierTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
20:05:52: Texture: jaanus_logo.png: Loading 1 faces(PF_R8G8B8,333x214x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,333x214x1.
20:05:52: Texture: nullvoid_logo.png: Loading 1 faces(PF_R8G8B8,333x214x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,333x214x1.
20:05:52: WARNING: Texture instance 'Ogre/ShadowTexture2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
20:05:52: Creating viewport on target 'rtt/130469056', rendering from camera 'Ogre/ShadowTexture2Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
20:05:52: Texture: vortex.jpg: Loading 1 faces(PF_R8G8B8,286x280x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,286x280x1.
20:05:56: Texture: SkinSet.qgui.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
20:06:19: Creating resource group Models
20:06:19: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
20:06:19: Creating resource group Shaders
20:06:19: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
20:06:19: Creating resource group Textures
20:06:19: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
20:06:19: Creating resource group Particles
20:06:19: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
20:06:19: Parsing scripts for resource group Autodetect
20:06:19: Finished parsing scripts for resource group Autodetect
20:06:19: Parsing scripts for resource group General
20:06:19: Finished parsing scripts for resource group General
20:06:19: Parsing scripts for resource group Models
20:06:19: Finished parsing scripts for resource group Models
20:06:19: Parsing scripts for resource group Particles
20:06:19: Parsing script explosion.particle
20:06:20: Parsing script smoke.particle
20:06:20: Finished parsing scripts for resource group Particles
20:06:20: Parsing scripts for resource group Shaders
20:06:20: Parsing script 00ambient.material
20:06:20: Parsing script 00diffuse.material
20:06:20: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lvpMat does not exist. in GpuProgramParameters::_findNamedConstantDefinition at D:\Ogre_CVS\ogrenew\OgreMain\src\OgreGpuProgram.cpp (line 883)
20:06:20: Error at line 28 of 00diffuse.material: Invalid param_named_auto attribute - Parameter called lvpMat does not exist.
20:06:20: Error in material diffuse_shader_test at line 87 of 00diffuse.material: Unrecognised command: tex_address
20:06:20: Parsing script 00specular.material
20:06:20: Parsing script 00specular_n_occ.material
20:06:20: Parsing script 00specular_occ.material
20:06:20: Parsing script bloom.material
20:06:20: Parsing script blur.material
20:06:20: Parsing script can_test_mat.material
20:06:20: Parsing script ccube.material
20:06:20: Parsing script frame.material
20:06:20: Parsing script fuck.material
20:06:20: Parsing script Level1.material
20:06:20: Parsing script marble.material
20:06:20: Parsing script marble_machine.material
20:06:20: Parsing script roller_mine.material
20:06:20: Parsing script shiny.material
20:06:20: Parsing script simple.material
20:06:20: Parsing script sky.material
20:06:20: Parsing script smoke.material
20:06:20: Parsing script techycube.material
20:06:20: Parsing script vortex.material
20:06:20: Parsing script __hud.material
20:06:20: Parsing script bloom.compositor
20:06:21: Parsing script blur.compositor
20:06:21: Finished parsing scripts for resource group Shaders
20:06:21: Parsing scripts for resource group Textures
20:06:21: Finished parsing scripts for resource group Textures
20:06:21: Mesh: Loading ball.mesh.
20:06:21: Can't assign material spherething_auv to SubEntity of ScriptedObject_1Ent because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:21: Texture: marble.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
20:06:21: Texture: black.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
20:06:21: Texture: white.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
20:06:21: Texture: bumpy_n.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
20:06:21: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
20:06:21: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
20:06:21: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
20:06:21: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
20:06:21: Mesh: Loading Level1.mesh.
20:06:22: Texture: rsty_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:06:22: Texture: rsty_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:06:22: Texture: rockwall_d.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
20:06:22: Texture: rockwall_nh.tga: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
20:06:22: Texture: floor_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
20:06:22: Texture: floor_s.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
20:06:22: Texture: smll_tex.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
20:06:22: Texture: smll_bmp.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
20:06:22: Texture: brik_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:06:22: Texture: brik_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:06:23: Mesh: Loading ccube.mesh.
20:06:23: Can't assign material cumpainz_auv to SubEntity of ScriptedObject_3Ent because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:23: Texture: ccube_d.png: Loading 1 faces(PF_R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:06:23: Texture: ccube_e.png: Loading 1 faces(PF_L8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_L8,512x512x1.
20:06:23: Mesh: Loading portal/square_portal_hull_open.mesh.
20:06:23: Mesh: Loading portal/square_portal_hull_closed.mesh.
20:06:23: Mesh: Loading portal/square_portal_hole.mesh.
20:06:23: Mesh: Loading portal/square_portal_full.mesh.
20:06:23: Mesh: Loading portal/square_portal_plane.mesh.
20:06:23: Mesh: Loading portal/portalframe_left.mesh.
20:06:23: Can't assign material portaldoor_auv2 to SubEntity of Portal0_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:23: Texture: portalframe_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
20:06:23: Texture: portalframe_e.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
20:06:23: Mesh: Loading portal/portalframe_right.mesh.
20:06:23: Can't assign material portaldoor_auv to SubEntity of Portal0_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:23: Can't assign material portaldoor_auv2 to SubEntity of Portal1_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:23: Can't assign material portaldoor_auv to SubEntity of Portal1_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
20:06:23: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
20:06:23: Texture: smoke.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
20:06:24: WARNING: Texture instance 'Ogre/ShadowTexture3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
20:06:24: Creating viewport on target 'rtt/166677536', rendering from camera 'Ogre/ShadowTexture3Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
20:06:27: Texture: qgui.titleBar.button.over.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
20:06:28: Texture: qgui.titleBar.button.down.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
20:06:33: *-*-* OGRE Shutdown
20:06:33: *-*-* OGRE Shutdown
20:06:33: Render Target 'rtt/130469056' Average FPS: 0 Best FPS: 0 Worst FPS: 999
20:06:33: Unregistering ResourceManager for type Compositor
20:06:33: Unregistering ResourceManager for type Font
20:06:33: Unregistering ResourceManager for type Skeleton
20:06:33: Unregistering ResourceManager for type Mesh
20:06:33: Unregistering ResourceManager for type HighLevelGpuProgram
20:06:33: Uninstalling plugin: ParticleFX
20:06:33: Plugin successfully uninstalled
20:06:33: Unloading library Plugin_ParticleFX
20:06:33: Uninstalling plugin: Cg Program Manager
20:06:33: Plugin successfully uninstalled
20:06:33: Unloading library Plugin_CgProgramManager
20:06:33: Uninstalling plugin: D3D9 RenderSystem
20:06:33: Render Target 'rtt/166677536' Average FPS: 87.1 Best FPS: 92.4453 Worst FPS: 82.6693
20:06:33: Render Target 'Portalized' Average FPS: 0 Best FPS: 0 Worst FPS: 999
20:06:33: D3D9 : Shutting down cleanly.
20:06:33: Unregistering ResourceManager for type Texture
20:06:33: Unregistering ResourceManager for type GpuProgram
20:06:33: D3D9 : Direct3D9 Rendering Subsystem destroyed.
20:06:33: Plugin successfully uninstalled
20:06:33: Unloading library RenderSystem_Direct3D9
20:06:33: Unregistering ResourceManager for type Material[/code]
Vista 32-bit OS
Simplistic English QWERTY keyboard
[b]Edit:[/b]
Oh, well if it's vista, i'll put it on my old computer. See ya guys in a bit, i'm gonna go get portalized!
Yup. Vista hates Portalized, Portalized doesn't hate you. Sorry, I use windows XP. :sigh:
@ flying: This is a simple play ground type thing, it's a flying physics camera. You people are mistaking it for a portal game already. I said, [b]portal tech fuck around[/b]. Period.
The box goes in weirdly through the portals for me. It seems to sit on them when flat.
System? Release mode seems to have some random hiccups with the physics, where the portals ignore objects, on some systems. Not debug mode. And only on some systems :cry:
Ran fine on my system, although textures completely failed to appear but I'm pretty sure that's my graphics card.
System:
Intel Celeron M @1.86GHz
Intel GMA 945 Chipset Integrated GFX card
512Mb RAM
Windows Vista Home Basic, Build 6000
Runs at about 40-60fps standard, although the particles lag a little and shadows lag a lot. After turning shadows off, the only problem in the entire thing that I had was the textures, which doesn't bother me since it was probably making it run smoother anyway.
Oh, almost forgot - the console seems to be a bit odd. It works fine though.
[IMG]http://i29.photobucket.com/albums/c256/Fyris/ooic.png[/IMG]
It flickers a bit too. Doesn't seem to effect performance at all.
Wait, the textures didn't show up, but it ran with shadows? :confused:
Screen shot, please?
Also, general thoughts on it? Seems like you were pretty disappointed.
Well, according to the Drew Carey, Vista actually works :D i'm just doing something wrong.
Drew, was this in Direct3D mode? I remember text having some troubles. Glad to hear it actually [i]ran[/i] on some other machine, though.
Sorry to those disappointed :(
[QUOTE=nullsquared]Wait, the textures didn't show up, but it ran with shadows? :confused:
Screen shot, please?
Also, general thoughts on it? Seems like you were pretty disappointed.[/QUOTE]
It's fantastic for what it is - a dev build. In about two days I'll tell you what it does with XP on this hardware, because the warranty on this system rolls back tomorrow so I can format without voiding it.
I'll go get a shot now, then I'm gonna get dressed and go shop (out of noodles and meat pies! :uhoh:)
[IMG]http://i29.photobucket.com/albums/c256/Fyris/ooic2323.png[/IMG]
Looks like a clay render. I had to scale the shadows back to 256 to stop it from running my system into the ground. I'm only pulling about 12-15fps in that scene, so I run with them off.
Meh, it crashed on my WinXP computer on openGL (I mean actually crashed my computer), and simply didn't work on D3D. Drew, what settings do you have in the cfg files?
And null, we begged you to release it, and remember, it IS just a dev build.
[QUOTE=Drew Carey]It's fantastic for what it is - a dev build. In about two days I'll tell you what it does with XP on this hardware, because the warranty on this system rolls back tomorrow so I can format without voiding it.
I'll go get a shot now, then I'm gonna get dressed and go shop (out of noodles and meat pies! :uhoh:)[/QUOTE]
Do the physics and portals actually work, though? I completely understand if you were disappointed, it seems to only ever run without problems on my machine...
D3D doesn't work for me. The C on Console doesn't show up or any text :)
Wonderful to play around with already.
Although.. sometimes my box ignores the portal and comes out the back or just vanishes. Not moaning one bit, just letting you know :)
Good to hear it runs on a second system :lol:
Do you get a DLL missing with D3D, by the way? Give me the error. Because if it's a missing DLL (like d3dx_31 or something weird like that), then you don't have the latest DX and drivers.
If the box ignores the portal, then it seems the physics oddities are not just on my machine. I'll definitely look into it.
[b]Edit:[/b]
Also, in the console:
[code]
portal0:setScale(1, 2, 1)
portal1:setScale(1, 2, 1)
[/code]
Gives you normal portals. Scalable portals have some issues, but normal-sized portals tend to work right.
[QUOTE=nullsquared]Do the physics and portals actually work, though? I completely understand if you were disappointed, it seems to only ever run without problems on my machine...[/QUOTE]
Nah, it all works perfectly. Well, except if you put a portal too low on a wall (so it clips into the ground) then scale it, it falls through the level. But that's easily fixed by not being a retard ;)
Okay, I gotta go out now, I'll be back in about an hour.
I see... well, good to hear it actually ran. The whole lighting (no, that's not a texturing problem) problem will be fixed when I write fall backs for older hardware. I'm 99% sure the shaders failed to compile on your system (need shader model 2). Like I said, I'll just go write fall backs.
I know about the portals clipping through the level in such cases. This little "test" mode is where I do a bunch of stuff to see how it works. The actual game will snap portals to edges so that they don't stick into the walls, and so on.
I found out that you can actually resize portals with[code]THE GODDAMNED R KEY[/code]and F, although it does make some glitches.
It also makes the objects that come out of the portals rectangular.
SMARTNESS GO SUCK A DICK
[QUOTE=Kurosawa]I found out that you can actually resize portals with R and F, although it does make some glitches.
It also makes the objects that come out of the portals rectangular.[/QUOTE]
It just adds the delta time to the portal's size. Which puts them out of ratio. Just modify the test_lua growObjUnderMouse()/shrinkObjUnderMouse() functions to scale exponentially rather than linearly.
[QUOTE=nullsquared]I see... well, good to hear it actually ran. The whole lighting (no, that's not a texturing problem) problem will be fixed when I write fall backs for older hardware. I'm 99% sure the shaders failed to compile on your system (need shader model 2). Like I said, I'll just go write fall backs.
I know about the portals clipping through the level in such cases. This little "test" mode is where I do a bunch of stuff to see how it works. The actual game will snap portals to edges so that they don't stick into the walls, and so on.[/QUOTE]
My hardware is SM2.0 compatible, although it never seems to work on 3D apps, only 2D ones (like Construct apps - I didn't even know I had SM2.0 until it worked with Construct). It's got me confused, probably a driver issue.
Mind giving me the log really quick? (release/main.txt or something)
Sorry for holding you up.
Oh, I forgot. It doesn't use pixel shader 2.0, it uses pixel shader 2.a. That explains it :sigh:. Really need to write fall backs :D
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