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New engine test, part 3

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Can't seem to reproduce the errors I had before :rolleyes: (Had black shapes in daylight mode) In fact I found no errors. (Sorry about that :P )

 

With instancing=1 I got frame rates between 24 and 61 depending on the zoom, tried instancing 10, 100, and 1000 and got a stable 60.

Window size 1024x768

 

Tried instancing 1 and 1000 on 1280x1024 and got same results as with 1024x768

 

System info:

   Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
	   Language: Danish (Regional Setting: Danish)
	  Processor: Intel(R) Core(TM)2 CPU		  6600  @ 2.40GHz (2 CPUs)
		 Memory: 2046MB RAM
	  Page File: 1137MB used, 2801MB available
DirectX Version: DirectX 9.0c (4.09.0000.0904)
 DxDiag Version: 5.03.2600.5512 32bit Unicode

	Card name: NVIDIA GeForce 7950 GT
 Current Mode: 1920 x 1200 (32 bit) (60Hz) Primary monitor
 Current Mode: 1280 x 1024 (32 bit) (60Hz) Secondary monitor
  Driver Name: nv4_disp.dll
  Driver Version: 6.14.0011.7813 (English)
  DDI Version: 9 (or higher)

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Map viewer opens in a window titled No Map and then immediately closes.

 

 

System Specs:

System Manufacturer Dell Inc.

System Model Latitude D830

System Type X86-based PC

Processor Intel® Core™2 Duo CPU T7500 @ 2.20GHz, 2201 Mhz, 2 Core(s), 2 Logical Processor(s)

OS Name Microsoft® Windows Vista™ Business

Version 6.0.6001 Service Pack 1 Build 6001

Display Name NVIDIA Quadro NVS 140M

Driver Version 7.15.11.7924

 

debug.log:

[engine\source\gpuprogram.cpp:288] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' parameters: 12

[engine\source\gpuprogram.cpp:291] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' build ends.

[engine\source\filesystem.cpp:42] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag'.

[engine\source\filesystem.cpp:46] Checking archive './data.zip'.

[engine\source\filesystem.cpp:50] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag' in archive './data.zip'.

[engine\source\gpuprogram.cpp:217] ARB st_fragment program 'shader/extended-material/shadow_reciever/vertex_lighting.frag' build starts.

[map_viewer\main.cpp:351] EXTENDED EXCEPTION(7:internal_error) at file 'engine\source\resource.cpp' in function 'eternal_lands::Resource::load' line 66: std::exception 'invalid bitset<N> position' while loading arb-program 'extended-material/shadow_reciever/vertex_lighting'.

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I tried running this two times. once normally. and a second time as admin.

 

got the no map screen and then it closed.

 

this is all that is in my error log:

 

EXTENDED EXCEPTION(7:internal_error) at file 'engine\source\resource.cpp' in function 'eternal_lands::Resource::load' line 66: std::exception 'invalid bitset<N> position' while loading arb-program 'extended-material/shadow_caster/shadow_caster_alpha'.

 

My Debug log was too large to post on the forums. so if there is a specific part of it you would like. let me know and i can post that part.

 

Here's all my system info.

 

 

Windows Vista 32 bit OS

 

DELL Insperon 530

 

Intel Core2 Duo CPU E4500

 

Video card: ATI Radeon HD 2400 PRO

Vendor ID: ATI Technologies Inc.

OpenGL Version: 2.1.7415 Release

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Ok this one worked for me.....at first. Loaded it up pressed F2 couldn't get past IP insides but was able to F1 back through many maps. Was averaging 40-50fps per map.

 

Closed program and edited config file to 1k and it wouldn't open. Tried 500, 250, and then 2 for kicks. Still did not open so when back to 1 and still won't open.

Error log reads:

EXTENDED EXCEPTION(7:internal_error) at file 'engine\source\resource.cpp' in function 'eternal_lands::Resource::load' line 66: std::exception 'invalid bitset<N> position' while loading arb-program 'extended-material/shadow_reciever/vertex_lighting'.

Hope that helps.

Edited by Elf_Ninja

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For people with Vista, if it doesn't work try to run it in administrator mode (it's in the right-click menu).

 

 

I ran the viewer as suggested above with this result (note using my laptop with nvidia in siggy);

 

Runtime error...

 

Debug log (last few lines) -

 

[engine\source\gpuprogram.cpp:183] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' build starts.

[engine\source\gpuprogram.cpp:203] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' uniforms:

[engine\source\gpuprogram.cpp:207] [name] color_id [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 1 [index] 5 [instanced] 1

[engine\source\gpuprogram.cpp:207] [name] viewproj [shader_type] st_vertex [parameter_type] pt_mat4x4 [array_size] 1 [index] 1 [instanced] 0

[engine\source\gpuprogram.cpp:207] [name] world [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 3 [index] 6 [instanced] 1

[engine\source\gpuprogram.cpp:210] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' instances: 13

[engine\source\gpuprogram.cpp:230] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' info:

[engine\source\gpuprogram.cpp:253] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' parameters: 57

[engine\source\gpuprogram.cpp:256] ARB st_vertex program 'shader/extended-material/shadow_caster.vert' build ends.

[engine\source\filesystem.cpp:42] Loading file 'shader/extended-material/transparent_shadow_caster.frag'.

[engine\source\filesystem.cpp:46] Checking archive './data.zip'.

[engine\source\filesystem.cpp:50] Loading file 'shader/extended-material/transparent_shadow_caster.frag' in archive './data.zip'.

[engine\source\gpuprogram.cpp:183] ARB st_fragment program 'shader/extended-material/transparent_shadow_caster.frag' build starts.

[map_viewer\main.cpp:236] invalid bitset<N> position

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from Debug.log

[engine/source/opengl.cpp:1182] OpenGL texturing units: 8.

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_abgr': found

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ARB_texture_float': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_framebuffer_object': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_framebuffer_blit': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_framebuffer_multisample': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_packed_depth_stencil': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_texture_compression_latc': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_texture_compression_s3tc': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_texture_filter_anisotropic': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ATI_texture_compression_3dc': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_gpu_program_parameters': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_EXT_texture_sRGB': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ARB_vertex_array_object': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ARB_map_buffer_range': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ARB_half_float_pixel': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_ARB_half_float_vertex': missing

[engine/source/opengl.cpp:1100] OpenGL extension 'GL_NV_conditional_render': missing

[engine/source/opengl.cpp:1450] OpenGL maximum anisotropic filter: 0.

[engine/source/scenequality.cpp:123] Can`t use reflections, because 'GL_EXT_framebuffer_object' extension is missing.

[engine/source/scenequality.cpp:205] Can`t use alpha to coverage without anti-aliasing.

[engine/source/scenemanager.cpp:206] Loading map file 'maps/startmap.elm'.

 

Loads w/ the border and black center then closes.

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Tried running the app as Administrator as well, but with the same results. App window open and title says No Map, and it closes.

 

Debug.log :

[engine\source\gpuprogram.cpp:244] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' instances: 1

[engine\source\gpuprogram.cpp:265] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' info:

[engine\source\gpuprogram.cpp:288] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' parameters: 12

[engine\source\gpuprogram.cpp:291] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' build ends.

[engine\source\filesystem.cpp:42] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag'.

[engine\source\filesystem.cpp:46] Checking archive './data.zip'.

[engine\source\filesystem.cpp:50] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag' in archive './data.zip'.

[engine\source\gpuprogram.cpp:217] ARB st_fragment program 'shader/extended-material/shadow_reciever/vertex_lighting.frag' build starts.

[map_viewer\main.cpp:351] EXTENDED EXCEPTION(7:internal_error) at file 'engine\source\resource.cpp' in function 'eternal_lands::Resource::load' line 66: std::exception 'invalid bitset<N> position' while loading arb-program 'extended-material/shadow_reciever/vertex_lighting'.

 

System Specs:

System Manufacturer Dell Inc.

System Model Latitude D830

System Type X86-based PC

Processor Intel® Core™2 Duo CPU T7500 @ 2.20GHz, 2201 Mhz, 2 Core(s), 2 Logical Processor(s)

OS Name Microsoft® Windows Vista™ Business

Version 6.0.6001 Service Pack 1 Build 6001

Display Name NVIDIA Quadro NVS 140M

Driver Version 7.15.11.7924

Edited by BlueJay

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Ubuntu Linux 8.10.

Video card: GeForce 7600 GS/AGP/SSE2

Vendor ID: NVIDIA Corporation

OpenGL Version: 2.1.2 NVIDIA 177.82

Pentium 4 2.4 MHz.

 

The day mode problems with disappearing objects is fixed. Day and Night mode give about the same fps. In IP, with "instancing=1" I get about 10 fps at the initial zoomed and about 35 fps zoomed in and normal perspective. Setting "instancing=1000" I get 40 fps at the initial zoomed and about 115 fps zoomed in and normal perspective (as near I can set as for "instancing=1").

 

I still have the unexpected exit when I F1 past the Bethel Caves map.

 

debug.log:

[map_viewer/main.cpp:351] EXTENDED EXCEPTION(2:item_not_found) at file 'engine/include/rstartree.hpp' in function 'remove' line 547: Element 12 is not in the tree.

 

error.log:

EXTENDED EXCEPTION(2:item_not_found) at file 'engine/include/rstartree.hpp' in function 'remove' line 547: Element 12 is not in the tree.

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Intel® Core2 Duo CPU E8400 @ 3.00GHz (2 cores)

2GB RAM

NVIDIA GeForce 8600 GT 512MB, driver version 173.14.09

Debian unstable

custom kernel, 2.6.28.1, 32-bit kernel and userspace

 

works like a charm. well ... mostly ... which is common for software, anyway ... so, here it goes:

 

0. fps: ~55-60 with camera positioned for first-person view or for EL-like third person view, ~15 when very far away (i.e. viewing the whole of Isla Prima from the top). the latter is really poor. probably employing a smarter culling algorithm would improve it a lot.

 

1. navigation seems broken: camera moves ever more slowly, the closer you are to the scene. and it's impossible to get close to edges of the scene. therefore, you can't really get inside rooms on internal maps.

 

2. camera forward translation speed (mouse wheel w/o alt) is way too small. completely useless.

 

3. camera rotation is too sensitive and too jerky, imho.

 

4. sometimes u can get too close to objects (like houses on isla prima), so that near clipping plane cuts parts of them off. really ugly. interface should either prevent zooming in too close, or dynamically adjust near and far planes depending on the camera position and direction.

 

5. at night, some objects (grass floor, for one) are lit strangely; night seems ... well ... a bit to dark to be really playable. but that is probably due to messed up normals.

 

apart from that, I like it a lot. I especially hope one will be able to view larger parts of scene when playing. it would be best if the same 3D view was used for map as well, just zoomed out a lot and w/o creatures/players/etc. :D

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yuhquah, the navigation is provisory, and will not be used when the new engine is merged with the game.

There is also no LOD now, and this is mainly a test to make sure stuff works.

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Everything seemed to work here.

 

On Isla Prima:

Instancing=1: 13 fps zoomed out 20-35 zoomed in

Instancing=1000: 30 fps zoomed out 25-35 fps zoomed in

 

System:

NVidia Geforce Go 7400

Intel Core 2 Duo T7200 2.0 GHz

2 GB Ram

XP SP3

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Tried running it as administrator, got the same no map thing as bluejay

 

[engine\source\filesystem.cpp:42] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.vert'.

[engine\source\filesystem.cpp:46] Checking archive './data.zip'.

[engine\source\filesystem.cpp:50] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.vert' in archive './data.zip'.

[engine\source\gpuprogram.cpp:217] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' build starts.

[engine\source\gpuprogram.cpp:237] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' uniforms:

[engine\source\gpuprogram.cpp:241] [name] ambient_and_shininess [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 1 [index] 5 [instanced] 0

[engine\source\gpuprogram.cpp:241] [name] light_colors [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 3 [index] 9 [instanced] 0

[engine\source\gpuprogram.cpp:241] [name] light_positions [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 3 [index] 6 [instanced] 0

[engine\source\gpuprogram.cpp:241] [name] worldviewproj [shader_type] st_vertex [parameter_type] pt_mat4x4 [array_size] 1 [index] 1 [instanced] 0

[engine\source\gpuprogram.cpp:244] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' instances: 1

[engine\source\gpuprogram.cpp:265] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' info:

[engine\source\gpuprogram.cpp:288] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' parameters: 12

[engine\source\gpuprogram.cpp:291] ARB st_vertex program 'shader/extended-material/shadow_reciever/vertex_lighting.vert' build ends.

[engine\source\filesystem.cpp:42] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag'.

[engine\source\filesystem.cpp:46] Checking archive './data.zip'.

[engine\source\filesystem.cpp:50] Loading file 'shader/extended-material/shadow_reciever/vertex_lighting.frag' in archive './data.zip'.

[engine\source\gpuprogram.cpp:217] ARB st_fragment program 'shader/extended-material/shadow_reciever/vertex_lighting.frag' build starts.

[map_viewer\main.cpp:351] EXTENDED EXCEPTION(7:internal_error) at file 'engine\source\resource.cpp' in function 'eternal_lands::Resource::load' line 66: std::exception 'invalid bitset<N> position' while loading arb-program 'extended-material/shadow_reciever/vertex_lighting'.

 

Processor:

Intel® Core2 Duo CPU T5450 @ 1.66GHz (2 CPUs), ~1.7GHz

Memory:

2046MB RAM

Hard Drive:

236 GB Total

Video Card:

NVIDIA GeForce 8600M GS

Operating System:

Windows Vista™ Home Premium (6.0, Build 6000) (6000.vista_gdr.071009-1548)

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Works well :)

 

With instancing=1

 

Isla Prima: 12fps zoomed out, and 70fps zoomed in

Mocraven Marsh: 3.5fps zoomed out, and ~25fps zoomed in

Kusamura: 2fps zoomed out, and ~7fps zoomed in

 

With instancing=1000

 

Isla Prima: 44fps zoomed out, and 70fps zoomed in

Mocraven Marsh: 9.25fps zoomed out, and ~32fps zoomed in

Kusamura: 5.23fps zoomed out, and ~15fps zoomed in

 

Debian Testing

[dmi@cyrano map_viewer_release_1]$ uname -a

Linux cyrano 2.6.26-1-686 #1 SMP Mon Dec 15 18:15:07 UTC 2008 i686 GNU/Linux

 

Dell Inspiron 6400

ATI Mobility Radeon X1400

GL_VERSION = 2.1.7769 Release

Core 2 Duo @2ghz

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djr@popeye-laptop:~/map$ wine map_viewer.exe

fixme:keyboard:X11DRV_LoadKeyboardLayout L"00000409", 0080: stub!

fixme:keyboard:X11DRV_LoadKeyboardLayout L"04090409", 0001: stub!

X Error of failed request: GLXBadDrawable

Major opcode of failed request: 157 (GLX)

Minor opcode of failed request: 5 (X_GLXMakeCurrent)

Serial number of failed request: 213

Current serial number in output stream: 213

 

 

Linux:

[engine/source/init.cpp:38] Using release mode.

[engine/source/imageloader.cpp:345] Using 'DDS Codec'.

[engine/source/archiveloader.cpp:54] Using 'dir'.

[engine/source/archiveloader.cpp:54] Using 'zip'.

[map_viewer/main.cpp:192] unknown option instancing

Edited by popeye

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Now loads w/ No Map and a black screen again.

 

 

djr@popeye-laptop:~/map$ ./map_viewer

terminate called after throwing an instance of 'eternal_lands::ExtendedException'

Aborted

EXTENDED EXCEPTION(7:internal_error) at file 'engine/source/resource.cpp' in function 'load' line 66: std::exception 'basic_string::_S_construct NULL not valid' while loading arb-program 'extended-material/shadow_caster/shadow_caster_alpha'.

[engine/source/scenemanager.cpp:234] Done loading map file 'maps/startmap.elm'.

[engine/source/filesystem.cpp:42] Loading file 'shader/extended-material/shadow_caster/shadow_caster.vert'.

[engine/source/filesystem.cpp:46] Checking archive './data.zip'.

[engine/source/filesystem.cpp:50] Loading file 'shader/extended-material/shadow_caster/shadow_caster.vert' in archive './data.zip'.

[engine/source/gpuprogram.cpp:217] ARB st_vertex program 'shader/extended-material/shadow_caster/shadow_caster.vert' build starts.

[engine/source/gpuprogram.cpp:237] ARB st_vertex program 'shader/extended-material/shadow_caster/shadow_caster.vert' uniforms:

[engine/source/gpuprogram.cpp:241] [name] color_id [shader_type] st_vertex [parameter_type] pt_float4 [array_size] 1 [index] 5 [instanced] 0

[engine/source/gpuprogram.cpp:241] [name] worldviewproj [shader_type] st_vertex [parameter_type] pt_mat4x4 [array_size] 1 [index] 1 [instanced] 0

[engine/source/gpuprogram.cpp:244] ARB st_vertex program 'shader/extended-material/shadow_caster/shadow_caster.vert' instances: 1

[map_viewer/main.cpp:351] EXTENDED EXCEPTION(7:internal_error) at file 'engine/source/resource.cpp' in function 'load' line 66: std::exception 'basic_string::_S_construct NULL not valid' while loading arb-program 'extended-material/shadow_caster/shadow_caster_alpha'.

Edited by popeye

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I'm back to using an old GeForce 5200FX card (my 7300GT card blew up) using nvidia driver 173.14.16. The map viewer runs runs fine but with 7 to 15 frames per second only. No warning though...so far so good :)

Edited by hussam

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