• Portalized - Back and Better Than Ever - Scalable Movable Portals
    885 replies, posted
Yeah, sometimes stuff "ignores" the portals. There's actually a design bug I've lately remotely figured out after a nice read of someone else's problem with NewtonGD, so that may or may not be the troubles of people's stuff not going through portals. Also, if you put the portal right on the walls/floor and stuff doesn't "teleport" over, does it still fall through the portal (and thus the floor/wall/etc.)? Or does it "sit" on it, ignoring the portal? Some of these bugs are a bit hard to fix, since in debug mode is hardly occurs (read: never occurs). This is why I'm partly stumped at this moment - I am not quite sure of any differences between debug and release mode, except the speed, obviously (well, debugging symbols and default initialization and a lot of other stuff, but this wouldn't affect the "ignorance" of portals). Can some with the problem of "portals not working" (not "portaling" objects) put VSync on (data/config or something, then gfx_cfg.lua, then vsync = true) and use a 60Hz refresh rate? Does the problem persist? I'm really intrigued as to what would cause this (obviously, I'm going to fix my design bug mentioned above)... Other than that, I've got lots of ideas and bug fixes and improvements to make when I get back to my computer, so don't think Portalized will die with a borked dev build as the "final" thing ;). And, uh. That's it, for now. Whoever it runs for, may you please tell me what Ogre tells you about your multi-render targets (the amount of them)? It should be in the top of the log (forgot the filename, its with the .exe file), something like "amount of multi render targets: N". My card supports 8, and my other card supports 4, but I want to know what you guys support in general.
[quote=nullsquared]Also, if you put the portal right on the walls/floor and stuff doesn't "teleport" over, does it still fall through the portal (and thus the floor/wall/etc.)? Or does it "sit" on it, ignoring the portal?[/quote] If you are referring to a face down portal and throwing something through it, it's obviously because you removed double ended collision and it's going straight through the surface.
[QUOTE=Jallen]If you are referring to a face down portal and throwing something through it, it's obviously because you removed double ended collision and it's going straight through the surface.[/QUOTE] Yeah, I know about that, like I said, it'll be fixed when I add dual-sided collisions back in. What I mean, is when you put a portal (face up) on the floor, and stuff [i]doesn't[/i] "teleport" through portals (obviously, if all works well for you, then you can't really test this), does it still fall through the floor (it doesn't "rest" on the floor, as if the portal wasn't there)?
Runs at a steady 400 fps on an 8800GT however one issue i have it that it constantly eats 100% of my CPU. For people like me who like to occasionally alt-tab that's a bit annoying. It heated my GPU to a healthy 84C :)
To all who had the portals "ignore" objects (that is, not teleport them to the exit portal) - go to /scripts/ (or whatever it was) and open up gfx_cfg.lua. Find the vsync variable - change it from "false" to "true". Make sure that your graphics drivers don't force vsync off. It seems that this fixes the portals not working. I'm not quite sure as to what causes this, but it both explains many things and gives me many ideas for bug fixes and such. Try it out.
Is there a way to increase the framerate? Like turning shaders on/off or something? Because it's LAG CITY. stuff...
[QUOTE=1STrandomman]Is there a way to increase the framerate? Like turning shaders on/off or something? Because it's LAG CITY. stuff...[/QUOTE] Yeah, I have a oldish computer, but all is good minus my ram, which is 256 mb. So the game runs about 1 frame ever 7-15 seconds from what I have experienced. I know it is a development build but I suggest implementing some low detail options and such. I really want to play this but can't :(
Oh my god I have to have this.
can't you even let a project like this rest in peace? (not that i want it to die) has anybody seen/heard something new about nullsquared?
[QUOTE=ace13]can't you even let a project like this rest in peace? (not that i want it to die) has anybody seen/heard something new about nullsquared?[/QUOTE] Uh, let me think. No, and yes. I'm back with my good PC now (no more 647MHz Athlon + 32MB TNT2). 4:00PM, and I've got school tomorrow. Was up at 3:00AM in GMT+2, and am currently in GMT-5. Trust me, not exactly "super energy charged" ;). And with the turbulence we had... I don't want to explain how bad it was. Anyways, stay here peeps. I've got a bunch of bug fixes and ideas for the beta. Heck, I literally emailed them to myself so I don't forget. And, yes, one of them is : make portals work on all machines. I know many of you had the portals randomly fail. And I know what caused it. And the other, yes, is : make stuff work on older hardware. Will do. Don't just based on a development build ;). Also, since lots of people want open source-ness, I've been thinking - the beta might turn out open source. Depends on how much bugs I get to fixing and ideas I get to implementing.
Remember a bindable console key! Not all keyboards work with that § button!
[QUOTE=Sippeangelo]Remember a bindable console key! Not all keyboards work with that § button![/QUOTE] I think you might actually "temporarily fix" that by typing in: [code] toggleConsole(false) [/code] Let me check my code to see which function it was, exactly... ... Damn. And all this time I thought my CMOS battery died, and that's why I lost all of my personal settings. [img]http://img257.imageshack.us/img257/7599/guestcg4.jpg[/img] Be back in a few seconds.
Great thing that you're back, now just slap some code onto the development build and call it a beta ;) (and yes, I'm just joking)
It says I'm missing d3dx9_30.dll. What does that mean?
[QUOTE=Zye]It says I'm missing d3dx9_30.dll. What does that mean?[/QUOTE] You don't have the latest D3D. At this point I just suggest that everyone wait for the beta, though you can try OGL mode if you want.
[QUOTE=nullsquared]You don't have the latest D3D. At this point I just suggest that everyone wait for the beta, though you can try OGL mode if you want.[/QUOTE] Hooray for shitty PC'S?
Every time I start, my computer crashes then reboot. Any help?
I lost smartness here, so I'm going to edit my post.
The toggleConsole(false) does not seem to work. :(
Sorry if this has been asked before, but are there textures on anything? All I get is grey models.
[QUOTE=nullsquared]I think you might actually "temporarily fix" that by typing in: [code] toggleConsole(false) [/code] Let me check my code to see which function it was, exactly... ... Damn. And all this time I thought my CMOS battery died, and that's why I lost all of my personal settings. [img]http://img257.imageshack.us/img257/7599/guestcg4.jpg[/img] Be back in a few seconds.[/QUOTE] The CMOS battery only saves your BIOS settings and time and date. :science:
[QUOTE=Sippeangelo]The toggleConsole(false) does not seem to work. :([/QUOTE] Hm... What about d_toggleConsole(false)? I just can't remember what I named the darn function.
[QUOTE=nullsquared]Hm... What about d_toggleConsole(false)? I just can't remember what I named the darn function.[/QUOTE] Nope :(
[QUOTE=Sippeangelo]Nope :([/QUOTE] There we go: [code] ss->registerCFunc("enableConsole", &LuaAPI::enableConsole); [/code] So you'd need to type in: [lua] enableConsole(false) [/lua] [b]Edit:[/b] [QUOTE=Master Shake]Sorry if this has been asked before, but are there textures on anything? All I get is grey models.[/QUOTE] Then you don't support the shaders. Try the fall backs posted back a few pages. Actually, everyone try the fall backs if it's going to slow. And, I'll say it again - at this point, it's better to just wait for the beta. I've fixed so many bugs by now, and there's more to go.
[QUOTE=nullsquared]O_o What hardware do you have? Never heard of such ... oddness.[/QUOTE] Decent, but it happens everytime, though I always enter something wrong and I can't see The "C" in "Console" or anything I type. Whoa, run-on sentence.
[b]Crashed[/b] ...eh, I'm done trying out the development build. Like you said nullsquared, it will be better to wait for the beta. From what I got to see, though, you did a great job. I'm going to explain the quirks I had with it, and maybe it will help you in beta development (or maybe it won't). I've got a PCIe slot with a shitty Radeon X300 (WOO!). Of all games I've played on the computer (almost exclusively Source games), I can run them all on decent settings. I've got 2 gigs of RAM. Anyway...[b]here is how I crashed:[/b] I was running it on D3D primarily, and the textures didn't load. I got a smooth framerate though, and I tossed a few gray cubes through a few gray portals and they landed on the gray floor. I noticed that text didn't show up in the game, I had to load the level blindly, typing invisible letters into the invisible console. So, then I changed it to OGL and fired it up. The text showed up fine, and the intro (the logos) looked less grainy than before. Yay! So I load the map, and it seems to load fine. Lo and behold, [b]textures appear![/b] ...But then the strangest thing happened: My computer's monitor stopped recognizing the computer...at all. the little green power light turned yellow, and I couldn't do anything about it. I shook the mouse, tapped the keyboard, CTRL+ALT+DEL, everything. So I powered down the computer and rebooted. [i]Is it my shitty setup that crashed me, a bug in your coding (involving OGL), or a bit of both?[/i] Either way, good luck, I'm looking forward to it.
That almost sounds like my shaders killed your machine (actually, yours 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=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."
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