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FeXoR

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Posts posted by FeXoR

  1. Thanks for following up.

    Do you still get that crash? A stacktrace would be nice.

    It only crashes when gentangents = true and preferglsl = true no matter the 8 possible combination of turning on/off novbo/silhouettes/smoothlos. Sometimes the coloured lines are seen-through though.

    If I turn off GLSL it seams stable but not much can be seen (No matter what combination of novbo/silhouettes/smoothlos chosen).

    Here we go:

    Best results gives just setting preferglsl = true (with gentangents = false despite what the default.cfg documentation sais):

    post-14196-0-81635900-1345043598_thumb.p

    Some parts of buildings are seen-through at some view angle/zoom.

    post-14196-0-57047500-1345043712_thumb.p

    The strange looking distant ground texture and sometimes black rectangular structures on the ground.

    It seams to run stable. Any combination of novbo/silhouettes/smoothlos doesn't change any of the issues as far as I noticed.

    How do I do/get the stacktrace?

  2. Is # a valid delimiter for comments? The default.cfg in your post seems to use ;. In any case, try setting the relevant options explicitly to false (as opposed to commenting them out) in local.cfg.

    I thought about that too but tested it and commenting out works.

    If I comment some in:


    gentangents = true
    preferglsl = true
    # novbo = true
    # silhouettes = true
    smoothlos = false

    ...I see the ground testure again and when generating the map the coloured triangles appear again and Atlas exits by itself after a sec.

    I managed to take a screen shot:

    post-14196-0-68942200-1345041791_thumb.p

    Console output:

    TIMER| LoadDLL: 73.7025 ms

    Cache: 200 (total: 2770) MiB

    TIMER| InitVfs: 61.0485 ms

    TIMER| InitScripting: 3.65053 ms

    TIMER| CONFIG_Init: 12.5772 ms

    TIMER| RunHardwareDetection: 26.5907 ms

    TIMER| InitRenderer: 8.25195 ms

    TIMER| ps_console: 22.3271 ms

    TIMER| ps_lang_hotkeys: 1.68618 ms

    TIMER| common/emptyinit.xml: 3.87543 ms

    GAME STARTED, ALL INIT COMPLETE

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    TIMER| ParseTerrain: 4.76569 ms

    TIMER| LoadDLL: 1.42951 ms

    TIMER| ParseEntities: 3.58795 s

    GAME STARTED, ALL INIT COMPLETE

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    TIMER| shutdown TexMan: 108.534 us

    TIMER| shutdown Renderer: 17.9999 ms

    TIMER| shutdown SDL: 858.001 us

    TIMER| shutdown UserReporter: 16.134 us

    TIMER| shutdown ScriptingHost: 1.23787 ms

    TIMER| shutdown ConfigDB: 2.934 us

    TIMER| resource modules: 1.48707 s

    TIMER TOTALS (9 clients)

    -----------------------------------------------------

    tc_pool_alloc: 122.265 Mc (4422x)

    tc_png_decode: 1398.99 Mc (70x)

    tc_dds_transform: 325.002 Mc (1510x)

    tc_transform: 901.588 Mc (526x)

    tc_plain_transform: 574.458 Mc (526x)

    tc_ShaderGLSLLink: 0 c (0x)

    tc_ShaderGLSLCompile: 0 c (0x)

    tc_ShaderValidation: 35.8926 Mc (39x)

    xml_validation: 127.962 Mc (78x)

    -----------------------------------------------------

    TIMER| shutdown misc: 453.688 us

    (atlas:7508): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:7508): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:7508): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    fexor@gosarus:~/dat/projekte/0ad-linux$ ./atlas.sh

    rm: Entfernen von »/home/fexor/.cache/0ad/art“ nicht möglich: Datei oder Verzeichnis nicht gefunden

    rm: Entfernen von »/home/fexor/.cache/0ad/gui“ nicht möglich: Datei oder Verzeichnis nicht gefunden

    rm: Entfernen von »/home/fexor/.cache/0ad/maps“ nicht möglich: Datei oder Verzeichnis nicht gefunden

    rm: Entfernen von »/home/fexor/.cache/0ad/shaders“ nicht möglich: Datei oder Verzeichnis nicht gefunden

    rm: Entfernen von »/home/fexor/.cache/0ad/simulation“ nicht möglich: Datei oder Verzeichnis nicht gefunden

    TIMER| LoadDLL: 74.2549 ms

    Cache: 200 (total: 2770) MiB

    TIMER| InitVfs: 61.9681 ms

    TIMER| InitScripting: 3.7972 ms

    TIMER| CONFIG_Init: 16.9038 ms

    TIMER| RunHardwareDetection: 26.3071 ms

    TIMER| InitRenderer: 9.32653 ms

    TIMER| ps_console: 20.6047 ms

    TIMER| ps_lang_hotkeys: 1.78347 ms

    TIMER| common/emptyinit.xml: 5.66427 ms

    GAME STARTED, ALL INIT COMPLETE

    TIMER| ParseTerrain: 5.72293 ms

    TIMER| LoadDLL: 1.91889 ms

    TIMER| ParseEntities: 3.71495 s

    GAME STARTED, ALL INIT COMPLETE

    Segmentation fault (core dumped)

    I testet with default.cfg only:


    smoothlos = false

    And it's the same as with everything else commented out.

  3. I think someone changed those in the default config file by accident a few revisions back, so you should update your SVN. Make sure you set gentangents = false, smoothlos = false. I think that's what causes it to close.

    SVN at revision 12436.

    [svn-Path]/binaries/data/config/default.cfg

    ; Global Configuration Settings

    ;

    ; **************************************************************

    ; * DO NOT EDIT THIS FILE if you want personal customisations: *

    ; * create a text file called "local.cfg" instead, and copy *

    ; * the lines from this file that you want to change. *

    ; * *

    ; * On Linux, create: *

    ; * $XDG_CONFIG_HOME/0ad/config/local.cfg *

    ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) *

    ; * *

    ; * On OS X, create: *

    ; * ~/Library/Application\ Support/0ad/config/local.cfg *

    ; * *

    ; * On Windows, create: *

    ; * %appdata%\0ad\config\local.cfg *

    ; * *

    ; **************************************************************

    ; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)

    windowed = false

    ; Pause the game on window focus loss (Only applicable to single player mode)

    pauseonfocusloss = true

    ; Force a particular resolution. (If these are 0, the default is

    ; to keep the current desktop resolution in fullscreen mode or to

    ; use 1024x768 in windowed mode.)

    xres = 0

    yres = 0

    ; Force a non-standard bit depth (if 0 then use the current desktop bit depth)

    bpp = 0

    ; System settings:

    fancywater = true

    shadows = true

    shadowpcf = true

    vsync = false

    particles = true

    silhouettes = true

    nos3tc = false

    noautomipmap = true

    novbo = false

    noframebufferobject = false

    ; Disable hardware cursors

    nohwcursor = false

    ; Linux only: Set the driconf force_s3tc_enable option at startup,

    ; for compressed texture support

    force_s3tc_enable = true

    ; Specify the render path. This can be one of:

    ; default Automatically select one of the below, depending on system capabilities

    ; fixed Only use OpenGL fixed function pipeline

    ; shader Use vertex/fragment shaders for transform and lighting where possible

    ; Using 'fixed' instead of 'default' may work around some graphics-related problems,

    ; but will reduce performance and features when a modern graphics card is available.

    renderpath = default

    ;;;;; EXPERIMENTAL ;;;;;

    ; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.

    preferglsl = false

    ; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning.

    gentangents = false

    ; Use smooth LOS interpolation; REQUIRES preferglsl=true.

    smoothlos = false

    ; Quality level of shader effects (set to 10 to display effects)

    materialmgr.quality = 0.0

    ; Maximum distance to display parallax effect. Set to 0 to disable parallax.

    materialmgr.PARALLAX_DIST.max = 150

    ; Maximum distance to display high quality parallax effect.

    materialmgr.PARALLAX_HQ_DIST.max = 75

    ; Maximum distance to display very high quality parallax effect. Set to 30 to enable.

    materialmgr.PARALLAX_VHQ_DIST.max = 0

    ;;;;;;;;;;;;;;;;;;;;;;;;

    ; Replace alpha-blending with alpha-testing, for performance experiments

    forcealphatest = false

    ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk

    gpuskinning = false

    ; Opt-in online user reporting system

    userreport.url = "http://feedback.wildfiregames.com/report/upload/v1/"

    ; Colour of the sky (in "r g b" format)

    skycolor = "0 0 0"

    ; GENERAL PREFERENCES:

    sound.mastergain = 0.9

    sound.musicgain = 0.2

    sound.ambientgain = 0.6

    sound.actiongain = 0.7

    sound.bufferCount = 50

    sound.bufferSize = 65536

    ; Camera control settings

    view.scroll.speed = 120.0

    view.rotate.x.speed = 1.2

    view.rotate.x.min = 28.0

    view.rotate.x.max = 60.0

    view.rotate.x.default = 35.0

    view.rotate.y.speed = 2.0

    view.rotate.y.speed.wheel = 0.45

    view.rotate.y.default = 0.0

    view.drag.speed = 0.5

    view.zoom.speed = 256.0

    view.zoom.speed.wheel = 32.0

    view.zoom.min = 50.0

    view.zoom.max = 200.0

    view.zoom.default = 120.0

    view.pos.smoothness = 0.1

    view.zoom.smoothness = 0.4

    view.rotate.x.smoothness = 0.5

    view.rotate.y.smoothness = 0.3

    view.near = 2.0 ; Near plane distance

    view.far = 4096.0 ; Far plane distance

    view.fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide

    view.height.smoothness = 0.5

    view.height.min = 16

    ; HOTKEY MAPPINGS:

    ; Each one of the specified keys will trigger the action on the left

    ; for multiple-key combinations, separate keys with '+' and enclose the entire thing

    ; in doublequotes.

    ; See keys.txt for the list of key names.

    ; > SYSTEM SETTINGS

    hotkey.exit = "Alt+F4", "Ctrl+Break" ; Exit to desktop

    hotkey.leave = Escape ; End current game or Exit

    hotkey.pause = Pause ; Pause/unpause game

    hotkey.screenshot = F2 ; Take PNG screenshot

    hotkey.bigscreenshot = "Shift+F2" ; Take large BMP screenshot

    hotkey.togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode

    hotkey.screenshot.watermark = "K" ; Toggle product/company watermark for official screenshots

    hotkey.wireframe = "Alt+W" ; Toggle wireframe mode

    hotkey.silhouettes = "Alt+S" ; Toggle unit silhouettes

    ; > CAMERA SETTINGS

    hotkey.camera.reset = "H" ; Reset camera rotation to default.

    hotkey.camera.follow = "F" ; Follow the first unit in the selection

    hotkey.camera.zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control)

    hotkey.camera.zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)

    hotkey.camera.zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)

    hotkey.camera.zoom.wheel.out = WheelDown ; Zoom camera out (stepped control)

    hotkey.camera.rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards

    hotkey.camera.rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards

    hotkey.camera.rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain

    hotkey.camera.rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain

    hotkey.camera.rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control)

    hotkey.camera.rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control)

    hotkey.camera.pan = MouseMiddle, ForwardSlash ; Enable scrolling by moving mouse

    hotkey.camera.left = A, LeftArrow ; Scroll or rotate left

    hotkey.camera.right = D, RightArrow ; Scroll or rotate right

    hotkey.camera.up = W, UpArrow ; Scroll or rotate up/forwards

    hotkey.camera.down = S, DownArrow ; Scroll or rotate down/backwards

    ; > CONSOLE SETTINGS

    hotkey.console.toggle = BackQuote, F9 ; Open/close console

    ; > CLIPBOARD CONTROLS

    hotkey.copy = "Ctrl+C" ; Copy to clipboard

    hotkey.paste = "Ctrl+V" ; Paste from clipboard

    hotkey.cut = "Ctrl+X" ; Cut selected text and copy to the clipboard

    ; > ENTITY SELECTION

    hotkey.selection.add = Shift ; Add units to selection

    hotkey.selection.milonly = Alt ; Add only military units to selection

    hotkey.selection.remove = Ctrl ; Remove units from selection

    hotkey.selection.idleworker = Period ; Select next idle worker

    hotkey.selection.idlewarrior = Comma ; Select next idle warrior

    hotkey.selection.offscreen = Alt ; Include offscreen units in selection

    hotkey.selection.group.select.0 = 0

    hotkey.selection.group.save.0 = "Ctrl+0"

    hotkey.selection.group.add.0 = "Shift+0"

    hotkey.selection.group.select.1 = 1

    hotkey.selection.group.save.1 = "Ctrl+1"

    hotkey.selection.group.add.1 = "Shift+1"

    hotkey.selection.group.select.2 = 2

    hotkey.selection.group.save.2 = "Ctrl+2"

    hotkey.selection.group.add.2 = "Shift+2"

    hotkey.selection.group.select.3 = 3

    hotkey.selection.group.save.3 = "Ctrl+3"

    hotkey.selection.group.add.3 = "Shift+3"

    hotkey.selection.group.select.4 = 4

    hotkey.selection.group.save.4 = "Ctrl+4"

    hotkey.selection.group.add.4 = "Shift+4"

    hotkey.selection.group.select.5 = 5

    hotkey.selection.group.save.5 = "Ctrl+5"

    hotkey.selection.group.add.5 = "Shift+5"

    hotkey.selection.group.select.6 = 6

    hotkey.selection.group.save.6 = "Ctrl+6"

    hotkey.selection.group.add.6 = "Shift+6"

    hotkey.selection.group.select.7 = 7

    hotkey.selection.group.save.7 = "Ctrl+7"

    hotkey.selection.group.add.7 = "Shift+7"

    hotkey.selection.group.select.8 = 8

    hotkey.selection.group.save.8 = "Ctrl+8"

    hotkey.selection.group.add.8 = "Shift+8"

    hotkey.selection.group.select.9 = 9

    hotkey.selection.group.save.9 = "Ctrl+9"

    hotkey.selection.group.add.9 = "Shift+9"

    ; > SESSION CONTROLS

    hotkey.session.kill = Delete ; Destroy selected units

    hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building

    hotkey.session.queue = Shift ; Modifier to queue unit orders instead of replacing

    hotkey.session.batchtrain = Shift ; Modifier to train units in batches

    hotkey.session.massbarter = Shift ; Modifier to barter bunch of resources

    hotkey.session.unloadtype = Shift ; Modifier to unload all units of type

    hotkey.session.deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting

    hotkey.session.rotate.cw = RightBracket ; Rotate building placement preview clockwise

    hotkey.session.rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise

    hotkey.timewarp.fastforward = Space ; If timewarp mode enabled, speed up the game

    hotkey.timewarp.rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game

    ; > OVERLAY KEYS

    hotkey.fps.toggle = "Alt+F" ; Toggle frame counter

    hotkey.session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel

    hotkey.session.gui.toggle = "Alt+G" ; Toggle visibility of session GUI

    hotkey.menu.toggle = "F10" ; Toggle in-game menu

    hotkey.timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter

    hotkey.session.showstatusbars = Tab ; Toggle display of status bars

    ; > HOTKEYS ONLY

    hotkey.chat = Return ; Toggle chat window

    hotkey.teamchat = "T" ; Toggle chat window in team chat mode

    ; > GUI TEXTBOX HOTKEYS

    hotkey.text.delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor

    hotkey.text.delete.right = "Ctrl+Del" ; Delete word to the right of cursor

    hotkey.text.move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor

    hotkey.text.move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor

    ; > PROFILER

    hotkey.profile.toggle = "F11" ; Enable/disable real-time profiler

    hotkey.profile.save = "Shift+F11" ; Save current profiler data to logs/profile.txt

    hotkey.profile2.enable = "F11" ; Enable HTTP/GPU modes for new profiler

    profiler2.http.autoenable = false ; Enable HTTP server output at startup (default off for security/performance)

    profiler2.gpu.autoenable = false ; Enable GPU timing at startup (default off for performance/compatibility)

    profiler2.gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available

    profiler2.gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available

    profiler2.gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available

    ; > QUICKSAVE

    hotkey.quicksave = "Shift+F5"

    hotkey.quickload = "Shift+F8"

    ; EXPERIMENTAL: joystick/gamepad settings

    joystick.enable = false

    joystick.deadzone = 8192

    joystick.camera.pan.x = 0

    joystick.camera.pan.y = 1

    joystick.camera.rotate.x = 3

    joystick.camera.rotate.y = 2

    joystick.camera.zoom.in = 5

    joystick.camera.zoom.out = 4

    [svn-Path]/binaries/data/config/local.cfg

    # novbo = true

    # preferglsl = true

    # gentangents = true

    # silhouettes = true

    smoothlos = false

    Actions: Open Atlas (3D area is just black) -> Generate NEW RMS Test (Player borders can be seen, otherwise black) -> Scroll a bit to sea a unit (at least partial) -> Take screen shot (It stays open and seam stable):

    post-14196-0-60245800-1345040170_thumb.p

    -> Then I close Atlas, Console output:

    TIMER| LoadDLL: 71.6061 ms

    Cache: 200 (total: 2770) MiB

    TIMER| InitVfs: 5.03702 ms

    TIMER| InitScripting: 3.55422 ms

    TIMER| CONFIG_Init: 10.2921 ms

    TIMER| RunHardwareDetection: 26.0881 ms

    TIMER| InitRenderer: 8.47929 ms

    TIMER| ps_console: 16.4736 ms

    TIMER| ps_lang_hotkeys: 1.74876 ms

    TIMER| common/emptyinit.xml: 5.50538 ms

    GAME STARTED, ALL INIT COMPLETE

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    TIMER| ParseTerrain: 3.49996 ms

    TIMER| LoadDLL: 1.41485 ms

    TIMER| ParseEntities: 3.54732 s

    GAME STARTED, ALL INIT COMPLETE

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    TIMER| shutdown TexMan: 103.644 us

    TIMER| shutdown Renderer: 868.211 ms

    TIMER| shutdown SDL: 1.00711 ms

    TIMER| shutdown UserReporter: 17.6 us

    TIMER| shutdown ScriptingHost: 963.601 us

    TIMER| shutdown ConfigDB: 2.444 us

    TIMER| resource modules: 1.03675 s

    TIMER TOTALS (9 clients)

    -----------------------------------------------------

    tc_pool_alloc: 113.076 Mc (3884x)

    tc_png_decode: 302.054 Mc (55x)

    tc_dds_transform: 166.92 Mc (479x)

    tc_transform: 354.131 Mc (168x)

    tc_plain_transform: 185.575 Mc (168x)

    tc_ShaderGLSLLink: 0 c (0x)

    tc_ShaderGLSLCompile: 0 c (0x)

    tc_ShaderValidation: 27.0969 Mc (39x)

    xml_validation: 116.604 Mc (78x)

    -----------------------------------------------------

    TIMER| shutdown misc: 1.97511 ms

    (atlas:7313): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:7313): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:7313): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

  4. Oops, I did miss your edit.

    I think this is a driver issue, or there might be a hardware limitation somewhere that isn't reported correctly. At the very least, we can tell the problem has been around a while, as it was also present in Alpha 10 (e.g. this screenshot). It clearly has gotten worse in the SVN version, though if it's indeed because of a faulty driver, the causes for that might be completely random.

    Using the SVN version and an unmodified config (i.e. ARB, no tangents): Is it true that this happens mostly on unit models?

    My SVN default.cfg ([sVN-Path]/binaries/data/config/default.cfg) does not seam to prefer ARB:

    ; Global Configuration Settings

    ;

    ; **************************************************************

    ; * DO NOT EDIT THIS FILE if you want personal customisations: *

    ; * create a text file called "local.cfg" instead, and copy *

    ; * the lines from this file that you want to change. *

    ; * *

    ; * On Linux, create: *

    ; * $XDG_CONFIG_HOME/0ad/config/local.cfg *

    ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) *

    ; * *

    ; * On OS X, create: *

    ; * ~/Library/Application\ Support/0ad/config/local.cfg *

    ; * *

    ; * On Windows, create: *

    ; * %appdata%\0ad\config\local.cfg *

    ; * *

    ; **************************************************************

    ; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)

    windowed = false

    ; Pause the game on window focus loss (Only applicable to single player mode)

    pauseonfocusloss = true

    ; Force a particular resolution. (If these are 0, the default is

    ; to keep the current desktop resolution in fullscreen mode or to

    ; use 1024x768 in windowed mode.)

    xres = 0

    yres = 0

    ; Force a non-standard bit depth (if 0 then use the current desktop bit depth)

    bpp = 0

    ; System settings:

    fancywater = true

    shadows = true

    shadowpcf = true

    vsync = false

    particles = true

    silhouettes = true

    nos3tc = false

    noautomipmap = true

    novbo = false

    noframebufferobject = false

    ; Disable hardware cursors

    nohwcursor = false

    ; Linux only: Set the driconf force_s3tc_enable option at startup,

    ; for compressed texture support

    force_s3tc_enable = true

    ; Specify the render path. This can be one of:

    ; default Automatically select one of the below, depending on system capabilities

    ; fixed Only use OpenGL fixed function pipeline

    ; shader Use vertex/fragment shaders for transform and lighting where possible

    ; Using 'fixed' instead of 'default' may work around some graphics-related problems,

    ; but will reduce performance and features when a modern graphics card is available.

    renderpath = default

    ;;;;; EXPERIMENTAL ;;;;;

    ; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.

    preferglsl = true

    ; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning.

    gentangents = true

    ; Use smooth LOS interpolation; REQUIRES preferglsl=true.

    smoothlos = true

    ; Quality level of shader effects (set to 10 to display effects)

    materialmgr.quality = 10.0

    ; Maximum distance to display parallax effect. Set to 0 to disable parallax.

    materialmgr.PARALLAX_DIST.max = 150

    ; Maximum distance to display high quality parallax effect.

    materialmgr.PARALLAX_HQ_DIST.max = 75

    ; Maximum distance to display very high quality parallax effect. Set to 30 to enable.

    materialmgr.PARALLAX_VHQ_DIST.max = 0

    ;;;;;;;;;;;;;;;;;;;;;;;;

    ; Replace alpha-blending with alpha-testing, for performance experiments

    forcealphatest = false

    ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk

    gpuskinning = false

    ; Opt-in online user reporting system

    userreport.url = "http://feedback.wildfiregames.com/report/upload/v1/"

    ; Colour of the sky (in "r g b" format)

    skycolor = "0 0 0"

    ; GENERAL PREFERENCES:

    sound.mastergain = 0.5

    ; Camera control settings

    view.scroll.speed = 120.0

    view.rotate.x.speed = 1.2

    view.rotate.x.min = 28.0

    view.rotate.x.max = 60.0

    view.rotate.x.default = 35.0

    view.rotate.y.speed = 2.0

    view.rotate.y.speed.wheel = 0.45

    view.rotate.y.default = 0.0

    view.drag.speed = 0.5

    view.zoom.speed = 256.0

    view.zoom.speed.wheel = 32.0

    view.zoom.min = 50.0

    view.zoom.max = 200.0

    view.zoom.default = 120.0

    view.pos.smoothness = 0.1

    view.zoom.smoothness = 0.4

    view.rotate.x.smoothness = 0.5

    view.rotate.y.smoothness = 0.3

    view.near = 2.0 ; Near plane distance

    view.far = 4096.0 ; Far plane distance

    view.fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide

    view.height.smoothness = 0.5

    view.height.min = 16

    ; HOTKEY MAPPINGS:

    ; Each one of the specified keys will trigger the action on the left

    ; for multiple-key combinations, separate keys with '+' and enclose the entire thing

    ; in doublequotes.

    ; See keys.txt for the list of key names.

    ; > SYSTEM SETTINGS

    hotkey.exit = "Alt+F4", "Ctrl+Break" ; Exit to desktop

    hotkey.leave = Escape ; End current game or Exit

    hotkey.pause = Pause ; Pause/unpause game

    hotkey.screenshot = F2 ; Take PNG screenshot

    hotkey.bigscreenshot = "Shift+F2" ; Take large BMP screenshot

    hotkey.togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode

    hotkey.screenshot.watermark = "K" ; Toggle product/company watermark for official screenshots

    hotkey.wireframe = "Alt+W" ; Toggle wireframe mode

    hotkey.silhouettes = "Alt+S" ; Toggle unit silhouettes

    ; > CAMERA SETTINGS

    hotkey.camera.reset = "H" ; Reset camera rotation to default.

    hotkey.camera.follow = "F" ; Follow the first unit in the selection

    hotkey.camera.zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control)

    hotkey.camera.zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)

    hotkey.camera.zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)

    hotkey.camera.zoom.wheel.out = WheelDown ; Zoom camera out (stepped control)

    hotkey.camera.rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards

    hotkey.camera.rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards

    hotkey.camera.rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain

    hotkey.camera.rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain

    hotkey.camera.rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control)

    hotkey.camera.rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control)

    hotkey.camera.pan = MouseMiddle, ForwardSlash ; Enable scrolling by moving mouse

    hotkey.camera.left = A, LeftArrow ; Scroll or rotate left

    hotkey.camera.right = D, RightArrow ; Scroll or rotate right

    hotkey.camera.up = W, UpArrow ; Scroll or rotate up/forwards

    hotkey.camera.down = S, DownArrow ; Scroll or rotate down/backwards

    ; > CONSOLE SETTINGS

    hotkey.console.toggle = BackQuote, F9 ; Open/close console

    ; > CLIPBOARD CONTROLS

    hotkey.copy = "Ctrl+C" ; Copy to clipboard

    hotkey.paste = "Ctrl+V" ; Paste from clipboard

    hotkey.cut = "Ctrl+X" ; Cut selected text and copy to the clipboard

    ; > ENTITY SELECTION

    hotkey.selection.add = Shift ; Add units to selection

    hotkey.selection.milonly = Alt ; Add only military units to selection

    hotkey.selection.remove = Ctrl ; Remove units from selection

    hotkey.selection.idleworker = Period ; Select next idle worker

    hotkey.selection.idlewarrior = Comma ; Select next idle warrior

    hotkey.selection.offscreen = Alt ; Include offscreen units in selection

    hotkey.selection.group.select.0 = 0

    hotkey.selection.group.save.0 = "Ctrl+0"

    hotkey.selection.group.add.0 = "Shift+0"

    hotkey.selection.group.select.1 = 1

    hotkey.selection.group.save.1 = "Ctrl+1"

    hotkey.selection.group.add.1 = "Shift+1"

    hotkey.selection.group.select.2 = 2

    hotkey.selection.group.save.2 = "Ctrl+2"

    hotkey.selection.group.add.2 = "Shift+2"

    hotkey.selection.group.select.3 = 3

    hotkey.selection.group.save.3 = "Ctrl+3"

    hotkey.selection.group.add.3 = "Shift+3"

    hotkey.selection.group.select.4 = 4

    hotkey.selection.group.save.4 = "Ctrl+4"

    hotkey.selection.group.add.4 = "Shift+4"

    hotkey.selection.group.select.5 = 5

    hotkey.selection.group.save.5 = "Ctrl+5"

    hotkey.selection.group.add.5 = "Shift+5"

    hotkey.selection.group.select.6 = 6

    hotkey.selection.group.save.6 = "Ctrl+6"

    hotkey.selection.group.add.6 = "Shift+6"

    hotkey.selection.group.select.7 = 7

    hotkey.selection.group.save.7 = "Ctrl+7"

    hotkey.selection.group.add.7 = "Shift+7"

    hotkey.selection.group.select.8 = 8

    hotkey.selection.group.save.8 = "Ctrl+8"

    hotkey.selection.group.add.8 = "Shift+8"

    hotkey.selection.group.select.9 = 9

    hotkey.selection.group.save.9 = "Ctrl+9"

    hotkey.selection.group.add.9 = "Shift+9"

    ; > SESSION CONTROLS

    hotkey.session.kill = Delete ; Destroy selected units

    hotkey.session.garrison = Ctrl ; Modifier to garrison when clicking on building

    hotkey.session.queue = Shift ; Modifier to queue unit orders instead of replacing

    hotkey.session.batchtrain = Shift ; Modifier to train units in batches

    hotkey.session.massbarter = Shift ; Modifier to barter bunch of resources

    hotkey.session.unloadtype = Shift ; Modifier to unload all units of type

    hotkey.session.deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting

    hotkey.session.rotate.cw = RightBracket ; Rotate building placement preview clockwise

    hotkey.session.rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise

    hotkey.timewarp.fastforward = Space ; If timewarp mode enabled, speed up the game

    hotkey.timewarp.rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game

    ; > OVERLAY KEYS

    hotkey.fps.toggle = "Alt+F" ; Toggle frame counter

    hotkey.session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel

    hotkey.session.gui.toggle = "Alt+G" ; Toggle visibility of session GUI

    hotkey.menu.toggle = "F10" ; Toggle in-game menu

    hotkey.timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter

    hotkey.session.showstatusbars = Tab ; Toggle display of status bars

    ; > HOTKEYS ONLY

    hotkey.chat = Return ; Toggle chat window

    hotkey.teamchat = "T" ; Toggle chat window in team chat mode

    ; > GUI TEXTBOX HOTKEYS

    hotkey.text.delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor

    hotkey.text.delete.right = "Ctrl+Del" ; Delete word to the right of cursor

    hotkey.text.move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor

    hotkey.text.move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor

    ; > PROFILER

    hotkey.profile.toggle = "F11" ; Enable/disable real-time profiler

    hotkey.profile.save = "Shift+F11" ; Save current profiler data to logs/profile.txt

    hotkey.profile2.enable = "F11" ; Enable HTTP/GPU modes for new profiler

    profiler2.http.autoenable = false ; Enable HTTP server output at startup (default off for security/performance)

    profiler2.gpu.autoenable = false ; Enable GPU timing at startup (default off for performance/compatibility)

    profiler2.gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available

    profiler2.gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available

    profiler2.gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available

    ; > QUICKSAVE

    hotkey.quicksave = "Shift+F5"

    hotkey.quickload = "Shift+F8"

    ; EXPERIMENTAL: joystick/gamepad settings

    joystick.enable = false

    joystick.deadzone = 8192

    joystick.camera.pan.x = 0

    joystick.camera.pan.y = 1

    joystick.camera.rotate.x = 3

    joystick.camera.rotate.y = 2

    joystick.camera.zoom.in = 5

    joystick.camera.zoom.out = 4

    If I turn preferglsl = false (using ARB if I get it right) This error message occurs when trying to generate NEW RMS Test:

    Assertion failed: "0 && ("Shader type doesn't support VertexAttribPointer")"

    Location: ShaderProgram.cpp:785 (VertexAttribPointer)

    Call stack:

    (0x84406d0) ./pyrogenesis() [0x84406d0]

    (0x83df944) ./pyrogenesis() [0x83df944]

    (0x83e0744) ./pyrogenesis() [0x83e0744]

    (0x83e0a4a) ./pyrogenesis() [0x83e0a4a]

    (0x824217d) ./pyrogenesis() [0x824217d]

    (0x82ede3e) ./pyrogenesis() [0x82ede3e]

    (0x829ee18) ./pyrogenesis() [0x829ee18]

    (0x82a702e) ./pyrogenesis() [0x82a702e]

    (0x82aaa2e) ./pyrogenesis() [0x82aaa2e]

    (0x82ab0a6) ./pyrogenesis() [0x82ab0a6]

    (0x822866a) ./pyrogenesis() [0x822866a]

    (0x81ccdeb) ./pyrogenesis() [0x81ccdeb]

    (0x8321f85) ./pyrogenesis() [0x8321f85]

    (0x8317c19) ./pyrogenesis() [0x8317c19]

    (0xb6e51d4c) /lib/i386-linux-gnu/libpthread.so.0(+0x6d4c) [0xb6e51d4c]

    (0xb6d8face) /lib/i386-linux-gnu/libc.so.6(clone+0x5e) [0xb6d8face]

    errno = 0 (No error reported here)

    OS error = ?

    If I choose "Suppress" it closes (I see those strange coloured polygones for a sec but can't make a screen shot):

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    r300 FP: Compiler Error:

    compiler/r300_fragprog_emit.c::begin_tex(): Too many texture indirections

    Using a dummy shader instead.

    Segmentation fault (core dumped)

    What do you see on a map with only buildings?

    With the SVN version I can't see anything. It closes to fast.

    What happens when you set silhouettes = false in the config?

    Same as above but I only see some player borders and some parts of units (Not sure, closes very quick).

    As for checking if this is a driver issue, would it be possible for you to test this with AMD's driver? Either the Windows version or an older fglrx version would do.

    I ran the game on windows befor and everything worked fine. My windows is broken ATM but I hope to get time to reinstall it at the weekend.

    I cannot test the actual fglrx drivers because they don't support my Graphic Card. The latest official drivers for Radeon Xpress 1250 are only compatible with very old kernel and XOrg. I can try to downgrade my old linux system though I doubt that would make any sense since noone would use those drivers anyway.

  5. NOTE: I seam to have edited my last post while myconid added his. I mixed up the settings and the corresponding images befor, sorry...

    Ah, from the third screenshot it looks like this issue was present in A10, but it wasn't as obvious. I think the problem is somewhere in the unit renderer or the driver. Something wrong with the VBO/Array wrappers/implementations?

    This might help: set novbo = true, preferglsl = false, gentangents = false.

    With this settings Alpha 10 has pretty much the same issues:

    post-14196-0-13372600-1344937670_thumb.p

    post-14196-0-02171000-1344937718_thumb.p

    The SVN version gives this:

    post-14196-0-15011600-1344937871_thumb.p

    THX for your support :thank_you2:

  6. It looks like the graphic errors only happen on units. The changes I've been making shouldn't affect units at all, as they are rendered separately.

    Do you get similar problems with ARB?

    I get the exsactly same problems with an empty local.cfg with this SVN version. The default.cfg is unchanged.

    NOTE: There are 2 default.cfg files:

    - /usr/share/games/0ad/config/default.cfg (I guess for the packaged installation Alpha 10)

    - [sVN-Path]/binaries/data/config (I guess for the SVN version)

    Do you get similar problems in older versions when preferglsl was true?

    Alpha 10 with local conf:


    gentangents = true
    preferglsl = true

    ...gives this:

    post-14196-0-01186600-1344859764_thumb.p

    ...so terrain is totally black.

    post-14196-0-66316600-1344859817_thumb.p

    ...so some areas of the buildings are seen-through at some view angles/zoom.

    Alpha 10 without local.cfg gives this:

    post-14196-0-63412500-1344853247_thumb.p

    post-14196-0-01215700-1344853329_thumb.p

    ...so some black rectangular artefecs on the ground at some view angles/zoom and distant textures look strange.

    post-14196-0-87076500-1344853412_thumb.p

    ...so some areas of the buildings are seen-through at some view angles/zoom.

    In general much better than then the SVN version though.

    Make sure you haven't enabled gpuskinning by accident.

    default.cfg sets it to false and I never used it in my local.cfg

    That's true, actually. The cached model files have moved to a new version that have multiple UVs, which older versions of the engine didn't support.

    I from now on use this script to open the SVN version of Atlas:

    #!/bin/sh

    # Remove old cache

    rm -r ~/.cache/0ad/art

    rm -r ~/.cache/0ad/gui

    rm -r ~/.cache/0ad/maps

    rm -r ~/.cache/0ad/shaders

    rm -r ~/.cache/0ad/simulation

    # Start Atlas

    cd binaries/system/

    ./pyrogenesis -editor

    # Remove new cache

    rm -r ~/.cache/0ad/art

    rm -r ~/.cache/0ad/gui

    rm -r ~/.cache/0ad/maps

    rm -r ~/.cache/0ad/shaders

    rm -r ~/.cache/0ad/simulation

    EDIT: Some more infos:

    lspci -nn | grep -i vga


    01:05.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Radeon Xpress 1250 [1002:7942]

    sudo lshw -C display

    PCI (sysfs)

    *-display

    Beschreibung: VGA compatible controller

    Produkt: Radeon Xpress 1250

    Hersteller: Hynix Semiconductor (Hyundai Electronics)

    Physische ID: 5

    Bus-Informationen: pci@0000:01:05.0

    Version: 00

    Breite: 64 bits

    Uhr: 33MHz

    Fähigkeiten: pm msi vga_controller bus_master cap_list rom

    Konfiguration: driver=radeon latency=64

    Ressourcen: irq:18 memory:c0000000-cfffffff memory:d0000000-d000ffff ioport:9000(Größe=256)

    dmesg | grep drm

    [ 21.559962] [drm] Initialized drm 1.1.0 20060810

    [ 21.796757] [drm] radeon defaulting to kernel modesetting.

    [ 21.796762] [drm] radeon kernel modesetting enabled.

    [ 21.796853] fb: conflicting fb hw usage radeondrmfb vs EFI VGA - removing generic driver

    [ 21.798248] [drm] initializing kernel modesetting (RS600 0x1002:0x7942 0x144D:0xC034).

    [ 21.798285] [drm] register mmio base: 0xD0000000

    [ 21.798287] [drm] register mmio size: 65536

    [ 21.798514] [drm] Supports vblank timestamp caching Rev 1 (10.10.2010).

    [ 21.798517] [drm] Driver supports precise vblank timestamp query.

    [ 21.798530] [drm] radeon: irq initialized.

    [ 21.799223] [drm] Detected VRAM RAM=256M, BAR=256M

    [ 21.799228] [drm] RAM width 128bits DDR

    [ 21.799393] [drm] radeon: 256M of VRAM memory ready

    [ 21.799396] [drm] radeon: 512M of GTT memory ready.

    [ 21.799428] [drm] GART: num cpu pages 131072, num gpu pages 131072

    [ 21.802182] [drm] radeon: 1 quad pipes, 1 z pipes initialized.

    [ 21.803680] [drm] PCIE GART of 512M enabled (table at 0x00000000B0040000).

    [ 21.803863] [drm] Loading RS600 Microcode

    [ 21.903641] [drm] radeon: ring at 0x0000000090001000

    [ 21.903662] [drm] ring test succeeded in 0 usecs

    [ 21.903909] [drm] radeon: ib pool ready.

    [ 21.904042] [drm] ib test succeeded in 0 usecs

    [ 21.907034] [drm] Radeon Display Connectors

    [ 21.907039] [drm] Connector 0:

    [ 21.907041] [drm] VGA

    [ 21.907045] [drm] DDC: 0x7e40 0x7e40 0x7e44 0x7e44 0x7e48 0x7e48 0x7e4c 0x7e4c

    [ 21.907047] [drm] Encoders:

    [ 21.907050] [drm] CRT1: INTERNAL_KLDSCP_DAC1

    [ 21.907052] [drm] Connector 1:

    [ 21.907054] [drm] LVDS

    [ 21.907057] [drm] DDC: 0x7e40 0x7e50 0x7e44 0x7e54 0x7e48 0x7e58 0x7e4c 0x7e5c

    [ 21.907059] [drm] Encoders:

    [ 21.907062] [drm] LCD1: INTERNAL_LVTM1

    [ 21.907064] [drm] Connector 2:

    [ 21.907065] [drm] S-video

    [ 21.907067] [drm] Encoders:

    [ 21.907069] [drm] TV1: INTERNAL_KLDSCP_DAC1

    [ 22.574639] [drm] fb mappable at 0xC0140000

    [ 22.574644] [drm] vram apper at 0xC0000000

    [ 22.574647] [drm] size 4096000

    [ 22.574649] [drm] fb depth is 24

    [ 22.574651] [drm] pitch is 5120

    [ 22.578280] fbcon: radeondrmfb (fb0) is primary device

    [ 22.821347] fb0: radeondrmfb frame buffer device

    [ 22.821349] drm: registered panic notifier

    [ 22.821362] [drm] Initialized radeon 2.12.0 20080528 for 0000:01:05.0 on minor 0

    LIBGL_DEBUG=verbose glxinfo

    name of display: :0

    libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/r300_dri.so

    libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/r300_dri.so

    libGL: Can't open configuration file /etc/drirc: No such file or directory.

    libGL: Can't open configuration file /home/fexor/.drirc: No such file or directory.

    libGL: Can't open configuration file /etc/drirc: No such file or directory.

    libGL: Can't open configuration file /home/fexor/.drirc: No such file or directory.

    display: :0 screen: 0

    direct rendering: Yes

    server glx vendor string: SGI

    server glx version string: 1.4

    server glx extensions:

    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,

    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,

    GLX_OML_swap_method, GLX_SGI_swap_control, GLX_SGIS_multisample,

    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,

    GLX_INTEL_swap_event

    client glx vendor string: Mesa Project and SGI

    client glx version string: 1.4

    client glx extensions:

    GLX_ARB_create_context, GLX_ARB_create_context_profile,

    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,

    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_framebuffer_sRGB,

    GLX_EXT_create_context_es2_profile, GLX_MESA_copy_sub_buffer,

    GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control,

    GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read,

    GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,

    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,

    GLX_EXT_texture_from_pixmap, GLX_INTEL_swap_event

    GLX version: 1.4

    GLX extensions:

    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,

    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,

    GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control,

    GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read,

    GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,

    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,

    GLX_EXT_texture_from_pixmap

    OpenGL vendor string: X.Org R300 Project

    OpenGL renderer string: Gallium 0.4 on ATI RS600

    OpenGL version string: 2.1 Mesa 8.0.2

    OpenGL shading language version string: 1.20

    OpenGL extensions:

    GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,

    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_copy_texture,

    GL_EXT_polygon_offset, GL_EXT_subtexture, GL_EXT_texture_object,

    GL_EXT_vertex_array, GL_EXT_compiled_vertex_array, GL_EXT_texture,

    GL_EXT_texture3D, GL_IBM_rasterpos_clip, GL_ARB_point_parameters,

    GL_EXT_draw_range_elements, GL_EXT_packed_pixels, GL_EXT_point_parameters,

    GL_EXT_rescale_normal, GL_EXT_separate_specular_color,

    GL_EXT_texture_edge_clamp, GL_SGIS_generate_mipmap,

    GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,

    GL_SGIS_texture_lod, GL_ARB_multitexture, GL_IBM_multimode_draw_arrays,

    GL_IBM_texture_mirrored_repeat, GL_ARB_texture_cube_map,

    GL_ARB_texture_env_add, GL_ARB_transpose_matrix,

    GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,

    GL_EXT_secondary_color, GL_EXT_texture_env_add,

    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,

    GL_INGR_blend_func_separate, GL_NV_blend_square, GL_NV_light_max_exponent,

    GL_NV_texgen_reflection, GL_NV_texture_env_combine4,

    GL_SUN_multi_draw_arrays, GL_ARB_texture_border_clamp,

    GL_ARB_texture_compression, GL_EXT_framebuffer_object,

    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_MESA_window_pos,

    GL_NV_packed_depth_stencil, GL_NV_texture_rectangle, GL_ARB_depth_texture,

    GL_ARB_occlusion_query, GL_ARB_shadow, GL_ARB_texture_env_combine,

    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,

    GL_ARB_texture_mirrored_repeat, GL_ARB_window_pos,

    GL_EXT_stencil_two_side, GL_EXT_texture_cube_map, GL_NV_fog_distance,

    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_draw_buffers,

    GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_shader_objects,

    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_draw_buffers,

    GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_shadow_funcs,

    GL_EXT_stencil_wrap, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,

    GL_NV_primitive_restart, GL_ARB_fragment_program_shadow,

    GL_ARB_half_float_pixel, GL_ARB_occlusion_query2, GL_ARB_point_sprite,

    GL_ARB_shading_language_100, GL_ARB_sync, GL_ARB_texture_non_power_of_two,

    GL_ARB_vertex_buffer_object, GL_ATI_blend_equation_separate,

    GL_EXT_blend_equation_separate, GL_OES_read_format,

    GL_ARB_pixel_buffer_object, GL_ARB_texture_float,

    GL_ARB_texture_rectangle, GL_ATI_texture_compression_3dc,

    GL_EXT_pixel_buffer_object, GL_EXT_texture_mirror_clamp,

    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_ARB_framebuffer_object,

    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,

    GL_EXT_packed_depth_stencil, GL_ARB_vertex_array_object,

    GL_ATI_separate_stencil, GL_ATI_texture_mirror_once,

    GL_EXT_gpu_program_parameters, GL_EXT_texture_sRGB_decode,

    GL_OES_EGL_image, GL_ARB_copy_buffer, GL_ARB_half_float_vertex,

    GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, GL_ARB_texture_rg,

    GL_ARB_texture_swizzle, GL_ARB_vertex_array_bgra,

    GL_EXT_separate_shader_objects, GL_EXT_texture_swizzle,

    GL_EXT_vertex_array_bgra, GL_NV_conditional_render,

    GL_ARB_ES2_compatibility, GL_ARB_draw_elements_base_vertex,

    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions,

    GL_ARB_provoking_vertex, GL_ARB_sampler_objects, GL_EXT_provoking_vertex,

    GL_EXT_texture_snorm, GL_MESA_texture_signed_rgba, GL_NV_texture_barrier,

    GL_ARB_robustness, GL_ARB_texture_storage

    96 GLX Visuals

    visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav

    id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat

    ----------------------------------------------------------------------------

    0x021 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x022 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x0f0 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0f1 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0f2 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0f3 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0f4 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0f5 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0f6 24 tc 0 32 0 r . . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0f7 24 tc 0 32 0 r . . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0f8 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0f9 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0fa 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0fb 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0fc 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x0fd 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x0fe 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x0ff 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x100 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x101 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x102 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x103 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x104 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x105 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x106 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x107 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x108 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x109 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x10a 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x10b 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x10c 24 tc 0 24 0 r . . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x10d 24 tc 0 24 0 r . . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x10e 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x10f 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x110 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x111 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x112 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x113 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x114 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x115 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x116 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x117 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x118 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x119 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x11a 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x11b 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x11c 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x11d 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x11e 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x11f 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x120 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x121 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x122 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x123 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x124 24 dc 0 32 0 r . . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x125 24 dc 0 32 0 r . . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x126 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x127 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x128 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x129 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x12a 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x12b 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x12c 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x12d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x12e 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x12f 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x130 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x131 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x132 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x133 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x134 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x135 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x136 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x137 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x138 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x139 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x13a 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x13b 24 dc 0 24 0 r . . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x13c 24 dc 0 24 0 r . . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x13d 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x13e 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x13f 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x140 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x141 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x142 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x143 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x144 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x145 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x146 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x147 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x148 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x149 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x14a 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x14b 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x14c 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x05f 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    144 GLXFBConfigs:

    visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav

    id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat

    ----------------------------------------------------------------------------

    0x060 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x061 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x062 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x063 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x064 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x065 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x066 24 tc 0 32 0 r . . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x067 24 tc 0 32 0 r . . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x068 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x069 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x06a 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x06b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x06c 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x06d 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x06e 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x06f 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x070 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x071 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x072 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x073 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x074 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x075 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x076 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x077 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x078 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x079 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x07a 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x07b 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x07c 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x07d 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x07e 24 tc 0 24 0 r . . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x07f 24 tc 0 24 0 r . . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x080 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x081 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x082 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x083 24 tc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x084 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x085 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x086 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x087 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x088 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x089 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x08a 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x08b 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x08c 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x08d 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x08e 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x08f 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x090 0 tc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x091 0 tc 0 16 0 r . . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x092 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x093 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x094 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x095 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x096 0 tc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x097 0 tc 0 16 0 r . . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x098 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x099 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x09a 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x09b 0 tc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x09c 0 tc 0 16 0 r . . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x09d 0 tc 0 16 0 r . . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x09e 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x09f 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0a0 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0a1 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0a2 0 tc 0 16 0 r . . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0a3 0 tc 0 16 0 r . . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0a4 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0a5 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0a6 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0a7 0 tc 0 16 0 r y . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0a8 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0a9 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0aa 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0ab 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0ac 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None

    0x0ad 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 16 16 16 16 0 0 Slow

    0x0ae 24 dc 0 32 0 r . . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0af 24 dc 0 32 0 r . . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0b0 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0b1 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0b2 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 0 0 0 0 0 0 None

    0x0b3 24 dc 0 32 0 r y . 8 8 8 8 . . 0 16 0 16 16 16 16 0 0 Slow

    0x0b4 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x0b5 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x0b6 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x0b7 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x0b8 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 0 0 0 0 0 0 None

    0x0b9 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 0 16 16 16 16 0 0 Slow

    0x0ba 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x0bb 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x0bc 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x0bd 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x0be 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

    0x0bf 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

    0x0c0 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0c1 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0c2 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0c3 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0c4 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0c5 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0c6 24 dc 0 24 0 r . . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0c7 24 dc 0 24 0 r . . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0c8 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0c9 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0ca 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0cb 24 dc 0 24 0 r y . 8 8 8 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0cc 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0cd 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0ce 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0cf 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0d0 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0d1 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0d2 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0d3 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0d4 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0d5 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0d6 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0d7 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0d8 0 dc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0d9 0 dc 0 16 0 r . . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0da 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0db 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0dc 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None

    0x0dd 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 16 16 16 0 0 0 Slow

    0x0de 0 dc 0 16 0 r . . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0df 0 dc 0 16 0 r . . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0e0 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0e1 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0e2 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 0 0 0 0 0 0 None

    0x0e3 0 dc 0 16 0 r y . 5 6 5 0 . . 0 16 0 16 16 16 0 0 0 Slow

    0x0e4 0 dc 0 16 0 r . . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0e5 0 dc 0 16 0 r . . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0e6 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0e7 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0e8 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 0 0 0 0 0 0 0 None

    0x0e9 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 0 16 16 16 0 0 0 Slow

    0x0ea 0 dc 0 16 0 r . . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0eb 0 dc 0 16 0 r . . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0ec 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0ed 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    0x0ee 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 8 0 0 0 0 0 0 None

    0x0ef 0 dc 0 16 0 r y . 5 6 5 0 . . 0 24 8 16 16 16 0 0 0 Slow

    The drivers info page on Ubuntu Comunity Documentation for the one I use:

    https://help.ubuntu....ty/RadeonDriver

    It states to support my graphic card...

    Found this:

    "For anyone also having this issue, ensure that Optimus (Nvidia's graphics card switching technology) is disabled in the BIOS."

    Is there any chance that this will help?

  7. Did the console errors go away? I believe that is what myconid was referring to.

    Oh, yes! Thx.

    Any ideas how to get rid of the graphic errors?

    Perhaps turning off some stuff in the local.cfg recently added?

    Some additional infos:

    lsmod |grep radeon


    radeon 737789 3
    ttm 65344 1 radeon
    drm_kms_helper 45466 1 radeon
    drm 197692 5 radeon,ttm,drm_kms_helper
    i2c_algo_bit 13199 1 radeon

  8. There are two problems here.

    The terrain thing is caused by your GPU or driver.

    Yes, there are similar problems in Alpha 10.

    The errors are caused by your cache being out of date. Delete that and the errors should go away.

    Closed the game -> deleted ~/.cache/0ad (but mods where my rmgen stuff is). So all jit compiled files should be removed (If I get it right) -> Restarted Atlas.

    Still I got:

    post-14196-0-34107200-1344844368_thumb.p

    If I get it right I cannot use Alpha 10 and the SVN without emptying the cache between programm starts?

  9. I don't know if this is a bug caused by 0ad or the Driver (more likely the driver) but I hope to get some help here anyway.

    Alpha 10 seams to work fine mostly but have some minor graphic errors, too.

    My local.cfg:


    gentangents = true
    preferglsl = true

    When I open Atlas with the SVN revision 12394 it opens fine and shows the floor of the empty map properly.

    When I zoom out some artefecs appear: Black rectangles sometimes at random places depending on zoom and distant textures look like only parts of them are drawn:

    post-14196-0-22033300-1344812598_thumb.p

    When I generate "NEW RMS Test" and the first players Civil Centre comes into view polygones flip all over the 3D area of atlas:

    post-14196-0-34254400-1344812712_thumb.p

    Console outpot:

    TIMER| LoadDLL: 317.138 ms

    Cache: 200 (total: 2770) MiB

    TIMER| InitVfs: 160.928 ms

    TIMER| InitScripting: 3.58599 ms

    TIMER| CONFIG_Init: 43.9878 ms

    TIMER| RunHardwareDetection: 248.033 ms

    TIMER| InitRenderer: 44.2361 ms

    TIMER| ps_console: 127.795 ms

    TIMER| ps_lang_hotkeys: 1.6896 ms

    TIMER| common/emptyinit.xml: 90.3726 ms

    GAME STARTED, ALL INIT COMPLETE

    TIMER| ParseTerrain: 4.60534 ms

    ERROR: Could not load mesh 'cache/art/meshes/props/sarissa_b.dae.838f560c59ce33b5.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/sarissa_b.dae failed to load

    ERROR: Failed to build prop model "props/units/weapons/sarissa.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/shield/round_m_f.dae.68a79214529c088e.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/shield/round_m_f.dae failed to load

    ERROR: Failed to build prop model "props/units/shields/mace_pez_basic.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/sarissa_b.dae.838f560c59ce33b5.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/sarissa_b.dae failed to load

    ERROR: Failed to build prop model "props/units/weapons/sarissa.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/shield/round_m_f.dae.68a79214529c088e.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/shield/round_m_f.dae failed to load

    ERROR: Failed to build prop model "props/units/shields/mace_pez_basic.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/sarissa_a.dae.f45b6dac70610e01.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/sarissa_a.dae failed to load

    ERROR: Failed to build prop model "props/units/weapons/sarissa.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/shield/round_m_f.dae.68a79214529c088e.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/shield/round_m_f.dae failed to load

    ERROR: Failed to build prop model "props/units/shields/mace_pez_basic.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/shield/oval_s_f.dae.5fca0b19c27da291.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/shield/oval_s_f.dae failed to load

    ERROR: Failed to build prop model "props/units/shields/thracian_oval.xml" on actor "cavalry_javelinist_b_r"

    ERROR: Could not load mesh 'cache/art/meshes/props/head_beard_longhair.dae.33d44eb2dd32a3fd.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/head_beard_longhair.dae failed to load

    ERROR: Failed to build prop model "props/units/heads/head_spart_a.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/head_beard_longhair.dae.33d44eb2dd32a3fd.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/head_beard_longhair.dae failed to load

    ERROR: Failed to build prop model "props/units/heads/head_spart_a.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/head_beard_longhair.dae.33d44eb2dd32a3fd.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/head_beard_longhair.dae failed to load

    ERROR: Failed to build prop model "props/units/heads/head_spart_a.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/head_beard_longhair.dae.33d44eb2dd32a3fd.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/head_beard_longhair.dae failed to load

    ERROR: Failed to build prop model "props/units/heads/head_spart_a.xml" on actor "infantry_spearman_b"

    ERROR: Could not load mesh 'cache/art/meshes/props/weap_falcata_b.dae.74c3b455cc7f2e68.pmd'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/weap_falcata_b.dae failed to load

    ERROR: Failed to build prop model "props/units/weapons/falcata.xml" on actor "infantry_swordsman_b"

    TIMER| ParseEntities: 6.87637 s

    GAME STARTED, ALL INIT COMPLETE

    tex_codec.cpp(83): Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB))

    Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB))

    Location: tex_codec.cpp:83 (tex_codec_for_header)

    Call stack:

    (0x84406d0) ./pyrogenesis() [0x84406d0]

    (0x83df944) ./pyrogenesis() [0x83df944]

    (0x83e0744) ./pyrogenesis() [0x83e0744]

    (0x83dfec7) ./pyrogenesis() [0x83dfec7]

    (0x8435d4c) ./pyrogenesis() [0x8435d4c]

    (0x8435468) ./pyrogenesis() [0x8435468]

    (0x8414394) ./pyrogenesis() [0x8414394]

    (0x840ea07) ./pyrogenesis() [0x840ea07]

    (0x841322a) ./pyrogenesis() [0x841322a]

    (0x826467c) ./pyrogenesis() [0x826467c]

    (0x825bdb6) ./pyrogenesis() [0x825bdb6]

    (0x829e9cc) ./pyrogenesis() [0x829e9cc]

    (0x82a7726) ./pyrogenesis() [0x82a7726]

    (0x82aa893) ./pyrogenesis() [0x82aa893]

    (0x82ab0a6) ./pyrogenesis() [0x82ab0a6]

    (0x822866a) ./pyrogenesis() [0x822866a]

    errno = 0 (No error reported here)

    OS error = ?

    tex_codec.cpp(83): Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB))

    Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB))

    Location: tex_codec.cpp:83 (tex_codec_for_header)

    Call stack:

    (0x84406d0) ./pyrogenesis() [0x84406d0]

    (0x83df944) ./pyrogenesis() [0x83df944]

    (0x83e0744) ./pyrogenesis() [0x83e0744]

    (0x83dfec7) ./pyrogenesis() [0x83dfec7]

    (0x8435d4c) ./pyrogenesis() [0x8435d4c]

    (0x8435468) ./pyrogenesis() [0x8435468]

    (0x8414394) ./pyrogenesis() [0x8414394]

    (0x840ea07) ./pyrogenesis() [0x840ea07]

    (0x841322a) ./pyrogenesis() [0x841322a]

    (0x826467c) ./pyrogenesis() [0x826467c]

    (0x825bdb6) ./pyrogenesis() [0x825bdb6]

    (0x829e9cc) ./pyrogenesis() [0x829e9cc]

    (0x82a779e) ./pyrogenesis() [0x82a779e]

    (0x82aa893) ./pyrogenesis() [0x82aa893]

    (0x82ab0a6) ./pyrogenesis() [0x82ab0a6]

    (0x822866a) ./pyrogenesis() [0x822866a]

    errno = 0 (No error reported here)

    OS error = ?

    TIMER| shutdown TexMan: 126.622 us

    TIMER| shutdown Renderer: 40.5954 ms

    TIMER| shutdown SDL: 1.93747 ms

    TIMER| shutdown UserReporter: 14.178 us

    TIMER| shutdown ScriptingHost: 7.10502 ms

    TIMER| shutdown ConfigDB: 2.934 us

    TIMER| resource modules: 406.027 ms

    TIMER TOTALS (9 clients)

    -----------------------------------------------------

    tc_pool_alloc: 80.9627 Mc (2593x)

    tc_png_decode: 23.7217 Mc (45x)

    tc_dds_transform: 2789.03 kc (767x)

    tc_transform: 5852.69 kc (256x)

    tc_plain_transform: 2066.95 kc (256x)

    tc_ShaderGLSLLink: 473.446 Mc (47x)

    tc_ShaderGLSLCompile: 653.456 Mc (94x)

    tc_ShaderValidation: 98.2325 Mc (50x)

    xml_validation: 174.29 Mc (89x)

    -----------------------------------------------------

    TIMER| shutdown misc: 4.57747 ms

    (atlas:23666): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:23666): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    (atlas:23666): LIBDBUSMENU-GLIB-WARNING **: Trying to remove a child that doesn't believe we're it's parent.

    Any ideas how to fix this?

  10. The agricultural revolution brought us more food, not healthier food. :)

    Indeed. "Vegetarian tend to be healthier" is more like a wild guess then a evident fact. The problem starts with the vague word "healthy". What exsactly should that mean? Longer agerage live span compared to the average in general? More contented?

    Theres better evidence that food rich of proteines make you build mustles faster (That would be meat, eggs, milk products and some vegetarian products that are artificially made proteine rich).

    Iron rich food makes you feel more alive/active - you can actually sleep better (That would be some guts like liver or kidney and some vegetables like shugar beet sirup or pumpkin seeds).

    Vegeterian lipids are granting a slightly longer lifetime in average.

    But the best way to improof your life span is extreme abrosia - which conflicts getting tall and build mustles fast.

    Back than desease where quite often and more animals near the setlements meant a risen chance for that.

    So I don't think there are many good advices for food consumption fitting for everyone.

    However. IF any effect would be added depending on the food ratio for me it would be:

    - More meat -> more stamina (faster mustle gain)

    - More vegetables -> more health (reduced chance of desease)

    • Like 1
  11. I opened a new ticket for accessing entity templates from RMGEN/RMS to make entity placement more tidy: http://trac.wildfire...com/ticket/1589

    Please let us know if you have any ideas.

    Spahbod: I think the following ticket should be closed again: http://trac.wildfiregames.com/ticket/1449

    Please tell me what you think about this and how you would deal with the problem in this ticket: http://trac.wildfiregames.com/ticket/1565

    THX.

  12. Which one would you like to model? Some of the designs you posted were from the imperial era, and those probably won't work. Also, if they require exotic gameplay mechanics (like units-on-walls) they will be difficult to implement. Finally there's balancing - I don't think we'd want one civilization with hundreds of siege engines, especially if they are nearly identical gameplay-wise.

    Giving a civilization 100 different siege engines doesn't break the balance. Giving one civilization one uber unit (like perhaps hanibal ATM) breaks the balance.

  13. Has the Miletus scenario been updated, because the wall segments for the Hellenes seem to be missing in Alpha 10?

    Fewer gates are indeed needed for the Iberian bonus walls, something like two to three would be preferable to me.

    Since gates work now it would even be possible to completely remove gates from the Iberian civ bonus walls. That way the player would have to set them manually and loose some stones what might make things a bit more balanced as well. Keep in mind that on some maps some parts of the wall will be blocked by cliffs or other environmental stuff.

    Just tell me how you'd like it.

  14. Quote from http://irclogs.wildf...-%230ad-dev.log:

    17:55 * F00 throws shoe at the fortress map

    17:55 < Spahbod> F00: why ?

    17:56 < F00> I'm fixing gate closing behaviour (close as long as there are no collisions), using cmpObstruction's GetConstructionCollisions function

    17:57 < F00> Works great for player-built gates, but the fortress map has lots of overlap

    17:58 < Spahbod> We should ask FeXoR to look at it then.

    It seams that the cart/celt/brit/gaul gate has been redone and now have the proper width. They were shorter before so I added an exception for those cases to set the width properly. Removing the exception fixes that as far as I can see:

    SVN patch: http://fexor.dyndns....2012-7-29.patch

    The new wall_builder.js: http://fexor.dyndns....er2012-7-29.zip

  15. Now that gates work I added a patch that uses gates as default for the wall_builder.js: http://trac.wildfire...com/ticket/1533

    This includes the default Iberian civ bonus wall on all random maps.

    Perhaps now that long walls can be converted to gates the number of gates initially placed in the Iberian civ bonus walls should be reduced?

    Have a nice day!

    BTW: On random map Latium build with seed 463, small, 1 Iberian player bottom left is an unreachable area with trees. The players base don't provide not enough space for the wall as well. I don't really mind to only grant towers on most random maps as the Iberian civ bonus but I think in general players need about that space to build their base anyway.

  16. I don't see how we could borrow them since it's not open source :P We could get some ideas, implementing them is the challenging part.

    If we implement fancy terrain modeling techniques, why not do so in JavaScript and make them part of the random map generator? Unless it turns out to be a very slow process, but slow processes are annoying, we should make them fast. I've seen some decent terrain generators even in old 90s games. The random maps could certainly benefit from more realistic terrains, no less than Atlas.

    I agree. Keep in mind though that implementing it for random maps means you would have to generate a random map and save it as a scenario to use a random map ability for non random maps. Is there any part of the code that can be accessed by both (Atlas and rms)?

  17. I don't think we'd be using heightmaps for random maps even if we could. They are random maps. Not scenarios.

    Well, but:

    - Real terrain data: If we had access to a huge amount of terrain data (like e.g. from google earth) it would be a lot of work to build a scenario for all those areas at a suitable scale. Making random maps that only determine the biome and the use those heightmaps would grant a giant variety of realistic maps.

    - Randomly generated heightmaps: Not all heightmaps have to come from the real world. Anyways they could look more realistic.

    - Erosion on "normal" random maps: Random maps could in general get more realistic heightmaps by just applying a water erosion function to the generated heightmaps. That way riverbed could be generated just using the "default" noise heightmaps most RMS use. That already would look more realistic without really adding water to those riverbeds.

    That is a serious problem. Can you name the map specifically?

    Maps with unreachable areas with entities that can be gathered from:

    - Alpine Lakes: On low ground but still surrounded by cliffs e.g. seed 1130, 4 players, medium

    - Alpine Valley: On low ground but still surrounded by cliffs e.g. seed 1130, 4 players, medium

    - Archipelago: On islands e.g. seed 1130, 4 players, medium

    ...and many more.

    BTW: All RMS with isles have that problem.

    We currently use constraints to avoid such overlap.

    That doesn't work well for objects. If it would help I could add a tileclass for the Iberian civ bonus walls so those tiles could be avoided. It will be a lot work though because we have no access to the objects properties in RMGEN (which is really bad IMO) like footprint/obstruction size.

  18. In general it looks good. It seams that the waves are reflected at the edges. If you can't change that it might be a good idea to only capture the middle of the calculated area so the reflection cannot be seen. I'd love to play around with this ;)

  19. lol, that's one of my new models :down:

    Thanks for the bug report. There are still a few issues with the new system

    I like the model but it's very different from the other gates because of the "towers" at the ends. It fits well between two wall towers and leave a gap if you put a wall next to it (see random map "Wall Demo" at the bottom though this is not the common case ofc).

    I like differences between races though so I'd just make it a bit longer to fit directly to a wall. Sorry for grousing :unsure:

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