DanRothar Report post Posted February 12, 2009 Can't seem to reproduce the errors I had before (Had black shapes in daylight mode) In fact I found no errors. (Sorry about that ) 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) Share this post Link to post Share on other sites
BlueJay Report post Posted February 12, 2009 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'. Share this post Link to post Share on other sites
Cycloonx Report post Posted February 12, 2009 For people with Vista, if it doesn't work try to run it in administrator mode (it's in the right-click menu). Share this post Link to post Share on other sites
Affliction Report post Posted February 12, 2009 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 Share this post Link to post Share on other sites
Elf_Ninja Report post Posted February 12, 2009 (edited) 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 February 12, 2009 by Elf_Ninja Share this post Link to post Share on other sites
marack Report post Posted February 12, 2009 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 Share this post Link to post Share on other sites
popeye Report post Posted February 13, 2009 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. Share this post Link to post Share on other sites
BlueJay Report post Posted February 13, 2009 (edited) 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 February 13, 2009 by BlueJay Share this post Link to post Share on other sites
bluap Report post Posted February 13, 2009 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. Share this post Link to post Share on other sites
yuhquah Report post Posted February 13, 2009 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. Share this post Link to post Share on other sites
Entropy Report post Posted February 13, 2009 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. Share this post Link to post Share on other sites
Kazoo Report post Posted February 14, 2009 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 Share this post Link to post Share on other sites
Robb Report post Posted February 14, 2009 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) Share this post Link to post Share on other sites
piojosnos Report post Posted February 14, 2009 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 Share this post Link to post Share on other sites
popeye Report post Posted February 15, 2009 (edited) 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 February 15, 2009 by popeye Share this post Link to post Share on other sites
Entropy Report post Posted February 15, 2009 The binary name has changed to map_viewer without the .bin. Share this post Link to post Share on other sites
popeye Report post Posted February 15, 2009 (edited) 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 February 15, 2009 by popeye Share this post Link to post Share on other sites
hussam Report post Posted February 16, 2009 (edited) 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 February 16, 2009 by hussam Share this post Link to post Share on other sites