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PostPosted: Sat Jan 26, 2013 9:56 am 
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Joined: Sat Jan 26, 2013 9:36 am
Posts: 3
Hello,

i ve just updated the game to version 0.78, but i have some video issue.
it's like some floating textures around characters.
see attached files for screenshot.

here's extract of some lines in the gamelog :
Code:
...
10:27:43: CPU Identifier & Features
10:27:43: -------------------------
10:27:43:  *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
10:27:43:  *      SSE: yes
10:27:43:  *     SSE2: yes
10:27:43:  *     SSE3: yes
10:27:43:  *      MMX: yes
10:27:43:  *   MMXEXT: yes
10:27:43:  *    3DNOW: no
10:27:43:  * 3DNOWEXT: no
10:27:43:  *     CMOV: yes
10:27:43:  *      TSC: yes
10:27:43:  *      FPU: yes
10:27:43:  *      PRO: yes
10:27:43:  *       HT: no
10:27:43: -------------------------
10:27:43: ******************************
...
10:27:45: RenderSystem capabilities
10:27:45: -------------------------
10:27:45: RenderSystem Name: OpenGL Rendering Subsystem
10:27:45: GPU Vendor: nvidia
10:27:45: Device Name: GeForce GTX 660 Ti/PCIe/SSE2
10:27:45: Driver Version: 4.2.0.0
10:27:45:  * Fixed function pipeline: yes
10:27:45:  * Hardware generation of mipmaps: yes
10:27:45:  * Texture blending: yes
10:27:45:  * Anisotropic texture filtering: yes
10:27:45:  * Dot product texture operation: yes
10:27:45:  * Cube mapping: yes
10:27:45:  * Hardware stencil buffer: yes
10:27:45:    - Stencil depth: 8
10:27:45:    - Two sided stencil support: yes
10:27:45:    - Wrap stencil values: yes
10:27:45:  * Hardware vertex / index buffers: yes
10:27:45:  * Vertex programs: yes
10:27:45:  * Number of floating-point constants for vertex programs: 1024
10:27:45:  * Number of integer constants for vertex programs: 0
10:27:45:  * Number of boolean constants for vertex programs: 0
10:27:45:  * Fragment programs: yes
10:27:45:  * Number of floating-point constants for fragment programs: 512
10:27:45:  * Number of integer constants for fragment programs: 0
10:27:45:  * Number of boolean constants for fragment programs: 0
10:27:45:  * Geometry programs: yes
10:27:45:  * Number of floating-point constants for geometry programs: 512
10:27:45:  * Number of integer constants for geometry programs: 0
10:27:45:  * Number of boolean constants for geometry programs: 0
10:27:45:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gpu_gp nvgp4 vp30 vp40
10:27:45:  * Texture Compression: yes
10:27:45:    - DXT: yes
10:27:45:    - VTC: yes
10:27:45:    - PVRTC: no
10:27:45:  * Scissor Rectangle: yes
10:27:45:  * Hardware Occlusion Query: yes
10:27:45:  * User clip planes: yes
10:27:45:  * VET_UBYTE4 vertex element type: yes
10:27:45:  * Infinite far plane projection: yes
10:27:45:  * Hardware render-to-texture: yes
10:27:45:  * Floating point textures: yes
10:27:45:  * Non-power-of-two textures: yes
10:27:45:  * Volume textures: yes
10:27:45:  * Multiple Render Targets: 8
10:27:45:    - With different bit depths: yes
10:27:45:  * Point Sprites: yes
10:27:45:  * Extended point parameters: yes
10:27:45:  * Max Point Size: 63.375
10:27:45:  * Vertex texture fetch: yes
10:27:45:  * Number of world matrices: 0
10:27:45:  * Number of texture units: 32
10:27:45:  * Stencil buffer depth: 8
10:27:45:  * Number of vertex blend matrices: 0
10:27:45:    - Max vertex textures: 32
10:27:45:    - Vertex textures shared: yes
10:27:45:  * Render to Vertex Buffer : yes
10:27:45:  * GL 1.5 without VBO workaround: no
10:27:45:  * Frame Buffer objects: yes
10:27:45:  * Frame Buffer objects (ARB extension): no
10:27:45:  * Frame Buffer objects (ATI extension): no
10:27:45:  * PBuffer support: yes
10:27:45:  * GL 1.5 without HW-occlusion workaround: no
...
[HERE SOME ERROR]
10:27:49: Can't assign material material.001 to SubEntity of Ogre/MO13 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Mesh: Loading stone_4.mesh.
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO14 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Mesh: Loading stone_5.mesh.
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO15 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Texture: car_atlas2.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
10:27:49: Mesh: Loading car3.mesh.
10:27:49: Can't assign material car3 to SubEntity of Ogre/MO23 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Texture: car_atlas1.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
...
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO1074 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Mesh: Loading rock_h3.mesh.
10:27:49: Can't assign material material.001 to SubEntity of Ogre/MO1078 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO1079 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO1080 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Mesh: Loading rock_s4.mesh.
10:27:49: Can't assign material material.002 to SubEntity of Ogre/MO1084 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:49: Can't assign material material.001 to SubEntity of Ogre/MO1086 because this Material does not exist. Have you forgotten to define it in a .material script?
...
10:27:50: Mesh: Loading streetlight.mesh.
10:27:50:                                         : layer: trees
10:27:50:                                         : WARNING: creating tree, position Vector3(-442.948, 0, -608.423) out of bounds
10:27:50:                                         : layer: bushes
10:27:50:                                         : layer: ladders
10:27:50:                                         : layer: spawnpoints
10:27:50:                                         : layer: hedgehogs
...
10:27:50: Can't assign material car3 to SubEntity of Ogre/MO7728 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:50: Can't assign material car3 to SubEntity of Ogre/MO7729 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:50: Can't assign material car3 to SubEntity of Ogre/MO7730 because this Material does not exist. Have you forgotten to define it in a .material script?
...
10:27:52: Can't assign material body to SubEntity of Ogre/MO9833 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:52: Can't assign material body to SubEntity of Ogre/MO9843 because this Material does not exist. Have you forgotten to define it in a .material script?
10:27:53: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
10:27:53: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x256x1.
10:27:54: Texture: hud_m72law.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
...


thanks and take care of ya.


Attachments:
screenshot0.jpg
screenshot0.jpg [ 110.99 KiB | Viewed 851 times ]


Last edited by Diceroll on Wed Jan 30, 2013 6:44 am, edited 1 time in total.
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PostPosted: Sat Jan 26, 2013 1:10 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 932
Location: Western Europe
oh wow that looks weird. Pasik is aware of this and will fix it for 0.79. Maybe he can provide a hotfix where you'll just have to replace some content in the data1.pak.

Another thing, looks like you don't use antialiasing? You hardware should be powerful enough to run it with max AA ;)


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PostPosted: Sat Jan 26, 2013 3:22 pm 
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Joined: Sat Jan 26, 2013 9:36 am
Posts: 3
Great news, thanks for taking care of the problem.

I'll wait for the update or eventually a patch ;).

indeed i usually set AA to maximum... but i've been testing different setting in case it can solve the problem :D.

again many thanks. c ya around.


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PostPosted: Sat Jan 26, 2013 4:20 pm 
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Joined: Mon Dec 31, 2012 6:19 pm
Posts: 37
Same problem on Ubuntu 11.04 / Gnome here:

Attachment:
running_with_rifles_0_78_ubuntu_linux_11_04_gnome.png
running_with_rifles_0_78_ubuntu_linux_11_04_gnome.png [ 239.53 KiB | Viewed 839 times ]


Unfortunately 0.77 refuses to connect to the online servers (crashes every time) so I'm going to see if 0.78 works and live with the blocks for now. A hotfix would be great! :)


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PostPosted: Sat Jan 26, 2013 4:31 pm 
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Joined: Mon Dec 31, 2012 6:19 pm
Posts: 37
OK setting the voxel size to smaller (Options --> Visual Quality Options) seems to fix the problem for me.


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PostPosted: Sat Jan 26, 2013 6:18 pm 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 557
Location: The States
Blazesboylan,

0.77 can only connect to other 0.77 servers or 0.77.1 dedicated servers. Since now, all the servers are 0.78, you have to update your game to play online.

ComJak

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PostPosted: Sat Jan 26, 2013 7:54 pm 
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Joined: Mon Dec 31, 2012 6:19 pm
Posts: 37
Thanks ComJak.

Maybe in future the game could check the server vs. client version and either error out or at least warn the user?


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PostPosted: Sat Jan 26, 2013 10:16 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 1826
blazesboylan wrote:
Thanks ComJak.

Maybe in future the game could check the server vs. client version and either error out or at least warn the user?


I was under impression that was already checked, with the user getting notified by version mismatch -error message. Good to know it's not anymore working as it should be.

Still not home to try the bug, but I'm sure it's related to reverting out from integrated outline character rendering method, but not handling the opengl side in an appropriate way. It works fine on my ati linux, but then again, I can't even utilize the best rendering method on it, which is most likely a driver issue on my end.


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PostPosted: Sat Jan 26, 2013 11:25 pm 
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blazesboylan wrote:
OK setting the voxel size to smaller (Options --> Visual Quality Options) seems to fix the problem for me.


I can't get the same error shown own ATI + Windows + OpenGL, so it's still somewhat vague what's actually doing that.

If you change the voxel size in the settings, does the max setting give you similar result as in the screenshots?


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PostPosted: Sun Jan 27, 2013 2:38 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 1826
Ok, I come with two potential workarounds for this issue. I can't try them myself to fix the issue as I'm not seeing it myself.

Attempt #1 http://modulaatio.com/runningwithrifles/test1/data1.pak
Attempt #2 http://modulaatio.com/runningwithrifles/test2/data1.pak

Download the file and place it in your media subfolder where you've got RWR installed and run the game. Remember to take a backup of your existing data1.pak file.


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