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Messages - RlyDontKnow

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1
You could try disabling GLSL.

Tried this and it crashed the client before it could finish loading. Deleted the line and reopened the client...may have made it worse?

it may be a good idea to clear the shadercache after changing that setting - from my experience not doing so and changing that setting may cause crashes/corrupt the cached shaders

2
hm, sorry, yeah, seems glintercept is win only, so won't be of much help here :sweatdrop:

apitrace offers such functionality as well, however I'm not sure if/how you can only trace a single/a few frames instead of tracing all the time X-/

3
What RlyDontKnow referred to was probably an already known issue with grass in relation to the Background Loader mode

nope, that one I already tracked down and fixed, I was curious whether it's loading or culling going mad there, but as it's not loading, it's most probably culling which doesn't make sense unless you have an undocumented config setting in your config that I added for testing purposes that forces a specific culler everywhere and have that set to default to enforce hardware culling.

now the big question is: why would culling be wrong?
that sector uses simple (software) frustum culling, so it's not driver related.
since it's not driver related and works everywhere else and there's no reason the position or bounding box of the grass would change in any way, it seems unlikely that's even the cause.

so... why else would it render incorrectly? I don't know :/

what you could do to help find the cause of the issue is:
1) try to add "PlaneShift.Loading.ForceCuller = crystalspace.culling.frustvis" to your planeshift.cfg ($HOME/.PlaneShift/planeshift.cfg) (just to be sure it's not a weird culler setting) - if it doesn't help, remove it again and do
2) set up glIntercept (with OneFrameOnly set to false in the config, instead hit the log key again after the grass re-appeared) so we could check the gl calls and see whether something is off there.
(note that I just recommend that as I have no idea what could possibly go wrong besied culling for you and because you seem to be the only one to have it (in other words: no dev/tester can reproduce it which makes it likely it's a hardware/OS/driver combination causing the issue))

4
could you check whether it also happens with background loading set to models?

5
add "Video.OpenGL.UseExtension.GL_ARB_shader_objects = false" to the planeshift.cfg

6
reflection issue is due to GLSL shaders lacking support for user-clip planes (which are used for reflections) and are already on the to-do list to be added, don't have an ETA yet, but should be fixed soon (not "soon" :P)

7
Complaint Department / Re: thanks for removing PvP
« on: April 10, 2012, 06:19:27 am »
I guess the current problem of physical immunity is not really an issue of magic rules, even though a mage benefits even more from that than a warrior. We have seen this issue partly when all attacks were scaled to inflict less damage, which eliminated many one shot kills in both pvp and pvm. Now we have some high quality armor for even more protection, and a few buffs (loot/spell) that seem to be additive. My hope is that there are big changes to come with the combat enhancements, that the system of armor based defense loses some of its additive nature and that critical hits will be introduced that break through an armors weak spot. Balancing of magic against combat is another big problem that can be addressed once both fields work (e.g. no more infinite mana and mental stamina).

to name the issue more on a "cause" level: PlaneShift lacks rules developers - as already raised many times in the wish list and complaint department boards here. yes, most mechanics aren't very balanced, but there's a fix for it: go and try to make people who may be suited step up and have them apply to the team.

without someone dedicated working on rules, there sure won't be a perfectly balanced system anytime soon.

and on another note: yes, it's an *alpha*.
that means features get added/changed regularily requiring balancing adjustments and even a simple bug fix can cause balancing changes (see AoE spells  ::|)
just think how it'd affect the mage<->warrior balancing when warriors actually get skills to use besides their simple standard attack ;)

8
Wish list / Re: Improved Wish List
« on: April 06, 2012, 05:08:53 pm »
I personally think it's better to first discuss it here and then post it as FR on the tracker when you already got your feedback and incorporated it, so you have a more ellaborate request on the tracker (which then may make it in one of the big collections so it doesn't get lost *chuckles*)

9
Wish list / Re: Make some objects in game environment movable
« on: March 30, 2012, 04:55:59 pm »
i.e. too much abuse.
it's not fun if someone builds a cage you cannot escape around you while you're afk or under the curse :P
or if people spam random items all over yliakum to climb up somewhere, etc.

10
Wish list / Re: Non-Euclidean Geometries in the DR
« on: March 13, 2012, 04:49:01 pm »
I really like the idea of non-euclidean geometries in the DR to give it a creepy feel.  My only concern is that this will make it even harder for newer players.  Right now the DR is frustrating if you don't know the way out and anything from a slight annoyance to a shortcut if you do.  Making the DR even more confusing will make it even more frustrating the first time, but once people have learned the way it won't really be any different.  If there were a way to randomize the start point, the end point, or some of the portal destinations, this would give the DR the desired effect every time.

also randomizing where you re-emerge into the living realm

totally... let's remove the curse and just spawn people at random places in the sewers *hides*

yes, weird stuff in DR would be fun... but: later imo.
making it obligatory to go through madness isn't helpful atm as it'd just make things even more frustrating for new players which are crucial to keep things going ;)

however something optional (maybe for a quest down there to kill some time if you actually didn't manage to find the way out ;P) would work fine I suppose - I still wouldn't count on such things getting priority, tho

11
Wish list / Re: Non-Euclidean Geometries in the DR
« on: March 13, 2012, 06:52:22 am »
it wouldn't be a load problem much. putting all in the same map will avoid load. The real problem is that portals are more heavy as you need to render the scene in the portal and put it as a texture (portal series used some tricks to reduce weight but that's a cs side work in any case).

Is this really the case? [...]
If I'm standing outside Kada's looking in, I'm actually looking through a portal into a separate sector. Of course, you're the expert.

yes. sectors and loading zones are different things. loading zones consist (usually) of multiple sectors (often something like 3-10, but it's really whatever you want).

portals however do have some performance issues, but they shouldn't be an issue as long as you don't see many at once (to check it out, stand at harn and look towards east hydlaa so you also see temple and sewer entrance - that's why it's slow there :P)

e.g. the sewers consist of many smaller sectors all connected via portals and it's not an issue at all ;)

to the actual point tho:
yeah, some spatial weirdness would be fun, but overdoing it with super weird labyrinths is a little over the top I think, it's already hard enough to find the DR exit for newcomers as it's now :P

12
Wish list / Re: Non-Euclidean Geometries in the DR
« on: March 11, 2012, 03:13:55 pm »
yes, it is possible using portals.
as you may or may not know in crystalspace (resp. planeshift) the world consists of multiple 3d spaces (sectors) connected via portals.

there are even examples of it in DR (if you manage to get to the bottom alive, there's a portal leading back up).

also there even are (somewhat) examples of such things, e.g. the sewers actually intersect with the plaza and several buildings you can enter are bigger inside than they are outside (e.g. kada-el's)

13
Wish list / Re: RP summary or a What's Happening window
« on: March 08, 2012, 09:16:35 am »
and who would keep that up to date?
after all there's no way to programmatically know who's playing which plot with whom or such

and personally I doubt even anyone actively playing knows about all plots going on atm, so this seems a little... off imo.

14
Linux Specific Issues / Re: Launching PS
« on: March 05, 2012, 04:47:10 pm »
check your settings in pslaunch and make sure that you either
1) have fullscreen disabled or
2) the set resolution is actually supported (e.g. matches your native resolution)

15
The Hydlaa Plaza / Re: 12 Days of PlaneShift - A Xiosiamas carol
« on: February 28, 2012, 08:39:02 am »
You could certainly sing that for the holidays, but I might reccomend, talad did give to me
rather than talad gave to me, it rolls off the tongue better

or just make it "laanx gave to me" :P

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