• 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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