1. Post #761
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    8800GT represent

    best card ever
    I had the GTX. It was fine until the soldering melted.

    I'm glad the game seems to be running fine for almost all of you, did you all zoom out as far as you could?

    And I'll look into getting it working on Linux today.
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  2. Post #762
    TAIWANESE v.2

    May 2011
    2,662 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    This is what I get on my ATI Mobility Radeon HD 3450.
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  3. Post #763
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    Doesn't work at all here.

    Nvidia GTX 260 linux.

    Also crashes when generating a new city
    Code:
    Unhandled Exception: System.Exception: OpenGL hates your guts: InvalidOperation
    at Zombles.Graphics.VertexBuffer.CheckForError () <0x0007a>
    at Zombles.Graphics.VertexBuffer.SetData<single> (single[]) <0x00091>
    at Zombles.Geometry.City.UpdateVertexBuffer () <0x0006e>
    at Zombles.Geometry.Generation.CityGenerator.Generate (int,int,System.Random) <0x0005f>
    I love the error message.
    Apparently your card only supports OpenGL 2.1, and I'm using some 3+ features. Since it works with robmaister's linux partition I'll assume it will work for pretty much everyone on linux who's card supports it.
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  4. Post #764
    Jaykin Bacon: Episode 3
    SteveUK's Avatar
    May 2005
    2,469 Posts
    Beretta with bump map
    I hope that isn't 1:1 to what you're actually using in-game, unless they're third person.
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  5. Post #765
    calzoneman's Avatar
    February 2008
    460 Posts


    because fuck all logic


    if turb sees this..
    Did you write your own lexer or are you using a library for it? If the latter, which library?
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  6. Post #766
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,757 Posts
    Apparently your card only supports OpenGL 2.1, and I'm using some 3+ features. Since it works with robmaister's linux partition I'll assume it will work for pretty much everyone on linux who's card supports it.
    My card is getting that old? Oh dear :(
    However, I'm able to compile shaders that contain OpenGL 3.3 features on my card and they work fine. You sure that's the cause?
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  7. Post #767
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,562 Posts
    Did you write your own lexer or are you using a library for it? If the latter, which library?
    He's written his own.
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  8. Post #768
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,571 Posts
    Finished my .net project that keeps track of dead homeless people for the city (g3t payd $$$). Finished all classes. Finished coldfusion(LOL) inspection app. Updated 3 websites. Now I'm at work with no more projects! I want to be home working on sanic game and isometric rpg game!!
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  9. Post #769
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    My card is getting that old? Oh dear :(
    However, I'm able to compile shaders that contain OpenGL 3.3 features on my card and they work fine. You sure that's the cause?
    I'll add some more debugging output later so we can find out the problem.
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  10. Post #770
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    Apparently your card only supports OpenGL 2.1, and I'm using some 3+ features. Since it works with robmaister's linux partition I'll assume it will work for pretty much everyone on linux who's card supports it.
    The GTX 260 supports OpenGL 3.3 :|
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  11. Post #771
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    The GTX 260 supports OpenGL 3.3 :|
    I was just going by this, I didn't check for any other sources.
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  12. Post #772
    ben1066's Avatar
    August 2009
    1,101 Posts

    Tone mapped and now with a skybox. At the top from left to right, albedo, normals, depth, lightmap, pre-post processing (pixelated since mipmaps are enabled to give me a cheapish way of getting average luminosity). There is some artifacting on the edges of the model :S
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  13. Post #773
    ichiman94's Avatar
    August 2010
    860 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Steady 60 fps, draws nothing
    Geforce 6600 256 MB

    Edit: crashes when I press G
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  14. Post #774
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,114 Posts
    So, for ages I've been trying to implement chat emoticons in Steam...



    Close enough
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  15. Post #775
    Icedshot's Avatar
    April 2010
    2,361 Posts
    Steady 60 fps, draws nothing
    Geforce 6600 256 MB

    Edit: crashes when I press G
    6600 only supports opengl 2.1
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  16. Post #776
    ben1066's Avatar
    August 2009
    1,101 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Solid 60FPS, GTX 560 Ti 1GB.
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  17. Post #777
    I gave ••••• enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,425 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Stable 59.97 FPS, GT 530, city generating takes less that half-a-second.
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  18. Post #778
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    I've started working on the UI of our game. Not a single line of code written yet, but made a fancy chart.
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  19. Post #779
    Gold Member

    October 2008
    3,838 Posts
    So there's been quite a bit of a commotion in the FPP group the past few days. I could explain it all but I made a video instead.
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  20. Post #780
    Icedshot's Avatar
    April 2010
    2,361 Posts
    1996002 triangles, runs at ~40ms/frame. Damn blurry texture, need to enable storing of custom resolution textures



    Lighting calculated from a lightsource rather than being ambient.

    Currently largely CPU bound due to sorting triangles to be tessellated, and getting rid of triangles not meant to be drawn. Tempted to disable tessellation entirely, although I could just sort it in multiple threads at once
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  21. Post #781
    MitchvW's Avatar
    September 2011
    1,489 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Doesn't work on 540m 1024mb.
    60 fps on integrated graphics card.
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  22. Post #782
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,502 Posts
    So there's been quite a bit of a commotion in the FPP group the past few days. I could explain it all but I made a video instead.
    Just about sums it up, yeah.
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  23. Post #783
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    I was just going by this, I didn't check for any other sources.
    Driver updates usually up the supported graphics API level.
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  24. Post #784
    Gold Member
    darkrei9n's Avatar
    November 2007
    5,367 Posts


    Apparently I'm doomed to mess up every "fix" I make to my terrain generator. I don't even know HOW this time.
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  25. Post #785
    Gold Member
    Hyzo's Avatar
    February 2008
    646 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Gigabyte GTX 580 1536 mb, runs good 60 fps.

    I really like it too, it's what project zomboid should have done since running through the same city all the time is boring.
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  26. Post #786
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,625 Posts
    8800GT represent

    best card ever
    8800 GTS represent

    I remember when I got it for $250 or something which was considered a great budget purchase compared to the GTX
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  27. Post #787
    Hi Jo
    Jo The Shmo's Avatar
    February 2009
    22,914 Posts

    i got this functional, now I just need to add the scoring system and make it pretty instead of ugly

    Edited:

    theres more in the thread
    http://www.facepunch.com/threads/1182890
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  28. Post #788
    ben1066's Avatar
    August 2009
    1,101 Posts
    8800 GTS represent

    I remember when I got it for $250 or something which was considered a great budget purchase compared to the GTX
    I had a 9800GT till about 6 months ago, it had bad capacitors, needless to say it died. I've since got a GTX 560 Ti and life is good. In other news, my renderer is totally broken on 360 XNA, and I don't know why, and I'm beginning to not care. I'll probably just throw my mobile renderer at it when that's complete, and that should be fine...
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  29. Post #789

    May 2011
    119 Posts
    I've been following this thread off and on for over a year now and I must say that I'm extremely impressed by all of you. Incredibly inspiring to see people that are so passionate about something.

    Keep it up!
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  30. Post #790
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,114 Posts
    And it works!

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  31. Post #791
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,902 Posts
    8800GT represent

    best card ever

    Hell yeah. I still have an 8800 GTS in my main gaming rig (I'm poor as hell)
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  32. Post #792
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,549 Posts
    Ugh I don't think this is how variance shadow maps are supposed to work

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  33. Post #793


    :D

    Yes I screwed it up and now I need to start over again.

    FCK IT time for Android. It's just the method of drawing and I have the feeling that's different on Android.
    Plus I really want to start making apps =3
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  34. Post #794
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    I'll add some more debugging output later so we can find out the problem.
    If you compile a debug build of OpenTK from SVN, you can enable per-method error checking with the context's "ErrorChecking" property.

    Also a few other tips for better Linux/OSX support:

    - instead of using the Keyboard and Mouse properties from GameWindow, use the GetState() methods from the static OpenTK.Input.Mouse/Keyboard classes. If you poll those properties a lot, you'll get some weird framerate issues.
    - Some OpenGL implementations default "SwapInterval" to 0 instead of 1, making vsync work incorrectly. In the constructor of your window, explicitly set it to 1: "this.Context.SwapInterval = 1;" and don't try to set vsync with the Run overloads that accept frame/update rates, the framerate jumps around if you have both enabled.
    - OpenTK from SVN has a new "CursorVisible" property in GameWindow, use that instead of System.Windows.Forms.Cursor.Hide()/Show() if you want to hide the cursor, as it actually works on Linux/OSX.
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  35. Post #795
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    If you compile a debug build of OpenTK from SVN, you can enable per-method error checking with the context's "ErrorChecking" property.

    Also a few other tips for better Linux/OSX support:

    - instead of using the Keyboard and Mouse properties from GameWindow, use the GetState() methods from the static OpenTK.Input.Mouse/Keyboard classes. If you poll those properties a lot, you'll get some weird framerate issues.
    - Some OpenGL implementations default "SwapInterval" to 0 instead of 1, making vsync work incorrectly. In the constructor of your window, explicitly set it to 1: "this.Context.SwapInterval = 1;" and don't try to set vsync with the Run overloads that accept frame/update rates, the framerate jumps around if you have both enabled.
    - OpenTK from SVN has a new "CursorVisible" property in GameWindow, use that instead of System.Windows.Forms.Cursor.Hide()/Show() if you want to hide the cursor, as it actually works on Linux/OSX.
    Thanks for this, I'll be sure to switch to / implement all of these tomorrow.
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  36. Post #796
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  37. Post #797
    Gold Member
    raccoon12's Avatar
    November 2008
    3,175 Posts
    Ugh, just when I finally fix something, I break another thing
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  38. Post #798
    voodooattack's Avatar
    October 2009
    1,994 Posts
    Ugh, just when I finally fix something, I break another thing
    You're lucky. I usually end up screwing both.
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  39. Post #799
    Team Hamster
    jalb's Avatar
    December 2009
    588 Posts
    Taking an engine design course. We have to write a game engine. An actual game engine, not some shitty half-assed framework that we used for the first iteration of dystopia machina (the game with all the half naked people).



    We wrote out a list of stuff we're gonna do for the course, and then stuff for "senior project" which is making a full game.


    Forever alone in physics team. Anyway, someone added boob physics. All our characters (all 1 of them) are male but I'll see what I can do.
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  40. Post #800
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    It's no problem, just make your character have tits and explain that he once had testicular cancer and everysince they had to remove his balls, his estrogen levels were rising causing him to grow man-boobs which also produce small amounts of milk.

    What a twist.
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