Bug with New Gas giant Textures

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Bug with New Gas giant Textures

Postby STEVE555 » Sun Mar 18, 2012 7:28 am

Hi all,
I downloaded the latest commits from the SVN version of Vegastrike the other day.
I've ran the game a few times since,but when I'm doing a mission, vegastrike seems to crash when I do a jump into a new system which is involving the new Gas Giant Textures.
I'm not 100% sure that is the problem,but I think it certainly points in that direction, because I have been having problems since I updated my copy of the repository. I've tried doing a distclean and doing a re-compile using my ./configure options,but that hasn't cured the problem. I've waited a couple of days to report the problem to see if anybody else has noticed the problem. The errors while I'm running the game are here:
Code: Select all
nvgl ./vegastrike
Registering codec ogg.
 In path /home/steve/VegaStrike/vegastrike
Vega Strike 
See http://www.gnu.org/copyleft/gpl.html for license details.

GOT SUBDIR ARG =
Found data in /home/steve/VegaStrike/data
Using /home/steve/VegaStrike/data as data directory
Using .vegastrike as the home directory
Found MODDIR = /home/steve/VegaStrike/data/mods
USING HOMEDIR : /home/steve/.vegastrike As the home directory
CONFIGFILE - Found a config file in home directory, using : /home/steve/.vegastrike/vegastrike.config
DATADIR - No datadir specified in config file, using ; /home/steve/VegaStrike/data
SIMULATION_ATOM: 0.05
MISSION_NAME is empty using : main_menu.mission
Attempt to call ReadFull on a bad file units.csv -1 /home/steve/VegaStrike/data/units/units.csv
running import sys
print sys.path
sys.path = [r"/home/steve/VegaStrike/data/modules/builtin",r"/home/steve/VegaStrike/data/modules/quests",r"/home/steve/VegaStrike/data/modules/missions",r"/home/steve/VegaStrike/data/modules/ai",r"/home/steve/VegaStrike/data/modules",r"/home/steve/VegaStrike/data/bases"] + sys.path
['/usr/lib64/python27.zip', '/usr/lib64/python2.7/', '/usr/lib64/python2.7/plat-linux2', '/usr/lib64/python2.7/lib-tk', '/usr/lib64/python2.7/lib-old', '/usr/lib64/python2.7/lib-dynload']
testing VS randomrunning import sys
print sys.path
['/home/steve/VegaStrike/data/modules/builtin', '/home/steve/VegaStrike/data/modules/quests', '/home/steve/VegaStrike/data/modules/missions', '/home/steve/VegaStrike/data/modules/ai', '/home/steve/VegaStrike/data/modules', '/home/steve/VegaStrike/data/bases', '/usr/lib64/python27.zip', '/usr/lib64/python2.7/', '/usr/lib64/python2.7/plat-linux2', '/usr/lib64/python2.7/lib-tk', '/usr/lib64/python2.7/lib-old', '/usr/lib64/python2.7/lib-dynload']
Creating scene manager...
Creating template manager...
  Initializing renderer...
0 joysticks were found.

The names of the joysticks are:
FactionXML:LoadXML factions.xml
using NV_CUBE_MAP
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Special/Empty                                                                                                                                                                             
FOUND MODIFICATION = player FOR PLAYER #0                                                                                                                                                                     
CREATING A LOCAL SHIP : dumbfire                                                                                                                                                                               
Hi helper play 0                                                                                                                                                                                               
HereInitializing optimizer                                                                                                                                                                                     
Compilation of technique fixed successful                                                                                                                                                                     
Compilation of technique 5_ps3.0/default successful                                                                                                                                                           
Compilation of technique 5_ps3.0/default_simple successful                                                                                                                                                     
pox 119990000000.000000 -9000000.000000 -109990000000.000000                                                                                                                                                   
CreateVideoTexture could not find preintro.ogv                                                                                                                                                                 
INFO: Missing video stream preintro.ogv                                                                                                                                                                       
CreateVideoTexture could not find intro.ogv                                                                                                                                                                   
INFO: Missing video stream intro.ogv                                                                                                                                                                           
Force feedback support disabled when compiled                                                                                                                                                                 
Loading completed, now network init                                                                                                                                                                           
Loading active missions True                                                                                                                                                                                   
  IS NOW AT  Special/Empty                                                                                                                                                                                     
                                                                                                                                                                                                               
Launching bases for Special/Empty
Adding news
New selection: 0
Found ship named : Derivative.stock
Faction not found assigning default one: privateer
Read stardate: 0.0033:045
Creating planet Seggalion A with texture stars/white_star.texture and technique  - unitlevel <= 2
Creating planet Yorkshire with texture planets/molten.texture and technique  - unitlevel > 2
Creating planet Gloucester with texture planets/desert.texture and technique  - unitlevel > 2
Creating planet Kirkland with texture planets/desert.texture and technique  - unitlevel > 2
Creating planet Helmut with texture planets/m_class1.texture|planets/m_class1_specular.texture|planets/earth/earth_clouds.texture and technique earth - unitlevel > 2
error: all shaders must use same shading language version

Shader Program Error: Failed to link planet/ground_vs1.1 to planet/ground_ps3.0
Compilation of technique earth failed... trying 5_ps3.0/earth
Cause: Error compiling program vp:"planet/ground_vs1.1" fp:"planet/ground_ps3.0"
Compilation of technique 5_ps3.0/earth failed... trying 4_ps2.0/earth
Cause: Error compiling program vp:"planet/ground_vs1.1" fp:"planet/ground_ps3.0"
Compilation of technique 4_ps2.0/earth successful
Creating planet Vreeland with texture planets/Lava.texture and technique  - unitlevel > 2
Creating planet Jump_To_Olivia with texture jump.texture and technique  - unitlevel > 2
Creating planet Cairo with texture planets/m_class1.texture|planets/m_class1_specular.texture|planets/earth/earth_clouds.texture and technique earth - unitlevel > 2
Creating planet Khmer with texture planets/Lava.texture and technique  - unitlevel > 2
Creating planet Jump_To_Gamma with texture jump.texture and technique  - unitlevel > 2
Creating planet Vought with texture planets/gas_midget.texture and technique  - unitlevel > 2
Creating planet Marsha with texture planets/rock.texture and technique  - unitlevel > 2
Creating planet Jump_To_Pugh with texture jump.texture and technique  - unitlevel > 2
Creating planet Formicas with texture planets/gas_giant3.texture and technique  - unitlevel > 2
Creating planet Damona with texture planets/Snow1.texture and technique  - unitlevel > 2
Creating planet Teutonic with texture planets/ocean.texture|planets/ocean_specular.texture|planets/earth/earth_clouds.texture and technique earth - unitlevel > 2
Creating planet Jump_To_Nephele with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Wolf_113 with texture jump.texture and technique  - unitlevel > 2
Creating planet Caracas with texture planets/Snow.texture and technique  - unitlevel > 2
Creating planet Jump_To_Cmf-a with texture jump.texture and technique  - unitlevel > 2
Creating planet Euterpe with texture planets/Snow1.texture and technique  - unitlevel > 2
using NV_CUBE_MAP
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Thanatos/Seggalion
 Next To: Thanatos/Pugh
 Next To: Thanatos/Nephele
 Next To: Thanatos/wolf_113
 Next To: Thanatos/Cmf-a
 Next To: Thanatos/Olivia
 Next To: Thanatos/Gamma
Loading active missions True
Special/Empty  IS NOW AT  Thanatos/Seggalion
Special
Showing splash screen!
Launching bases for Thanatos/Seggalion
Unit file engine00 not found
Adding news
conditioning
nonzeroing
initin
Processing News
import bounty
temp=bounty.bounty(0, 0, 98532, 0, 4, 'luddites', ['Thanatos/Seggalion', 'Thanatos/Pugh', 'Thanatos/Aldrin', 'Thanatos/Ardai'], '', 'Fanny','Redeemer')
temp=0
warning: Unknown tag: python
Compiling python module bases/launch_music.py
Compiling python module modules/dj.py
SERIOUS WARNING in AI script: no fast method to perform afterburn evade when type 15 is at least -340282346638528859811704183484516925440.000000 and at most 0.300000 with priority 6.000000 for 6.000000 time
SERIOUS WARNING in AI script: no fast method to perform afterburn evade when type 10 is at least -340282346638528859811704183484516925440.000000 and at most 0.500000 with priority 6.000000 for 7.000000 time
SERIOUS WARNING in AI script: no fast method to perform afterburn evade when type 7 is at least -340282346638528859811704183484516925440.000000 and at most 0.300000 with priority 6.000000 for 7.000000 time
ship destroyed-no flightgroup
Creating planet Pugh A with texture stars/white_star.texture and technique  - unitlevel <= 2
Creating planet Masonic with texture planets/Lava.texture and technique  - unitlevel > 2
Creating planet Stendhal with texture planets/gas_midget.texture and technique  - unitlevel > 2
Creating planet Thoreau with texture planets/rock1.texture and technique  - unitlevel > 2
Creating planet Jump_To_Nephele with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Seggalion with texture jump.texture and technique  - unitlevel > 2
Creating planet Pugh B with texture stars/red_star.texture and technique  - unitlevel > 2
Creating planet Healy with texture planets/Lava.texture and technique  - unitlevel > 2
Creating planet Jump_To_Cmf-a with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Aldrin with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Olivia with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Mu_cephei with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Mc_auliffe with texture jump.texture and technique  - unitlevel > 2
using NV_CUBE_MAP
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Thanatos/Pugh
 Next To: Thanatos/Cmf-a
 Next To: Thanatos/Seggalion
 Next To: Thanatos/Nephele
 Next To: Thanatos/Mc_auliffe
 Next To: Thanatos/Aldrin
 Next To: Thanatos/Mu_cephei
 Next To: Thanatos/Olivia
Unit is the active player character...changing scene graph
Thanatos/Seggalion  IS NOW AT  Thanatos/Pugh
Thanatos
Launching bases for Thanatos/Pugh
Adding news
ship destroyed-no flightgroup
cannot execute suborders as Linear Velocity Matchership destroyed-no flightgroup
ship destroyed-no flightgroup
ship destroyed-no flightgroup
ship destroyed-no flightgroup
ship destroyed-no flightgroup
Creating planet Aldrin A with texture stars/white_star.texture and technique  - unitlevel <= 2
Creating planet Lowe with texture planets/j_class.texture and technique  - unitlevel > 2
Creating planet Jump_To_Kralm_meth with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Ylkmahyn with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Aldebran with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Pugh with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Ardai with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Cmf-a with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Mc_auliffe with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Pelus with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Illiyoys_star with texture jump.texture and technique  - unitlevel > 2
Creating planet Jump_To_Mu_cephei with texture jump.texture and technique  - unitlevel > 2
using NV_CUBE_MAP
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Thanatos/Aldrin
 Next To: Thanatos/Kralm_meth
 Next To: Thanatos/Ardai
 Next To: Thanatos/Pelus
 Next To: Thanatos/Cmf-a
 Next To: Thanatos/Aldebran
 Next To: Thanatos/Mc_auliffe
 Next To: Thanatos/Mu_cephei
 Next To: Thanatos/Ylkmahyn
 Next To: Thanatos/Illiyoys_star
 Next To: Thanatos/Pugh
Unit is the active player character...changing scene graph
Thanatos/Pugh  IS NOW AT  Thanatos/Aldrin
Thanatos
Launching bases for Thanatos/Aldrin
Compilation of technique fireglass successful
Adding news
ship destroyed-no flightgroup
Failed repair for unit Hammer.stock, cargo item 1: capacitor01 (upgrades/Capacitors/Standard) - please report error
ship destroyed-no flightgroup
Failed repair for unit Hammer.stock, cargo item 1: capacitor01 (upgrades/Capacitors/Standard) - please report error
ship destroyed-no flightgroup
Failed repair for unit Hammer.stock, cargo item 1: capacitor01 (upgrades/Capacitors/Standard) - please report error
Failed repair for unit Hammer.stock, cargo item 1: capacitor01 (upgrades/Capacitors/Standard) - please report error
ToggleWeaponSet: true
4:Tractor
0:HeavyIonBeam 1:HeavyIonBeam
2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam 4:Tractor
CURRENT: 0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam 4:Tractor
ACTIVE: 4:Tractor
ToggleWeapon end...
ship destroyed-no flightgroup
ToggleWeaponSet: true
4:Tractor
0:HeavyIonBeam 1:HeavyIonBeam
2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam 4:Tractor
CURRENT: 4:Tractor
ACTIVE: 0:HeavyIonBeam 1:HeavyIonBeam
ToggleWeapon end...
ToggleWeaponSet: true
4:Tractor
0:HeavyIonBeam 1:HeavyIonBeam
2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam 4:Tractor
CURRENT: 0:HeavyIonBeam 1:HeavyIonBeam
ACTIVE: 2:DisruptorBeam 3:DisruptorBeam
ToggleWeapon end...
ToggleWeaponSet: true
4:Tractor
0:HeavyIonBeam 1:HeavyIonBeam
2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam
0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam 4:Tractor
CURRENT: 2:DisruptorBeam 3:DisruptorBeam
ACTIVE: 0:HeavyIonBeam 1:HeavyIonBeam 2:DisruptorBeam 3:DisruptorBeam
ToggleWeapon end...
ship destroyed-no flightgroup
ship destroyed-no flightgroup
ship destroyed-no flightgroup
Creating planet Ardai A with texture stars/white_star.texture and technique  - unitlevel <= 2
Creating planet Susquehanna with texture planets/gas_medium.texture|black.png|planets/gas_medium.texture and technique gas_giants - unitlevel > 2
0:0(0): error: no matching function for call to `shadowExtrude(vec2, vec4, float)'
0:0(0): error: candidates are: vec2 shadowExtrude(vec2, vec3, float)
0:280(88): error: type mismatch

Vertex Program Error: Failed to compile planet/zwrite_gas
Compilation of technique gas_giants failed... trying 5_ps3.0/gas_giants
Cause: Error compiling program vp:"planet/zwrite_gas" fp:"planet/zwrite_gas"
Compilation of technique 5_ps3.0/gas_giants failed... trying 4_ps2.0/gas_giants
Cause: Error compiling program vp:"planet/zwrite_gas" fp:"planet/zwrite_gas"
0:0(0): error: no matching function for call to `shadowExtrude(vec2, vec4, float)'
0:0(0): error: candidates are: vec2 shadowExtrude(vec2, vec3, float)
0:280(88): error: type mismatch

Vertex Program Error: Failed to compile planet/zwrite_gas
Compilation of technique 4_ps2.0/gas_giants failed... trying 3_arbfp/gas_giants
Cause: Error compiling program vp:"planet/zwrite_gas" fp:"planet/zwrite_gas_ps2.0"
0:533(7): error: type mismatch
0:0(0): error: no matching function for call to `atmosphericScatter(vec3, vec4, float, float, float)'
0:0(0): error: candidates are: vec4 atmosphericScatter(vec3, vec3, float, float, float)

Fragment Program Error: Failed to compile planet/atmo_gas_arbfp1
Compilation of technique 3_arbfp/gas_giants failed... trying 2_ps1.4/gas_giants
Cause: Error compiling program vp:"planet/atmo_vs1.1.nonvar" fp:"planet/atmo_gas_arbfp1"
0:418(7): error: type mismatch
0:0(0): error: no matching function for call to `atmosphericScatter(vec3, vec4, float, float, float)'
0:0(0): error: candidates are: vec4 atmosphericScatter(vec3, vec3, float, float, float)

Fragment Program Error: Failed to compile planet/atmo_gas_ps1.4
Compilation of technique 2_ps1.4/gas_giants failed... trying 1_ps1.2/gas_giants
Cause: Error compiling program vp:"planet/atmo_vs1.1.nonvar" fp:"planet/atmo_gas_ps1.4"
Compilation of technique 1_ps1.2/gas_giants failed... trying 0_fixedgl/gas_giants
Cause: Error compiling program vp:"planet/atmo_vs1.1.nonvar" fp:"planet/atmo_gas_ps1.4"
terminate called after throwing an instance of 'Audio::FileOpenException'
  what():  Cannot open "techniques/0_fixedgl/gas_giants.technique"


Regards,
STEVE555
My Box:
Motherboard: Asus Sabertooth 990FX
Processor:AMD Athlon(tm) II X3 460 Processor
RAM:4 Gb
Graphics Card:ASUS GTX 560 DirectCU 1Gb RAM
Hardrive:Seagate Barracuda ST31000524AS 1TB 7200 RPM 32MB Cache SATA 6.0Gb/s 3.5"
Soundcard:Realtek
STEVE555
Hunter
Hunter
 
Posts: 83
Topics: 20
Joined: Tue Jul 10, 2007 7:21 pm

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Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 9:24 am

Hi STEVE those errors are in the shaders so I guess klauss will like a more detailed report what GPU do you have and which version of it's driver are you running,I am seeing similar errors on Win7 with the latest certified driver 296.10 but the app does not crash.

Enjoy the Choice :)
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User avatar
loki1950
The Shepherd
 
Posts: 5726
Topics: 51
Joined: Fri May 13, 2005 1:37 pm
Location: Ottawa

Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 11:28 am

Well a confirmation that it crashes :shock: on Win7 that's r13331 and here's stderr

Code: Select all
GOT SUBDIR ARG =
Found data in C:\vegastrike\Vegastrike\VS13331\bin
Using C:\vegastrike\Vegastrike\VS13331\bin as data directory
USING HOMEDIR : C:\vegastrike\Vegastrike\VS13331\bin/.vegastrike As the home directory
CONFIGFILE - No config found in home : C:\vegastrike\Vegastrike\VS13331\bin/.vegastrike/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\vegastrike\Vegastrike\VS13331\bin/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
running import sys
print sys.path
sys.path = [r"C:\vegastrike\Vegastrike\VS13331\bin\modules\builtin",r"C:\vegastrike\Vegastrike\VS13331\bin\modules\quests",r"C:\vegastrike\Vegastrike\VS13331\bin\modules\missions",r"C:\vegastrike\Vegastrike\VS13331\bin\modules\ai",r"C:\vegastrike\Vegastrike\VS13331\bin\modules",r"C:\vegastrike\Vegastrike\VS13331\bin\bases"] + sys.path
testing VS randomrunning import sys
print sys.path
  Initializing renderer...
ERROR: at programs/lite.vp
ERROR: at programs/lite.fp
Vertex Program Error: Failed to open file programs/lite.vp
Fragment Program Error: Failed to open file programs/lite.fp
ERROR: at programs/default.vp
ERROR: at programs/default.fp
Vertex Program Error: Failed to open file programs/default.vp
Fragment Program Error: Failed to open file programs/default.fp
Warning, galaxy contains no overarching planet info
Failed to open Communications file 'neutral.xml' -- aborting!
Creating planet Empty A with texture white_star.png and technique  - unitlevel <= 2


If this is not enough data let us know klauss :wink:

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Re: Bug with New Gas giant Textures

Postby pheonixstorm » Sun Mar 18, 2012 11:41 am

What shader level are you using for the setup config? Which vid cards are in play?? for win7 (nvidia) i'm assuming something aboe the 7xxx series (the 6xxx has no win7 drivers i think.. or maybe its the 5xxx series)
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Re: Bug with New Gas giant Textures

Postby STEVE555 » Sun Mar 18, 2012 12:11 pm

Hi all,
The Graphics Card in question is a Asus Nvidia GTX 560 (NVCE) with 1Gb of Ram. I ran the game on Fedora 17 with all the latest updates. The driver I'm using with it is the latest git code from DRM,The Nouveau Kernel,latest git Mesa and the the git version of the Nouveau DDX driver. I have thought about compiling it on Windows 7 with the 2010 C++ compiler,but I'm not too sure on how to do that.

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Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 2:02 pm

@Steve If your using VSC2010 either the full or express version you need to compile Python 2.7 as the official download from Python.org is complied with VC2008 and will not work with code build with VC2010 and I have a feeling that several other dll's need re-building as well.

@ pheonixstorm I used the extreme shaders :mrgreen: will try the other shader levels on with my 9800gt 512M and the 296.10 driver

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Re: Bug with New Gas giant Textures

Postby klauss » Sun Mar 18, 2012 2:11 pm

I think those bugs are fixed now. Can you try again? r13331 should have the fixes.

@loki: your problem seems to be a lot more than shaders. Notice that it's complaining about an xml file it cannot open too, and there are no shader error messages, only that it fails to compile it, probably because it cannot find the program files.
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Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 2:20 pm

Will try a fresh export from my svn working copy,I see what you mean about the comm file neutral.xml as that's where it aborts.

Edit: did a fresh export must have scrambled the first as it now runs fine.
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Re: Bug with New Gas giant Textures

Postby STEVE555 » Sun Mar 18, 2012 3:05 pm

Hi all,
I downloaded the latest commits and so far the game is working fine. Thank you Klauss, I'll take your advice loki1950 and I won't bother compiling Vegastrike on my Windows 7 side of my hardrive until Vegastrike is ready to compile on VSC2010. There is one question to ask, I want to know if there is a good navigation add-on where I can select a sector as a destination and chain-jump through the gates to get to it?

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Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 4:13 pm

Check out this thread Steve viewtopic.php?f=19&t=15129 and grab the source code from the svn repo use qmake4 on fedora IIRC as qmake uses Qt3 unless they dropped it all together as a few apps where still using it when last I built it with fedora 10.

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Re: Bug with New Gas giant Textures

Postby loki1950 » Sun Mar 18, 2012 6:09 pm

Here are a couple of screenshots of some gas giants
Image

Image

Is this how the extreme shader should look :)

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Re: Bug with New Gas giant Textures

Postby klauss » Sun Mar 18, 2012 11:56 pm

No, that's not the extreme.

I don't think the extreme works with Mesa.
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Re: Bug with New Gas giant Textures

Postby loki1950 » Mon Mar 19, 2012 8:07 am

Sorry if you missed it klauss but I am using Win7 ATM and the 296.10 driver from nVidia and I have it set to use the extreme shaders looking though stderr/stdout does not show any major errors associated with them just some python tracebacks :shock: They do look better at their full size of 1920x1080 though :)

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Re: Bug with New Gas giant Textures

Postby klauss » Mon Mar 19, 2012 8:26 am

loki1950 wrote:Sorry if you missed it klauss but I am using Win7 ATM and the 296.10 driver from nVidia and I have it set to use the extreme shaders looking though stderr/stdout does not show any major errors associated with them just some python tracebacks :shock: They do look better at their full size of 1920x1080 though :)

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Ya, I've tested the shaders on nVidia, so it's quite probably you're using extreme then, must be a resolution/lighting thing.

What made me think it wasn't extreme is, the backgrounds are bluish in those shots, but the dark side of the giants doesn't look blue. Extreme uses the lightmap to do ambient lighting, so it should look blue, unless the other side of the skymap is dark, which is possible.
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Re: Bug with New Gas giant Textures

Postby loki1950 » Mon Mar 19, 2012 10:35 am

There are some warnings about various syntax usage in the fp programs mostly about using functions that are to be depreciated so you might have to do some more editing :wink: when the new version of GLSL is out.


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Re: Bug with New Gas giant Textures

Postby klauss » Mon Mar 19, 2012 10:50 am

Ah... I know!! The sky is blue, the texture is red. So there's full absorption.

Not sure I like that, though.
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Re: Bug with New Gas giant Textures

Postby travists » Mon Mar 19, 2012 2:32 pm

Will I need a new windows build to see these new textures, or can I SVN update now?
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Re: Bug with New Gas giant Textures

Postby loki1950 » Mon Mar 19, 2012 3:19 pm

Just an update of the data svn folder should do the trick there was an updated executable a week or so back so updating the bin folder as well if you have not done recently :) By the way it is safer to export from your local svn repo to a folder not in Program Files to run the svn as the export strips the revision data base from data as it moves it.

Edit:Finally got to Sol/Sol and had a good look see at Jupiter with the extreme shaders :D the cloud layers move 8)

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