zoot
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Everything posted by zoot
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Would we need to ship and maintain an actual compatability database? That seems a bit complex, though I guess that is what game studios do.
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Previewing a map in the game setup screen.
zoot replied to Spahbod's topic in Game Development & Technical Discussion
Is there a reason the image can't be stored inside the .pmp? Seems less fragile. -
$ wx-config --libs -L/usr/local/lib -pthread -lwx_gtk2u_xrc-2.9 -lwx_gtk2u_html-2.9 -lwx_gtk2u_qa-2.9 -lwx_gtk2u_adv-2.9 -lwx_gtk2u_core-2.9 -lwx_baseu_xml-2.9 -lwx_baseu_net-2.9 -lwx_baseu-2.9 libwx_gtk2u_gl-2.9 seems conspicously absent from that list? (Note that I've 'reinstalled' 2.8 on top of 2.9)
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I did crudely do configure;make;make install on top of the previous installation. I don't know if that messes it up? $ ldd libAtlasUI.so | grep libwx_gtk2u_gl-2.9.so.3 libwx_gtk2u_gl-2.9.so.3 => /usr/local/lib/libwx_gtk2u_gl-2.9.so.3 (0x00007f561d59d000) Oddly, the file at that path does exist.
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Well, it started segfaulting later, but yes, it's good to know that a fix at least exists in some abstract sense.
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Nice work. These horizontal lines seem a bit unnatural, IMO: Think the rocks will look good with AO, though.
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
That did the trick. Well done. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
For what it's worth, when I change this line: to this: <material>terrain_base.xml</material> it does look just like plain grass. So it must be something in the shaders/materials. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Deal. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
<?xml version="1.0" encoding="utf-8"?> <terrain> <textures> <texture name="baseTex" file="grass1_spring.dds"/> <texture name="normTex" file="snow grass 2_norm.png"/> <texture name="specTex" file="snow grass 2_spec.png"/> </textures> <material>terrain_norm.xml</material> </terrain> -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
$ git reset --hard HEAD HEAD is now at aa071ab missing images -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
No, I do have it. Which git commands would you issue to make sure that your working directory is exactly identical to upstream? -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
By the way, I've noticed that the blades of grass are always rendered behind all other objects. Is that a technical limitation or artistic decision? -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I've removed both lines and it's still black. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I have no such line in that file: <?xml version="1.0" encoding="utf-8"?> <terrain> <textures> <texture name="baseTex" file="snow grass 2.dds"/> <texture name="normTex" file="snow grass 2_norm.png"/> <texture name="specTex" file="snow grass 2_spec.png"/> </textures> <material>terrain_norm.xml</material> </terrain> -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It isn't even all that slow in-game. Sure, the mouse pointer is a bit heavier, but this is a netbook. On a high-end system it could handily be an option. (Not that we shouldn't try to optimize it anyway, of course.) -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Grass is working Still some issue with "snow grass 2", though. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I've reset back to upstream/terrainmapping. I get this error now: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/terrain/types/grass1_spring.png" Cool! What would the transparency be missing? Can I fix it? -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Okay, downgraded wxWidgets. It's "Snow/Snow Grass 2" that's at fault: I get no missing-texture errors. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Here is Celts Sandbox: Atlas has begun segfaulting sometime after I upgraded wxWidgets (though the Actor Editor worked when I tried yesterday): ERROR: DllLoader: dlopen(libAtlasUI.so) failed: libwx_gtk2u_gl-2.9.so.3: cannot open shared object file: No such file or directory; dlopen(libAtlasUI_dbg.so) failed: libAtlasUI_dbg.so: cannot open shared object file: No such file or directory; TIMER| LoadDLL: 109.79 ms Atlas.cpp(46): The Atlas UI was not successfully loaded and therefore cannot be started as requested. The Atlas UI was not successfully loaded and therefore cannot be started as requested. Location: Atlas.cpp:46 (ATLAS_Run) Call stack: (0x805fda) ./pyrogenesis() [0x805fda] (0x7abd71) ./pyrogenesis() [0x7abd71] (0x7aca4e) ./pyrogenesis() [0x7aca4e] (0x58e0c1) ./pyrogenesis() [0x58e0c1] (0x58e198) ./pyrogenesis() [0x58e198] (0x41c977) ./pyrogenesis() [0x41c977] (0x4135d7) ./pyrogenesis() [0x4135d7] (0x7f158bef276d) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7f158bef276d] (0x41c105) ./pyrogenesis() [0x41c105] errno = 0 (No such file or directory) OS error = ? Aborted (core dumped) -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
In the latest version, some terrains are black, but others are not. This is Oasis 1: This is your test map: Can you name a map that uses grass1_spring? I thought the test map did, but on that it actually looks like its the snowy portions that are broken. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I happens on other textures too. This is one of the Oasis maps: Also, Atlas segfaults when I attempt to start it. Currently recompiling. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
No more errors, but the texture just shows as black: I'll try playing around with number of layers etc. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
GAME STARTED, ALL INIT COMPLETE ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1): GL_INVALID_OPERATION OpenGL error(s) occurred: 0502 Using Xcursor to sys_cursor_create 32 x 32 cursor ERROR: CRenderer::EndFrame: GL errors occurred Walk away if I'm stressing you out