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Messages - Khaki

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1
Did you copy the PlaneShift folder into our Applications folder first?

2
General Discussion / Re: Graphics outlook for PS and crystal space.
« on: March 19, 2010, 06:27:51 pm »

b) they have a sorting (search ::) )  algorithm that pretty much allows them to easily load only small subsets of the of the 3D points depending on 'camera' view and position/object orientation/perspective/occlusion so that they only have to reconstruct/render the visible geometry

Shading won't work properly (and it doesn't in their videos) since hidden geometry can also contribute to the overall shading of a scene. As a workaround, they may be able to generate/use 'lower quality' models (smaller sample sets) for hidden geometry - but that will still slow it down a lot and invalidate their statement regarding the fact that they only need to process a number of points that's only up to the number of pixels on the screen.
I did wonder about the shading problem, and you're right its quite evident in their videos.  The narrator dismisses this though but I wasn't clear about his reasoning.

Quote
http://hyperfun.org/wiki/doku.php?id=hyperfun:main - a good place to start looking into 'non polygon' things  :)

nice site.  on their main page they talk about modeling the internal structure of their models, which struck me as interesting.  they're solid (as much as they want to be) in contrast to the hollow models we have now.  imagine breaking a stone in game to reveal a unique jagged rough surface as opposed to some preformed polygon surface. the visual realism would almost supplant the creative description made by the role players (not that it ever could... or could it?).

Their approach completely fails with animation. You would break the rock, wait a while and see the rock broken. There's no way to interpolate between the two. That's why companies will use polygons for the forseeable future.

3
Yes, the crystalspace engine is usually updated with each new binary and it was updated in 0.5.3.

4
This issue should be fixed in an upcoming release.

5
You are crashing in actor appearance (helms, equipment) code. There is no known workaround. Please report on the bug tracker with your crash ID.

6
Anfa, what version of the client are  you running?

7
Mac OSX Specific Issues / Re: Instant crash
« on: March 03, 2010, 03:38:56 pm »
You can paste it here: http://www.pastebin.ca

8
I checked your new crash report and you are still crashing shader evaluation. Maybe you should try deleting the shadercache.

9
i also have the dr crash problem... on a brand spanking new Gateway NV59 with all new updated drivers!!!!

What is your crashid?

10
Your crash report indicates you are crashing in shader evaluation. We need to know the exact graphics card you are using.

Thanks.

11
Technical Help: IN GAME bugs (after loading world) / Re: Need help..
« on: March 01, 2010, 11:32:06 am »
My NPC's wont load but everything else is there so im stuck in the tutorial please help

Please go to graphics settings in pslauncher and turn background loading to off. Let us know if this fixes it.

12
Mac OSX Specific Issues / Re: Updating 5.2
« on: February 27, 2010, 02:56:36 am »
Also, did you remember to drag the PlaneShift folder to your Applications folder first?

13
Mac OSX Specific Issues / Re: Updating 5.2
« on: February 27, 2010, 02:02:55 am »
How did you install 0.5.2? Did you download the 0.5.2.1 installer from www.planeshift.it ?

14
It still seems to crash in the ATI drivers. The last thing I can suggest is to use an alternative set of drivers, the ATI Omega drivers.

15
Guilds Forum / Re: [ORGANISATION] The Starfish Alliance
« on: February 24, 2010, 12:53:50 pm »
The new release (0.5.2.1) fixes a lot of problems and crashes that were there with the initial 0.5 releases. Also if you crash with this new release and give us your crash id, we can pinpoint your problem.

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