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Author Topic: few visiual problems  (Read 4376 times)

Offline mor2

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few visiual problems
« on: October 29, 2010, 02:53:02 am »
i finally returned home and finally had the chance to try the 2.4, as with 2.3 video setting are trial by error   :(

the worst part is that i can only change setting in the menu but i need to be in battle to know if there is something wrong but there i cannot fix it and need to comeback to the menu and more annoying is that the game reloads after each video setting change, cant we add an accept button to commit all the changes together, instead of draging me through the loading screen dozen times or so.

the biggest problem is the text alignment here on 1680x1050 and as shown on the screenshoot: http://i53.tinypic.com/oqh8w2.jpg
as before there was also the drop ship and all the actors appear black and some other objects getting screwed (making it into a nice borg universe :) ) but i bet that scaling back on shaders or other setting will probably fix that, one last problem was a weird case when someones hand was was shown before my inventory, it was partially hiding the gun  ??? but i couldn't reproduce the problem.

also here is the ufoconsole.log if needed (btw was it unreadable on the 2.3 version as well or only on the 2.4? notepad couldn't show anything intelligible)
Code: [Select]
------- video initialization -------
2010/10/29 02:04:05SDL version: 1.2.14
2010/10/29 02:04:05I: desktop depth: 32bpp
2010/10/29 02:04:05I: video memory: 0
2010/10/29 02:04:05I: Available resolutions:  1440x900 1400x1050 1360x1024 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1152x648 1024x768 848x480 800x600 720x576 720x480 640x480 (18)
2010/10/29 02:04:05I: video driver: windib
2010/10/29 02:04:05I: setting mode 0
2010/10/29 02:04:05I: set multisample buffers to 4
2010/10/29 02:04:05I: set swap control to 1
2010/10/29 02:04:06I: 1680x1050 (fullscreen: yes)
2010/10/29 02:04:06I: got 8 bits of stencil
2010/10/29 02:04:06I: got 24 bits of depth buffer
2010/10/29 02:04:06I: got double buffer
2010/10/29 02:04:06I: got 8 bits for red
2010/10/29 02:04:06I: got 8 bits for green
2010/10/29 02:04:06I: got 8 bits for blue
2010/10/29 02:04:06I: got 8 bits for alpha
2010/10/29 02:04:06I: got 4 multisample buffers
GL_VENDOR: ATI Technologies Inc.2010/10/29 02:04:06
GL_RENDERER: ATI Radeon HD 4800 Series           2010/10/29 02:04:06
GL_VERSION: 3.3.10188 Compatibility Profile Context2010/10/29 02:04:06
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float L_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control2010/10/29 02:04:06
2010/10/29 02:04:06using GL_ARB_texture_non_power_of_two
2010/10/29 02:04:06using GL_ARB_shading_language_100
2010/10/29 02:04:06GLSL Version: 3.30
2010/10/29 02:04:06using GL_ARB_framebuffer_object
2010/10/29 02:04:06max draw buffers: 8
2010/10/29 02:04:06max render buffer size: 8192
2010/10/29 02:04:06max color attachments: 8
2010/10/29 02:04:06using GL_ARB_draw_buffers
2010/10/29 02:04:06max supported vertex texture units: 16
2010/10/29 02:04:06max supported lights: 8
2010/10/29 02:04:06max texture units: 8
2010/10/29 02:04:06max texture coords: 16
2010/10/29 02:04:06max vertex attributes: 16
2010/10/29 02:04:06max varying floats: 64
2010/10/29 02:04:06max fragment uniform components: 1024
2010/10/29 02:04:06max vertex uniform components: 1024
2010/10/29 02:04:06max texture size: detected 8192
2010/10/29 02:04:06Warning: high resolution globe textures requested, but could not be found; falling back to medium resolution globe textures.
2010/10/29 02:04:06R_LoadProgram: 'world' loaded.
2010/10/29 02:04:06R_LoadProgram: 'warp' loaded.
2010/10/29 02:04:06R_LoadProgram: 'geoscape' loaded.
2010/10/29 02:04:06R_LoadProgram: 'combine2' loaded.
2010/10/29 02:04:06R_LoadProgram: 'convolve3' loaded.
2010/10/29 02:04:06R_LoadProgram: 'atmosphere' loaded.
2010/10/29 02:04:06R_LoadProgram: 'simple_glow' loaded.
2010/10/29 02:04:06SDL_image version 1.2.10
2010/10/29 02:04:07SDL_ttf version 2.0.10 - we need at least 2.0.7
2010/10/29 02:04:07...registering 10 fonts
2010/10/29 02:04:07Modified render related cvars
2010/10/29 02:04:24144 static models loaded
2010/10/29 02:04:49Change gametype to 'Campaign mode'
2010/10/29 02:04:49

Offline bayo

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Re: few visiual problems
« Reply #1 on: October 29, 2010, 10:15:26 am »
Quote
the biggest problem is the text alignment here on 1680x1050 and as shown on the screenshoot
I think you dont use the last version from the repository. This is a know and fixed bug. Maybe you can update your binaries with http://ufoai.ninex.info/snapshots/ (but make a backup).
« Last Edit: October 29, 2010, 10:17:37 am by bayo »

Offline mor2

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Re: few visiual problems
« Reply #2 on: October 29, 2010, 01:53:18 pm »
i seen those in the DL section, but i followed the other link to get the full binaries, which i assumed was the latest compilation.
maybe the download section and the above thread OP should be more clear about this, that in either case you should get both, he full binaries for all the resources and the latest nightly's which works as the latest "patch".

i'll try them and see if there anything new, btw UFOAI look better than ever on my PC and i love the default hud new feature in 2.4




Offline mor2

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Re: few visiual problems
« Reply #3 on: October 29, 2010, 06:13:27 pm »
well i just updated to the latest nightly you pointed me too, now the game just "doesnt work", it finishes the loading sequence but instead the menu i get a black screen, the cursor is still there and i hear clicking sound when click but that the extent of it, from here its only end process.

also in this version i think the SDL.dll bug from 2.3 has returned, after alt+tab or ctrl+esc the mouse get stuck in the corner and need to use the keyboard to end the task.
« Last Edit: October 29, 2010, 06:15:41 pm by mor2 »

Offline mikeg

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Re: few visiual problems
« Reply #4 on: October 29, 2010, 09:38:36 pm »
Hello,

also in this version i think the SDL.dll bug from 2.3 has returned, after alt+tab or ctrl+esc the mouse get stuck in the corner and need to use the keyboard to end the task.

Each version of UFO:AI brings its own SDL.dll, so you have to replace the 2.4 with the SDL.dll from the 7z I provided in the well-known thread. Mattn did not put the SDL.dll from the thread to master, I think.

Regards

Offline bayo

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Re: few visiual problems
« Reply #5 on: October 29, 2010, 11:53:39 pm »
From the download page:
Quote
The community provides binaries, though these binaries are often quickly outdated.
Hard to be more clear.

Offline mor2

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Re: few visiual problems
« Reply #6 on: October 30, 2010, 12:39:34 am »
@mikeg, no problem i'll use the sdl.dll from the 2.3 thread then.

@bayo, not everyone who can test and submit bug reports can understand what binaries and nightly's are but most do understand the concept of full package download and patches.



btw, any ideas on the black screen i get after extracting the new binaries?

Offline bayo

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Re: few visiual problems
« Reply #7 on: October 30, 2010, 01:03:50 am »
It is only binaries, its not a patch. That why, if you dont have the last resources from the master it can or can't work.