Forum rules


Before adding a bug or feature request please check it is not already in the bug tracker or answered in the FAQ.



v42 bugs

Post new topic Reply to topic  [ 30 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: v42 bugs
PostPosted: Sun Jan 25, 2009 12:40 am 
User avatar
Obliterated

Current Scorched3D Rank: Unranked



Joined: Wed Jun 14, 2006 11:18 pm
Posts: 1517
Location: United Kingdom
i hope its cool to start a thread here. ive noticed a few little things so far, but its hard to replicate, so i just have one for now...

there seems to be a bit of a problem with the landscape lod. its causing obvious flat squares in odd places:
Attachment:
landlod.jpg
landlod.jpg [ 150.61 KiB | Viewed 2447 times ]

Attachment:
nolandlod.jpg
nolandlod.jpg [ 163.05 KiB | Viewed 2448 times ]


Last edited by Laptops Daddy on Thu Mar 05, 2009 9:38 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 2:38 am 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
the before and after is just the viewport moved slightly, or something else?


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 3:03 am 
User avatar
Obliterated

Current Scorched3D Rank: Unranked






Joined: Sat Nov 05, 2005 9:29 am
Posts: 1958
Location: In a Rental.
gcamp wrote:
the before and after is just the viewport moved slightly, or something else?
LOD and no-LOD.

he's suggesting that with LOD on. flat patches were appearing in the
center of the tiled texture
Scorched3D Mod-Servers
Forum
Stats
Mods-Page


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 7:46 am 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked




Joined: Wed Aug 15, 2007 11:20 am
Posts: 2077
Location: At my home in Herrlingen, Germany. Recovering from another assassination attempt.
Check the area just to the west of his tank and also the island just to the west and across the channel.
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 10:42 am 
User avatar
Obliterated

Current Scorched3D Rank: Unranked



Joined: Wed Jun 14, 2006 11:18 pm
Posts: 1517
Location: United Kingdom
gcamp wrote:
the before and after is just the viewport moved slightly, or something else?

yes, as thrax ses, the second screenshot is having turned off lod [nolandlod on]. with lod on, the flat squares only disappear if i zoom in to 1cm above the ground.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 2:08 pm 
Singed

Current Scorched3D Rank: Unranked


Joined: Mon Feb 04, 2008 12:16 pm
Posts: 14
I noticed in 41.3 that when you define the landscapes.xml file and add multiple textureset choices for a landscapes, it isn't chosen randomly as the wiki says but goes one by one from top to bottom of the list. I'm posting here cause I'm quite sure noone noticed and the bug is still there.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 5:48 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
gf1024 wrote:
I noticed in 41.3 that when you define the landscapes.xml file and add multiple textureset choices for a landscapes, it isn't chosen randomly as the wiki says but goes one by one from top to bottom of the list. I'm posting here cause I'm quite sure noone noticed and the bug is still there.


What setting of landscape rotation is that with?


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 5:50 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
Laptops Daddy wrote:
gcamp wrote:
the before and after is just the viewport moved slightly, or something else?

yes, as thrax ses, the second screenshot is having turned off lod [nolandlod on]. with lod on, the flat squares only disappear if i zoom in to 1cm above the ground.


Thanks, I just wanted to know if it was LOD on/off or moving the viewport (to recalculate the LOD) that did it.

The LOD only uses a set number of sample points to determine the error for each LOD level, so I guess in this case the number of samples are just too small for the LOD to see the bumps in the heightmap.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Mon Jan 26, 2009 8:05 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
BTW if use stateTimeLogging=<frames to log> in the console it will give a far better indication of what is taking the time on the larger maps.

e.g. if I get 100 FPS I used stateTimeLogging=400 to log every 400 frames or 4 seconds


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Tue Jan 27, 2009 2:33 am 
User avatar
Obliterated

Current Scorched3D Rank: Unranked






Joined: Sat Nov 05, 2005 9:29 am
Posts: 1958
Location: In a Rental.
gcamp wrote:
BTW if use stateTimeLogging=<frames to log> in the console it will give a far better indication of what is taking the time on the larger maps.

e.g. if I get 100 FPS I used stateTimeLogging=400 to log every 400 frames or 4 seconds


If i get 100fps, i know i'm running the wrong game.. maybe like .. tetris or solitaire.
Scorched3D Mod-Servers
Forum
Stats
Mods-Page


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Tue Jan 27, 2009 3:43 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
:) sorry to hear that thrax, I get about 200 on my main machine and about 12 on my mac.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Tue Jan 27, 2009 3:44 pm 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
BTW I've updated the LOD code to change the error allowed for each patch continously. Before I only had 4 error levels which seems daft.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Wed Jan 28, 2009 11:28 am 
Singed

Current Scorched3D Rank: Unranked


Joined: Mon Feb 04, 2008 12:16 pm
Posts: 14
gcamp wrote:
gf1024 wrote:
I noticed in 41.3 that when you define the landscapes.xml file and add multiple textureset choices for a landscapes, it isn't chosen randomly as the wiki says but goes one by one from top to bottom of the list. I'm posting here cause I'm quite sure noone noticed and the bug is still there.


What setting of landscape rotation is that with?


Cyclemaps was off. To be more precise, I tested it again:
Selected a custom game with no mod on. Selected landscape "oldstyle", deselected everything else. Started a game, first it got the default texture. Clicked on mass tank kill to go to the next level. Then it looked like hell. After that it was sand and the fourth time it was even snowing. Now, if you look in the landscapes.xml at the part of the oldstyle map, it goes
<item>data/landscapes/texdefault.xml</item>
<item>data/landscapes/texhell.xml</item>
<item>data/landscapes/texsand.xml</item>
<item>data/landscapes/texsnow.xml</item>, with 4 more after these.
Can't be a coincidence I think.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Wed Jan 28, 2009 11:46 am 
User avatar
Site Admin
Not Signed Up For Stats

Joined: Mon Aug 04, 2003 4:09 pm
Posts: 4778
Location: Scotland
The actual (tex/defn) files are chosen on a least used basis. I'll change this to be random if there are several that have been used the same amount of times.


Top
 Profile  
 
 Post subject: Re: v42 beta bugs
PostPosted: Thu Jan 29, 2009 7:46 am 
User avatar
Desintigrated

Current Scorched3D Rank: Unranked




Joined: Wed Aug 15, 2007 11:20 am
Posts: 2077
Location: At my home in Herrlingen, Germany. Recovering from another assassination attempt.
Dear Gavin:

In hopes that the napalm had been fixed, I ran the beta version using your RGBY test map. This is not an ideal map test map but it does have flat ground and verticle walls.

Attachment:
beta-napalm-test.png
beta-napalm-test.png [ 743.11 KiB | Viewed 2216 times ]


I'm not sure if this is a bug or if it is intentional but napalm is still flowing due south on flat ground. Given sufficient time, it is also still climbing over verticle obstacles it encounters along the way.

In order to prevent any misunderstandings, I hope that no one will answer this time, other than you.

Is the southbound napalm intentional?

Thank you,

Rommel
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 30 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © phpBB Group