Portalized - Back and Better Than Ever - Scalable Movable Portals
885 replies, posted
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?
[QUOTE=NovembrDobby]So as I said, you didn't start from scratch.[/quote]
There's a difference between starting with a complete game engine (which took years to make), and starting with a basic renderer/physics solver.
[quote]
What've you been up to with it lately?[/QUOTE]
[img]http://img329.imageshack.us/img329/6508/wysiwygeditoris8.jpg[/img]
WYSIWYG editor in action. The above took me all of a couple of seconds. It's a bit plain because I forgot to add a light. Though since it's all dynamic, the second a light is added it'll Just Work.
[QUOTE=nullsquared]There's a difference between starting with a complete game engine (which took years to make), and starting with a basic renderer/physics solver.
[img]http://img329.imageshack.us/img329/6508/wysiwygeditoris8.jpg[/img]
WYSIWYG editor in action. The above took me all of a couple of seconds. It's a bit plain because I forgot to add a light. Though since it's all dynamic, the second a light is added it'll Just Work.[/QUOTE]
Looks really cool.