Andjety Posted May 5, 2014 Report Share Posted May 5, 2014 Hello,I can't see the water, in alpha 15 and 16. I could before (i'm not sure thought, if it is related to the passage between 14 and 15, or other thing i may have done elsewhere). I don't know why.I'm with ubuntu with the driver flgrx for my amd card (may be because of that?) Could that be a bug?I have no other issue (that i would know about) otherwise with my desktop (watching HD movies works fine, for exemple).Ciao Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted May 5, 2014 Report Share Posted May 5, 2014 Can you disable fancy water effects (in the game settings)? I remember some effects caused the water to disappear on some graphics cards. 1 Quote Link to comment Share on other sites More sharing options...
Andjety Posted May 5, 2014 Author Report Share Posted May 5, 2014 That works.I have disabled all, and i can see the water again.Thank you.May be i should test wich effect is responsible for that... 1 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 6, 2014 Report Share Posted May 6, 2014 Can you attach your system_info.txt? (from the game's log directory) That will tell us more about your graphics card and drivers. You could also mention the graphics options you have enabled in local.cfg (if applicable) and user.cfg. Quote Link to comment Share on other sites More sharing options...
Andjety Posted May 7, 2014 Author Report Share Posted May 7, 2014 Here it is: (generated 2014-05-05 15:40:37 UTC)OS : Linux 3.13.0-22-generic (#44-Ubuntu SMP Wed Apr 2 20:04:41 UTC 2014)CPU : i686, Intel Core i5-2550K @ 3.40GHz (1x4x1), 3.40 GHzMemory : 8046 MiB; 1214 MiB freeGraphics Card : ATI AMD Radeon R7 200 Series OpenGL Drivers : 4.3.12798 Compatibility Profile Context 13.35.1005; OpenGL 4.3.12798 Compatibility Profile Context 13.35.1005Video Mode : 1920x1080:32Sound Card : UnknownSound Drivers : UnknownOpenGL Extensions: GL_AMDX_debug_outputGL_AMD_blend_minmax_factorGL_AMD_conservative_depthGL_AMD_debug_outputGL_AMD_depth_clamp_separateGL_AMD_draw_buffers_blendGL_AMD_framebuffer_sample_positionsGL_AMD_gcn_shaderGL_AMD_gpu_shader_int64GL_AMD_interleaved_elementsGL_AMD_multi_draw_indirectGL_AMD_name_gen_deleteGL_AMD_performance_monitorGL_AMD_pinned_memoryGL_AMD_query_buffer_objectGL_AMD_sample_positionsGL_AMD_seamless_cubemap_per_textureGL_AMD_shader_atomic_counter_opsGL_AMD_shader_stencil_exportGL_AMD_shader_stencil_value_exportGL_AMD_shader_trinary_minmaxGL_AMD_stencil_operation_extendedGL_AMD_texture_cube_map_arrayGL_AMD_texture_texture4GL_AMD_transform_feedback3_lines_trianglesGL_AMD_transform_feedback4GL_AMD_vertex_shader_layerGL_AMD_vertex_shader_viewport_indexGL_ARB_ES2_compatibilityGL_ARB_ES3_compatibilityGL_ARB_arrays_of_arraysGL_ARB_base_instanceGL_ARB_blend_func_extendedGL_ARB_clear_buffer_objectGL_ARB_clear_textureGL_ARB_color_buffer_floatGL_ARB_compatibilityGL_ARB_compressed_texture_pixel_storageGL_ARB_compute_shaderGL_ARB_conservative_depthGL_ARB_copy_bufferGL_ARB_copy_imageGL_ARB_debug_outputGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_buffers_blendGL_ARB_draw_elements_base_vertexGL_ARB_draw_indirectGL_ARB_draw_instancedGL_ARB_explicit_attrib_locationGL_ARB_explicit_uniform_locationGL_ARB_fragment_coord_conventionsGL_ARB_fragment_layer_viewportGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_no_attachmentsGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_geometry_shader4GL_ARB_get_program_binaryGL_ARB_gpu_shader5GL_ARB_gpu_shader_fp64GL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_imagingGL_ARB_instanced_arraysGL_ARB_internalformat_queryGL_ARB_internalformat_query2GL_ARB_invalidate_subdataGL_ARB_map_buffer_alignmentGL_ARB_map_buffer_rangeGL_ARB_multi_bindGL_ARB_multi_draw_indirectGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_occlusion_query2GL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_program_interface_queryGL_ARB_provoking_vertexGL_ARB_query_buffer_objectGL_ARB_sample_shadingGL_ARB_sampler_objectsGL_ARB_seamless_cube_mapGL_ARB_seamless_cubemap_per_textureGL_ARB_separate_shader_objectsGL_ARB_shader_atomic_countersGL_ARB_shader_bit_encodingGL_ARB_shader_group_voteGL_ARB_shader_image_load_storeGL_ARB_shader_image_sizeGL_ARB_shader_objectsGL_ARB_shader_precisionGL_ARB_shader_stencil_exportGL_ARB_shader_storage_buffer_objectGL_ARB_shader_subroutineGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shading_language_420packGL_ARB_shading_language_packingGL_ARB_shadowGL_ARB_shadow_ambientGL_ARB_stencil_texturingGL_ARB_syncGL_ARB_tessellation_shaderGL_ARB_texture_border_clampGL_ARB_texture_buffer_objectGL_ARB_texture_buffer_object_rgb32GL_ARB_texture_buffer_rangeGL_ARB_texture_compressionGL_ARB_texture_compression_bptcGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_cube_map_arrayGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_gatherGL_ARB_texture_mirror_clamp_to_edgeGL_ARB_texture_mirrored_repeatGL_ARB_texture_multisampleGL_ARB_texture_non_power_of_twoGL_ARB_texture_query_levelsGL_ARB_texture_query_lodGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_texture_rgb10_a2uiGL_ARB_texture_snormGL_ARB_texture_storageGL_ARB_texture_storage_multisampleGL_ARB_texture_swizzleGL_ARB_texture_viewGL_ARB_timer_queryGL_ARB_transform_feedback2GL_ARB_transform_feedback3GL_ARB_transform_feedback_instancedGL_ARB_transpose_matrixGL_ARB_uniform_buffer_objectGL_ARB_vertex_array_bgraGL_ARB_vertex_array_objectGL_ARB_vertex_attrib_64bitGL_ARB_vertex_attrib_bindingGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_vertex_type_10f_11f_11f_revGL_ARB_vertex_type_2_10_10_10_revGL_ARB_viewport_arrayGL_ARB_window_posGL_ATI_draw_buffersGL_ATI_envmap_bumpmapGL_ATI_fragment_shaderGL_ATI_meminfoGL_ATI_separate_stencilGL_ATI_texture_compression_3dcGL_ATI_texture_env_combine3GL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_EXT_abgrGL_EXT_bgraGL_EXT_bindable_uniformGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_copy_bufferGL_EXT_copy_textureGL_EXT_depth_bounds_testGL_EXT_direct_state_accessGL_EXT_draw_buffers2GL_EXT_draw_instancedGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_histogramGL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_packed_pixelsGL_EXT_pixel_buffer_objectGL_EXT_point_parametersGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_specular_colorGL_EXT_shader_image_load_storeGL_EXT_shader_integer_mixGL_EXT_shadow_funcsGL_EXT_stencil_wrapGL_EXT_subtextureGL_EXT_texgen_reflectionGL_EXT_texture3DGL_EXT_texture_arrayGL_EXT_texture_buffer_objectGL_EXT_texture_compression_bptcGL_EXT_texture_compression_latcGL_EXT_texture_compression_rgtcGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_addGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lodGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_rectangleGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_shared_exponentGL_EXT_texture_snormGL_EXT_texture_storageGL_EXT_texture_swizzleGL_EXT_timer_queryGL_EXT_transform_feedbackGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_EXT_vertex_attrib_64bitGL_IBM_texture_mirrored_repeatGL_INTEL_fragment_shader_orderingGL_KHR_debugGL_KTX_buffer_regionGL_NV_blend_squareGL_NV_conditional_renderGL_NV_copy_depth_to_colorGL_NV_copy_imageGL_NV_depth_buffer_floatGL_NV_explicit_multisampleGL_NV_float_bufferGL_NV_half_floatGL_NV_primitive_restartGL_NV_texgen_reflectionGL_NV_texture_barrierGL_SGIS_generate_mipmapGL_SGIS_texture_edge_clampGL_SGIS_texture_lodGL_SUN_multi_draw_arraysSMBIOS: And user.cfg:gentangents = "true"preferglsl = "true"watercoastalwaves = "false"waterfoam = "false"waternormals = "false"waterrealdepth = "false"waterreflection = "false"waterrefraction = "false"watershadows = "false"windowed = "false"I had all water effect enable. If you like, i could test exactly wich of them makes the water to disapere. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 7, 2014 Report Share Posted May 7, 2014 Thanks! I had all water effect enable. If you like, i could test exactly wich of them makes the water to disapere. Sure, that would be good to know I suspect it's a driver bug. Quote Link to comment Share on other sites More sharing options...
Andjety Posted May 8, 2014 Author Report Share Posted May 8, 2014 The problem seems to come with the conjonction of:NO post-traitementAND profondeur réelle de l'eau (actual water depth)But sometimes the option post-traitement make the map disapere (dark map, only units are visible). Another option (don't know wich... ) makes the game crashing.Otherwise, without "actual water depth", no problem. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.