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Messages - res

Pages: [1] 2
1
Linux Specific Issues / Re: FIX: 0.3.017 on the Intel GMA X3000/G965
« on: November 24, 2006, 01:38:38 am »
I'm using Crystal Space revision 25942, which was the latest at the time.

r25942? I can't get past 25931... maybe I can borrow your time machine some time?

Anyhow, here are the changes to gldrivers.xml I devised:
http://trac.crystalspace3d.org/trac/CS/changeset/25931

I'd be grateful if you could see if those changes properly work around the issues. (Just download the gldrivers.xml via the SVN web interface; don't forget to undo your own tweaks first.)

Thanks,
-f.r.

2
Linux Specific Issues / Re: FIX: 0.3.017 on the Intel GMA X3000/G965
« on: November 23, 2006, 06:00:56 pm »
Can you please run planeshift with "--verbose=-scf" arguments from the shell and capture the output (with and without your changes) and get those logs somehow to me?

Thanks,
-f.r.

3
Type "dxdiag" into your run command, go to the Display tab, and you'll see the driver version to the right.

This thread: http://hydlaa.com/smf/index.php?topic=25552.msg284472#msg284472 also describes some alternative ways to obtain the driver version.

4
Code: [Select]
Video.OpenGL.UseExtension.GL_EXT_texture_compression_s3tc
Video.OpenGL.UseExtension.GL_ARB_texture_compression

Interesting. Some ATI drivers don't like RECT textures uploaded to a compressed format. Maybe neither do some NV drivers.

5
If b) or c) is true for you, post here your graphic card type and driver version. Change the psclient.cfg file back to the original values.

And if actually (a) is true for you, and you happen to have an NVidia GeForce, please post your hardware and driver, as well...

Thanks,
-f.r.

6
GLinfo2 log of my GeForce2 GTS
The problem with "psclient -console" under Windows is, that psclient will open a new console, and you won't be able to redirect its output to a file.
Instead of "-console", "-logfile" would have been much much more useful!

For redirection just omit -console:
psclient.exe -verbose=-scf > log.txt

7
Thanks.

Though the call was meant a bit more general:

If anyone experiences problems that are fixed by disabling XXX_texture_rectangle, please tell me the graphics card and driver version you use.
GLinfo2, already mentioned in the main article, is a good tool for that.
Alternatively, run PlaneShift with the command line parameters -verbose=-scf -console and look for OpenGL related stuff in the output (things looking similar to GeForce4 Ti 4200 with AGP8X/AGP/SSE2 (vendor: NVIDIA Corporation) version 1.5.5 / GL driver: NV4_DISP 6.14.10.8421).

8
If disabling XXX_texture_rectangle helps for you, please tell me the graphics card and driver version you use. Thanks.

9
Linux Specific Issues / Re: A problem half a year in the making...
« on: July 05, 2006, 02:04:33 am »
wrt ptmalloc: perhaps try the -fvisibility=hidden change recently made to cel.

10
DXT1c is colour only (no alpha),
DXT1a has that 1bit alpha.
DXT3 adds support for a four-bit explicit alpha channel, on top of DXT1's color compression. Four-bit explicit alpha allows for sixteen distinct alpha values, making it good for textures with sharply contrasting translucent/opaque areas.
DXT5 ssupports a four-bit interpolated alpha channel. Three bits are used to determine explicit alpha values, and two eight-bit values are used to interpolate gradually between them. This makes the format especially suited for soft gradients and other textures where the alpha areas vary less wildly. The least compressed option.

For the record:
DXT1c/DXT1a are essentially the same format; they compress to 4bits/bixel.
DXT3/DXt5 both compress to 8bits/pixel (hence "The least compressed option" is somewhat misleading; DXT3 is just as "bad").


What matters is that the engine and the graphics card have support for the texture. The first is a yes, and the second is most likely a yes unless you're using quite old hardware (not new enough to run modern games).

And even if the hardware does not support DXT compression, CS will uncompress it to something the hardware understands.



Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. --Santiago

11
Internally in Crystal Space and on the card textures are ALWAYS stored as 32-bit. So it doesn't help to convert them to 8-bit. You will not gain any memory by doing that.

That's not technically 100% correct either. The textures might get stored on the card compressed (ie DXT), which amounts to 4bpp to 8bpp per pixel - however this is not a *paletted* image. The quality is somewhat worse than a full 32bit image, but with a typical game texture the difference is hard to see, and it beats paletted images.

DDS images can store textures in a number of formats, but notably they support the abovementioned DXT. Together with the support for storing mipmaps in DDSes, this removes the need to do any processing of the image after loading; hence the significant speed boost.

12
Technical Help: Problems BEFORE entering the game /
« on: January 26, 2006, 04:03:56 pm »
Quote
Originally posted by Wired_Crawler
EDIT: Argh... I thought You mean only PS sources... CS is too big, I\'m afraid, to download it this way.


For CS nightly source snapshots are available at http://crystalspace3d.org/cvs-snapshots/.

13
Technical Help: IN GAME bugs (after loading world) /
« on: January 09, 2006, 09:07:33 pm »
Quote
Originally posted by stfrn
The cause of this problem is that the gui can only display ascii characters- but any unicode characters can be inputed. MSword for one likes to use it\'s own symbols instead of common punction such as the \"\" in that picture.


CS _can_ display Unicode characters (given the font supports them). However, you need to feed the output routines UTF-8 encoded strings.

14
Technical Help: Problems BEFORE entering the game /
« on: August 30, 2005, 01:49:27 am »
Quote
Originally posted by DaveG
I have the mobile version, which has the most complaints, and it crashes within a minute of loading the world.  Others don\'t seem to get that far, and others still have just complained about a noticeable performance hit.


Yeah, for mobile versions you\'re usually at the mercy of the laptop vendor, and afaik commonly they don\'t really give updates at all. In this case, Omega drivers are preferable (though, ATIs own mobile drivers are prolly better than vendor drivers, too).
As you may know, ATI offered mobile drivers only recently. The non-mobile drivers don\'t even install machines with on ATI mobile chips - so any drivers are likely crappy vendor drivers as mentioned above. For that reason I\'ll just ditch all Mobile error reports :P

Quote
Originally posted by DaveG
Terrible performance! Please help...
ATI RadeOn 9200 SE 128 MB on Windows
1-5 FPS; graphical glitch at character creation; wouldn\'t go to full-screen fully
Switch to 3rd party drivers fixed it.


Says: \"I had some generic Windoze stuff\" ... so ATI drivers probably had helped that guys the same way.

Quote
Originally posted by DaveG
Help - screen freeze
ATI Radeon 9600 128MB on PowerMac G5
Freeze during all combat
Downgrade of settings file fixed it.


Having a hard time deciphering the solution provided. If changing some settings file fixed the issue, the driver may not to be blamed at all. But otoh, I don\'t know the OS/X driver quality; but then, official vs Omega is prolly moot anyway - or is there an Omega for OS/X? :P

Quote
Originally posted by DaveG
Game doesn\'t open
ATI Radeon 9200 on Windows
Crashes on load; stays listed as an active proccess, without a window
No reply.


Real issue stays unknown; from the description given I would not immediately blame the driver, though.

Quote
Originally posted by DaveG
Direct Rendering not working with Planeshift
ATI Radeon 9700 Mobility on SuSE Linux
Error at startup
Downgrade of kernel fixed it.  (?)


May be a system configuration issue, may be a CS issue.

Quote
Originally posted by DaveG
If your Radeon doesnt work, post here!
ATI Radeon 7500 Mobility AGP 32MB on Windows (2 listings)
ATI Radeon 7500 AllInWonder PCI 64MB on Windows
ATI Radeon 9800 XT on Windows
ATI Radeon 7500 AGP 64MB on Windows
\"No hardware acceleration\" errors; DirectDraw errors
Seems to be fixed with switch to 3rd party drivers.  (No reply.)


\"No hardware acceleration\" probably means that no ATI drivers are installed at all and Microsoft\'s sucky default OpenGL kicks in.
Wrt \"DirectDraw\" errors... I wonder how the respective posters came to this conclusion. PS itself does not come with a trace of code using DDraw.

Quote
Originally posted by DaveG
First load screen
ATI Radeon 7000 series on Windows
Crashes on load
Fixed by updating PlaneShift


So, driver not to blame.

Quote
Originally posted by DaveG
Choppy performance - Indirect rendering?
ATI Radeon 9600 with 64-bit drivers on Gentoo Linux
ATI Radeon 9800 AllInWonder Pro on Linux
1-8 FPS; \"no indirect rendering\" errors
Fix may be to compile kernel without DRI support (No replys; second card was not fixed by this)


Might be a CS issue.

Quote
Originally posted by DaveG
Can\'t launch the game
ATI Radeon 9700 Pro 128MB on Windows
ATI Radeon 9700 Pro 128MB on Ubuntu Hoary Linux
Crashes on load; error with cstgaimg.dll (dump posted)
Workaround by ignoring errors, and letting PlaneShift load in the background.  (?)


IIRC that bug was not related to drivers at all.

Quote
Originally posted by DaveG
CS - openGL - Radeon issues
ATI Radeon IGP 320M on Slackware Linux
ATI Radeon 9600 Pro on Windows
Max CPU on execution of \"_ZNI4csGraphics3D4OpenEv\"; 1 FPS
Possible faulty code listed.


Though, in another CS app, that same code works. It would have been more interesting if the reporter would have just checked which code actually maxes the cpu.
AryHann\'s issue was probably unrelated.

Quote
Originally posted by DaveG
PlaneShift freezing
ATI Radeon 9600 XT on Windows
Freezes after 10-45 minutes
No replies.


May be driver, may be something completely different.

Quote
Originally posted by DaveG
A crash right in the beginning
ATI Radeon 9000 64MB on Windows
Crashes when character turns; error with atioglxx.dll
No reply.


Well, at least we know Catalyst 4.12 can cause problems... on PS from Jan 2005, at least.

Quote
Originally posted by DaveG
Computer crashes
ATI Radeon 9800 Pro 256MB on Windows
Crashes after a few minutes
Possible fix is to force AGP2x instead of AGP4x.  (No reply.)


Outcome unknown. May be driver, may be something completely different.

Quote
Originally posted by DaveG
Suse Linux 9 and ATI do this before installing
ATI Radeon 8500+ on SuSE Linux
2 drivers listed to fix various problems.
Recommends running ldconfig as root after installing to refresh the dynamic linker cache.


Sounds more like system configuration issues being discussed.

Quote
Originally posted by DaveG
gfx ati radeon mobility M6 LY : no 3d
ATI Radeon Mobility M6 LY on Linux
\"no graphic renderer\" error; driconf doesn\'t work; \"libGL is too old\" error
No reply.


Sounds like a system configuration issue.

Quote
Originally posted by DaveG
Ati Radeon 9550 256MB
Thinking of getting an ATI card
Seems like he might have ended up with an nVIDIA card.  (No reply.)


Not even a PS problem here.

Quote
Originally posted by DaveG
[Tips]How to not crash in CB and others
ATI Radeon 9600 XT
Crashes with Vertex Buffer Object on
Solution:  Don\'t turn it on


Catalyst 4.12, hardly \"recent\" by now.


So? Of all those problems, I have to look hard to find one that indicates that generally not using the latest drivers is good.
Problems can have many reasons - the driver is just one facet of many, many, many.

IMO \"The most recent official Radeon drivers for Windows do not work with PlaneShift. \" is as such not right. Using Omega drivers is one way to attempt to fix issues, but you make it sound like they would be the end to all problems PS users with (coincidentally) ATI graphic cards have.

15
Technical Help: Problems BEFORE entering the game /
« on: August 29, 2005, 01:40:14 pm »
Quote
Originally posted by DaveG
Issues like getting 2 frames a second and crashing...  


The more detailed and specific the error reports are, the higher the chances for fixes are...

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