[TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

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  1. #31
    Be a kicker than cheater. cheaterastic is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    I cannot find the Maps of Gunz 2 in my folder.

    I only see Maps.001, Maps.002, Maps.003, Maps.004 and Maps.mrf

  2. #32
    Valued Member grandao is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by Kahazard View Post
    i tried to compile in Debug to view errors, but i can't..
    Compile it in release mode and just enable the debug info generation in Properties>link>Debugging.


    Some tips to run it in weaker GPUs
    In
    bool CustomMap::Initialize()
    you can use a mix of techniques:

    Code:
    Light:
    IRendererTechnique *pTech  = (IRendererTechnique*)getInterface(DEFAULT_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech);
    
    or
    
    IRendererTechnique *pTech  = (IRendererTechnique*)getInterface(DEFAULT2_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech);
    
    or 
    Techs 3 and 4 must be used together
    IRendererTechnique *pTech1  = (IRendererTechnique*)getInterface(DEFAULT3_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech1);
    IRendererTechnique *pTech2  = (IRendererTechnique*)getInterface(DEFAULT4_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech2);
    
    or 
    Heavy:
    
    IRendererTechnique *pTech1  = (IRendererTechnique*)getInterface(DEFAULT3_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech1);
    IRendererTechnique *pTech2  = (IRendererTechnique*)getInterface(DEFAULT4_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech2);
    IRendererTechnique *pTech3  = (IRendererTechnique*)getInterface(DEFAULT5_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech3);
    IRendererTechnique *pTech4  = (IRendererTechnique*)getInterface(DEFAULT6_TECHNIQUE_INTERFACE);
    m_pRenderer->AddTechnique(pTech4);

    DEFAULT_TECHNIQUE_INTERFACE uses directx fixed function
    DEFAULT2_TECHNIQUE_INTERFACE uses a simple shader

    DEFAULT3_TECHNIQUE_INTERFACE and
    DEFAULT4_TECHNIQUE_INTERFACE are the deferred rendering passes.

    DEFAULT5_TECHNIQUE_INTERFACE SSAO optional (can be only used with deferred rendering)
    DEFAULT6_TECHNIQUE_INTERFACE DoF optional (can be only used with deferred rendering).

    Does anyone already integrated it in some pserver? would be nice to see people playing with it..

  3. #33
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    grandao, I'm getting ready to implement it on Artic, but we've run into a snag with ATI cards. For some reason, ATI cards do not render the textures and the entire screen is black. I'm planning on releasing what I have done to the public (as per GPL), but i'd like it to not have the issue. Any ideas?

    Also, all of the techniques are now loaded from the filesystem in my local copy. Yay!

  4. #34
    Praise the Sun! Solaire is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by SecretsOThePast View Post
    grandao, I'm getting ready to implement it on Artic, but we've run into a snag with ATI cards. For some reason, ATI cards do not render the textures and the entire screen is black. I'm planning on releasing what I have done to the public (as per GPL), but i'd like it to not have the issue. Any ideas?

    Also, all of the techniques are now loaded from the filesystem in my local copy. Yay!
    PhysX?

  5. #35
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by Solaire View Post
    PhysX?
    No; the collision library used is bullet in this context. No PhysX here.

  6. #36
    Praise the Sun! Solaire is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by SecretsOThePast View Post
    No; the collision library used is bullet in this context. No PhysX here.
    Ah, was just taking a wild guess.

  7. #37
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by Solaire View Post
    Ah, was just taking a wild guess.
    This is the most civilized post I have seen here in months.

  8. #38
    2D > 3D Wucas is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by SecretsOThePast View Post
    grandao, I'm getting ready to implement it on Artic, but we've run into a snag with ATI cards. For some reason, ATI cards do not render the textures and the entire screen is black. I'm planning on releasing what I have done to the public (as per GPL), but i'd like it to not have the issue. Any ideas?

    Also, all of the techniques are now loaded from the filesystem in my local copy. Yay!
    Quite excited for this.

  9. #39
    Valued Member grandao is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by SecretsOThePast View Post
    grandao, I'm getting ready to implement it on Artic, but we've run into a snag with ATI cards. For some reason, ATI cards do not render the textures and the entire screen is black. I'm planning on releasing what I have done to the public (as per GPL), but i'd like it to not have the issue. Any ideas?

    Also, all of the techniques are now loaded from the filesystem in my local copy. Yay!
    If you are forcing antialising in the catalyst you will get a black screen, it is caused because in the deferred renderer I bind render targets without binding a new depth buffer with the same resolution. If you have disabled the antialising and still get this issue try use the simplest fixed function technique so that we can test if it only occurs in the deferred renderer.

    Also you can use the gDEBugger tool.

    Sorry for the delay in the reply.
    Last edited by grandao; 17-07-13 at 04:46 AM.

  10. #40
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by grandao View Post
    If you are forcing antialising in the catalyst you will get a black screen, it is caused because in the deferred renderer I bind render targets without binding a new depth buffer with the same resolution. If you have disabled the antialising and still get this issue try use the simplest fixed function technique so that we can test if it only occurs in the deferred renderer.

    Also you can use the gDEBugger tool.

    Sorry for the delay in the reply.
    It happens regardless of AA setting, and with both the simple and deferred renderer.

    Which is why it stumped me, I had the same issue on a Nvidia card and disabling AA fixed it.

  11. #41
    Valued Member grandao is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by SecretsOThePast View Post
    It happens regardless of AA setting, and with both the simple and deferred renderer.

    Which is why it stumped me, I had the same issue on a Nvidia card and disabling AA fixed it.
    Uhm.., I will revise the code and try find some "non-standard" directx code, but without an ati card to test it will be hard to fix.
    If you have more details about this issue it can help to find the bug.

  12. #42
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Quote Originally Posted by grandao View Post
    Uhm.., I will revise the code and try find some "non-standard" directx code, but without an ati card to test it will be hard to fix.
    If you have more details about this issue it can help to find the bug.
    Yeah, nothing other than it's directly related to rendering of the gz2 maps (ie; the character displays just fine and the world doesn't render, but collides with the player), and that the ATI card is an ATI 5770 Sapphire.

    I'm gonna keep on looking into the issue but unfortunately I can't debug it either, it's one of my associates online that has the issue.

  13. #43
    Wait wut PenguinGuy is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    There was something about ver. 3 pixel shaders and ATI cards... For the life of me, I can't recall what though.
    Could you possibly have your friend run PIX and upload the file?

  14. #44
    TBF Guru jetman82 is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    Sorry to revive such an old thread, but I'm trying to do some experimentation's with this and i've run into a snag. If someone could help me fix this I would greatly appreciate it.


  15. #45
    Proficient Member Mr_Troy is offline
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    Re: [TUTORIAL+CODE]Adding support to RS3 maps in gunz 1.5

    The solution is simpler than simple. Jesus, quit trying if you can't even see this horrible mistake.



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