1. Post #281
    Gold Member
    FingerSpazem's Avatar
    August 2006
    1,480 Posts
    nullsquared posted:
    There we go.
    mirror 0: http://cheapfilehost.com/file.php?fi...b7b9ec2d352f50
    mirror 1: http://www.MegaShare.com/350114
    Unzip, read the fucking read me, and try shit out.

    I take no responsibility for disappointment. It's a DEVELOPMENT release.

    Now that I've said that, I'm off to eat dinner.
    Give this man some fucking goldstars :argh:

  2. Post #282
    Virusaurus's Avatar
    January 2008
    30 Posts
    Hurry up download bar! I must stick my penis in a portal now.

  3. Post #283
    Gold Member
    PsYchOsIs's Avatar
    October 2006
    351 Posts
    imawerewol posted:
    But I feel bad for the folks that still have 1999ish computers. (Yea, my friend has one, it can't narbacular drop.)
    Meh, DX7 isn't so bad, you can still play a fair amount of games.

    I'm fairly satisfied with my configuration.

    Until I realise again that I can't play the Orange Box, and Garry's Mod is glitched for me.

    Then it fucking sucks.

  4. Post #284
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Ugh, I can't make quotation marks in the console, thus not allowing me to play >.< I bet i'm doing something really idiotic.

    Edit:

    Somebody help me! I can only stare at the console thinking of what's to come!

  5. Post #285
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Use [[ and ]] or ' and '
    (you _are_ use shift and ' to make ", right?)

    Also, is anyone getting a run where portals are totally ignorant (stuff doesn't go through them)? I'm not sure if it's a bug with the game or with my system - some executions it runs 100% fine, others I pass through the portals randomly. Just want to make sure it's just me, ha.

  6. Post #286
    Virusaurus's Avatar
    January 2008
    30 Posts
    Game just closes for me when I put in
    dofile(dd.."test_lua.lua")

  7. Post #287
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    nullsquared posted:
    Use [[ and ]] or ' and '
    (you _are_ use shift and ' to make ", right?)
    Yes, the ' button plain won't work with or without shift. I'll try [[ though!

  8. Post #288
    Gold Member
    Vette's Avatar
    March 2006
    27 Posts
    Use MediaFire to upload it :P

  9. Post #289
    Drew Carey's Avatar
    December 2007
    111 Posts
    :)
    :D
    *twitch*
    :awesome:

  10. Post #290
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Virusaurus posted:
    Game just closes for me when I put in
    dofile(dd.."test_lua.lua")
    Give me release/gfx.log (or whatever the log comes out to be). Seems like it can't load a critical file (probably one of the internal ones). Also, there's a chance they might compile (the shaders I'm talking about, which is probably what failed) under a different renderer. Go to gfx_cfg.lua and change renderer to the one you didn't use before (OGL or D3D).

  11. Post #291
    Drew Carey's Avatar
    December 2007
    111 Posts
    Vette posted:
    Use MediaFire to upload it :P
    If uploading wasn't so slow on my shitty connection I'd mirror it on MF and D2K5, with permission, but as it is I'm trying to download a bunch of stuff and it's going at like 1%/30sec :(
    *cancels download of school file backups*

  12. Post #292
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Drew Carey posted:
    If uploading wasn't so slow on my shitty connection I'd mirror it on MF and D2K5, with permission, but as it is I'm trying to download a bunch of stuff and it's going at like 1%/30sec :(
    *cancels download of school file backups*
    Wait, did you download it already? Did it actually run? Also, I make no promises for Vista. Which seems to be a big problem for many. I have no Vista right now, don't bother me about stuff if Vista doesn't work.

  13. Post #293
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Ugh, the [ button dooes nothing, and the ] button makes an [. I know I can't play, but this strange turn of events is making me laugh.

  14. Post #294
    Gold Member
    PsYchOsIs's Avatar
    October 2006
    351 Posts

    Yes.

  15. Post #295
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    imawerewol posted:
    Ugh, the [ button dooes nothing, and the ] button makes an [. I know I can't play, but this strange turn of events is making me laugh.
    What keyboard layout do you have? It really shouldn't fail in making a simplistic mark such as the " or [[ or something.

    @ above post: What?

  16. Post #296
    Drew Carey's Avatar
    December 2007
    111 Posts
    nullsquared posted:
    Wait, did you download it already? Did it actually run? Also, I make no promises for Vista. Which seems to be a big problem for many. I have no Vista right now, don't bother me about stuff if Vista doesn't work.
    Hasn't run... yet. My slowassed connection is still downloading it :argh:

    I'll get back to you if it does run (I'm on Vista, and archaic hardware, so if it runs on my system it'll run on anything still being manufactured)

    Edit:

    imawerewol posted:
    Ugh, the [ button dooes nothing, and the ] button makes an [. I know I can't play, but this strange turn of events is making me laugh.
    If ] makes [, see if \ makes ] (since it's shuffled on that way)

  17. Post #297
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Drew Carey posted:
    Hasn't run... yet. My slowassed connection is still downloading it :argh:

    I'll get back to you if it does run (I'm on Vista, and archaic hardware, so if it runs on my system it'll run on anything still being manufactured)
    :sigh:

    Probably won't work on Vista OR archaic hardware. All I know is that a build I gave to Jallen a while ago worked 100%, period.

    Also, I'm uploading to media fire right now.

  18. Post #298
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    PsYchOsIs posted:

    Yes.



    Oh.

  19. Post #299
    phasebot-alt's Avatar
    January 2008
    313 Posts
    I was kind of expecting the possibility of compiling the thing myself. Is this even remotely portable? Because if it is, releasing source code really helps since Linux geeks will compile it and upload a Linux binary for you without hesitation.

    Running things in Wine for no reason is annoying.

    Edit:

    Oh wait, you're using OGRE. Then it's definitely portable. Source code please.

  20. Post #300
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    :confused:

    What...?

    @ phasebot: I'll be compiling Linux and Mac final builds. This is a SNAP SHOT of my current DEVELOPMENT BUILD.

  21. Post #301
    Gold Member
    NixNax123's Avatar
    August 2007
    2,975 Posts
    nullsquared posted:
    :sigh:

    Probably won't work on Vista
    I really hope you are fucking wrong.

  22. Post #302
    Virusaurus's Avatar
    January 2008
    30 Posts
    Well I did the "fix it up to your liking (renderer can be "D3D" or "OGL")"
    and I used OGL

    Open it up, put the thing in console and get
    The Instruction at "0x5ed0530e" referenced memory at "0x0000051c". The memory could not be "read'
    Click on OK to terminate the program
    I'd get a screen shot but imageshack is down.

    There is a main.txt, no gfx.txt
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
    
    00:45:15: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurH_ps20_glsl Cannot compile GLSL high-level shader : BlurH_ps20_glsl Fragment shader failed to compile with the following errors:
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
     in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
    00:45:15: High-level program BlurH_ps20_glsl encountered an error during loading and is thus not supported.
    OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurH_ps20_glsl Cannot compile GLSL high-level shader : BlurH_ps20_glsl Fragment shader failed to compile with the following errors:
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
     in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
    00:45:15: GLSL compiled : Blur_vs_glslVertex shader was successfully compiled to run on hardware.
    
    00:45:15: Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
    
    00:45:15: OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurV_ps20_glsl Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
     in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
    00:45:15: High-level program BlurV_ps20_glsl encountered an error during loading and is thus not supported.
    OGRE EXCEPTION(7:InternalErrorException): Cannot compile GLSL high-level shader : BlurV_ps20_glsl Cannot compile GLSL high-level shader : BlurV_ps20_glsl Fragment shader failed to compile with the following errors:
    ERROR: 1:8: '{' : syntax error parse error
    ERROR: 1 compilation errors.  No code generated.
     in GLSLProgram::loadFromSource at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\GLSL\src\OgreGLSLExtSupport.cpp (line 66)
    00:45:15: GLSL compiled : BrightBloom2_ps20_glslFragment shader was successfully compiled to run on hardware.
    00:45:15: Parsing script blur.material
    00:45:15: Parsing script can_test_mat.material
    00:45:15: Parsing script ccube.material
    00:45:15: Parsing script frame.material
    00:45:15: Parsing script fuck.material
    00:45:15: Parsing script Level1.material
    00:45:15: Parsing script marble.material
    00:45:15: Parsing script marble_machine.material
    00:45:15: Parsing script roller_mine.material
    00:45:15: Parsing script shiny.material
    00:45:15: Parsing script simple.material
    00:45:15: Parsing script sky.material
    00:45:15: Parsing script smoke.material
    00:45:15: Parsing script techycube.material
    00:45:15: Parsing script vortex.material
    00:45:15: Parsing script __hud.material
    00:45:15: Parsing script bloom.compositor
    00:45:15: Parsing script blur.compositor
    00:45:15: Finished parsing scripts for resource group Shaders
    00:45:15: Parsing scripts for resource group Textures
    00:45:15: Finished parsing scripts for resource group Textures
    00:45:15: Mesh: Loading ball.mesh.
    00:45:15: Can't assign material spherething_auv to SubEntity of ScriptedObject_1Ent because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:15: Texture: marble.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    00:45:15: Texture: black.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with 2 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
    00:45:15: Texture: white.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with 2 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
    00:45:15: Texture: bumpy_n.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    00:45:15: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
    00:45:15: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
    00:45:15: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
    00:45:15: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
    00:45:15: Mesh: Loading Level1.mesh.
    00:45:15: Texture: rsty_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    00:45:15: Texture: rsty_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    00:45:15: Texture: rockwall_d.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    00:45:15: Texture: rockwall_nh.tga: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    00:45:15: Texture: floor_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    00:45:16: Texture: floor_s.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    00:45:16: Texture: smll_tex.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    00:45:16: Texture: smll_bmp.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    00:45:16: Texture: brik_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    00:45:16: Texture: brik_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    00:45:16: Mesh: Loading ccube.mesh.
    00:45:16: Can't assign material cumpainz_auv to SubEntity of ScriptedObject_3Ent because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:16: Texture: ccube_d.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    00:45:16: Texture: ccube_e.png: Loading 1 faces(PF_L8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_L8,512x512x1.
    00:45:16: Mesh: Loading portal/square_portal_hull_open.mesh.
    00:45:16: Mesh: Loading portal/square_portal_hull_closed.mesh.
    00:45:16: Mesh: Loading portal/square_portal_hole.mesh.
    00:45:16: Mesh: Loading portal/square_portal_full.mesh.
    00:45:16: Mesh: Loading portal/square_portal_plane.mesh.
    00:45:16: Mesh: Loading portal/portalframe_left.mesh.
    00:45:16: Can't assign material portaldoor_auv2 to SubEntity of Portal0_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:16: Texture: portalframe_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    00:45:16: Texture: portalframe_e.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    00:45:17: Mesh: Loading portal/portalframe_right.mesh.
    00:45:17: Can't assign material portaldoor_auv to SubEntity of Portal0_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:17: Can't assign material portaldoor_auv2 to SubEntity of Portal1_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:17: Can't assign material portaldoor_auv to SubEntity of Portal1_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
    00:45:17: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    00:45:17: Texture: smoke.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    00:45:17: OGRE EXCEPTION(3:RenderingAPIException): Zero sized texture surface on texture Ogre/ShadowTexture3 face 0 mipmap 0. Probably, the GL driver refused to create the texture. in GLTexture::_createSurfaceList at D:\Ogre_CVS\ogrenew\RenderSystems\GL\src\OgreGLTexture.cpp (line 368)
    

  23. Post #303
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    media fire: http://www.mediafire.com/?6padxmmljxg

    @ phasebot: no source code ;). I said I'll build it myself. WHEN its supposed to be built for those platforms. Also, just because Ogre is portable, doesn't mean everything is.

  24. Post #304
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Drew Carey posted:
    If ] makes [, see if \ makes ] (since it's shuffled on that way)
    You, sir, are a genius. A magnificent genius, 'cause it works.

    Now I can get into the game.

    None of the keybinds work, even when i try to turn cursor mode off. Wow, portalized really doesn't want me to play it >.<

  25. Post #305
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    :lol: it killed itself on a shadow texture.

    How many shadow textures did you use in test_lua.lua? Find and fix:
    Code:
    d_setShadowsRes(512)
    d_setShadowsCount(1)
    @ above post: So... \ works as ]? So try everything with a 1 key offset :confused:. What keyboard layout do you use? Simplistic English here works 100%.

  26. Post #306
    ~ pissing excellence ~
    Fingers!!!'s Avatar
    May 2005
    2,806 Posts
    My keyboard display is Portuguese - ABNT2 and the ~ is actually the "...
    So, when I try to do the "DoFile" stuff, it closes the console
    I've tried hitting every single key in my keyboard, but got nothing...
    What can I do?
    I SO want to play this game.

  27. Post #307
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    It's a standard QWERTY keyboard. I'm 99% certain it's simplistic english.

  28. Post #308
    MrAltaco's Avatar
    January 2007
    183 Posts
    If you need a faster host, try upl.vs-hs.com

    Edit:

    Fingers!!! posted:
    My keyboard display is Portuguese - ABNT2 and the ~ is actually the "...
    So, when I try to do the "DoFile" stuff, it closes the console
    I've tried hitting every single key in my keyboard, but got nothing...
    What can I do?
    I SO want to play this game.
    Use [[ and ]] instead of " and "

  29. Post #309
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    My goodness. So many simplistic input errors :confused:

    I really wasn't planning on supporting multiple keyboard layouts until a more "final" release. Which wasn't a snap shot of my development release. Because I don't know how multiple keyboard layouts work. They should be handled by the operating system, not the game.

    Edit:

    From now on, when you have a problem, report the log, your operating system, your keyboard layout, and ... that's it.

  30. Post #310
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Still, all the other letters work fine, just some of the ones off to the side are screwy. But I still want to figure out why when I get into the game nothing happens. I can't press anyhting execept ESC, even when i'm mashing the hell outta my keyboard.

    It had better not be cause' I have Vista. If anyone can run this game on vista, please let me know! If not, ill try it on my old winXP comp.

  31. Post #311
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Oh, Vista?

    Fucking Vista. Everyone so far who has ran it on Vista has had problems. Fuck Vista.

  32. Post #312
    The_man 42's Avatar
    October 2006
    122 Posts
    Can you make it so you don't fly? It is really irritating me.

  33. Post #313
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Ok, the log. It's long.

    Code:
    20:05:51: Creating resource group General
    20:05:51: Creating resource group Internal
    20:05:51: Creating resource group Autodetect
    20:05:51: SceneManagerFactory for type 'DefaultSceneManager' registered.
    20:05:51: Registering ResourceManager for type Material
    20:05:51: Registering ResourceManager for type Mesh
    20:05:51: Registering ResourceManager for type Skeleton
    20:05:51: MovableObjectFactory for type 'ParticleSystem' registered.
    20:05:51: OverlayElementFactory for type Panel registered.
    20:05:51: OverlayElementFactory for type BorderPanel registered.
    20:05:51: OverlayElementFactory for type TextArea registered.
    20:05:51: Registering ResourceManager for type Font
    20:05:51: ArchiveFactory for archive type FileSystem registered.
    20:05:51: ArchiveFactory for archive type Zip registered.
    20:05:51: FreeImage version: 3.9.3
    20:05:51: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
    20:05:51: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
    20:05:51: DDS codec registering
    20:05:51: Registering ResourceManager for type HighLevelGpuProgram
    20:05:51: Registering ResourceManager for type Compositor
    20:05:51: MovableObjectFactory for type 'Entity' registered.
    20:05:51: MovableObjectFactory for type 'Light' registered.
    20:05:51: MovableObjectFactory for type 'BillboardSet' registered.
    20:05:51: MovableObjectFactory for type 'ManualObject' registered.
    20:05:51: MovableObjectFactory for type 'BillboardChain' registered.
    20:05:51: MovableObjectFactory for type 'RibbonTrail' registered.
    20:05:51: *-*-* OGRE Initialising
    20:05:51: *-*-* Version 1.4.6 (Eihort)
    20:05:51: Loading library RenderSystem_Direct3D9
    20:05:51: Installing plugin: D3D9 RenderSystem
    20:05:52: D3D9 : Direct3D9 Rendering Subsystem created.
    20:05:52: D3D9: Driver Detection Starts
    20:05:52: D3D9: Driver Detection Ends
    20:05:52: Plugin successfully installed
    20:05:52: Loading library Plugin_CgProgramManager
    20:05:52: Installing plugin: Cg Program Manager
    20:05:52: Plugin successfully installed
    20:05:52: Loading library Plugin_ParticleFX
    20:05:52: Installing plugin: ParticleFX
    20:05:52: Particle Emitter Type 'Point' registered
    20:05:52: Particle Emitter Type 'Box' registered
    20:05:52: Particle Emitter Type 'Ellipsoid' registered
    20:05:52: Particle Emitter Type 'Cylinder' registered
    20:05:52: Particle Emitter Type 'Ring' registered
    20:05:52: Particle Emitter Type 'HollowEllipsoid' registered
    20:05:52: Particle Affector Type 'LinearForce' registered
    20:05:52: Particle Affector Type 'ColourFader' registered
    20:05:52: Particle Affector Type 'ColourFader2' registered
    20:05:52: Particle Affector Type 'ColourImage' registered
    20:05:52: Particle Affector Type 'ColourInterpolator' registered
    20:05:52: Particle Affector Type 'Scaler' registered
    20:05:52: Particle Affector Type 'Rotator' registered
    20:05:52: Particle Affector Type 'DirectionRandomiser' registered
    20:05:52: Particle Affector Type 'DeflectorPlane' registered
    20:05:52: Plugin successfully installed
    20:05:52: CPU Identifier & Features
    20:05:52: -------------------------
    20:05:52:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz
    20:05:52:  *      SSE: yes
    20:05:52:  *     SSE2: yes
    20:05:52:  *     SSE3: yes
    20:05:52:  *      MMX: yes
    20:05:52:  *   MMXEXT: yes
    20:05:52:  *    3DNOW: no
    20:05:52:  * 3DNOWEXT: no
    20:05:52:  *     CMOV: yes
    20:05:52:  *      TSC: yes
    20:05:52:  *      FPU: yes
    20:05:52:  *      PRO: yes
    20:05:52:  *       HT: no
    20:05:52: -------------------------
    20:05:52: D3D9 : Subsystem Initialising
    20:05:52: ***************************************
    20:05:52: *** D3D9 : Subsystem Initialised OK ***
    20:05:52: ***************************************
    20:05:52: D3D9RenderSystem::createRenderWindow "Portalized", 1680x1050 windowed  miscParams: FSAA=2 vsync=false 
    20:05:52: D3D9 : Created D3D9 Rendering Window 'Portalized' : 1664x1014, 32bpp
    20:05:52: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
    20:05:52: Registering ResourceManager for type Texture
    20:05:52: Registering ResourceManager for type GpuProgram
    20:05:52: Multiple render targets with independent bit depths supported
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_R
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_R
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT16_GR
    20:05:52: D3D9: Vertex texture format supported - PF_FLOAT32_GR
    20:05:52: RenderSystem capabilities
    20:05:52: -------------------------
    20:05:52:  * Hardware generation of mipmaps: yes
    20:05:52:  * Texture blending: yes
    20:05:52:  * Anisotropic texture filtering: yes
    20:05:52:  * Dot product texture operation: yes
    20:05:52:  * Cube mapping: yes
    20:05:52:  * Hardware stencil buffer: yes
    20:05:52:    - Stencil depth: 8
    20:05:52:    - Two sided stencil support: yes
    20:05:52:    - Wrap stencil values: yes
    20:05:52:  * Hardware vertex / index buffers: yes
    20:05:52:  * Vertex programs: yes
    20:05:52:    - Max vertex program version: vs_3_0
    20:05:52:  * Fragment programs: yes
    20:05:52:    - Max fragment program version: ps_3_0
    20:05:52:  * Texture Compression: yes
    20:05:52:    - DXT: yes
    20:05:52:    - VTC: no
    20:05:52:  * Scissor Rectangle: yes
    20:05:52:  * Hardware Occlusion Query: yes
    20:05:52:  * User clip planes: yes
    20:05:52:  * VET_UBYTE4 vertex element type: yes
    20:05:52:  * Infinite far plane projection: yes
    20:05:52:  * Hardware render-to-texture: yes
    20:05:52:  * Floating point textures: yes
    20:05:52:  * Non-power-of-two textures: yes
    20:05:52:  * Volume textures: yes
    20:05:52:  * Multiple Render Targets: 4
    20:05:52:  * Point Sprites: yes
    20:05:52:  * Extended point parameters: yes
    20:05:52:  * Max Point Size: 8192
    20:05:52:  * Vertex texture fetch: yes
    20:05:52:    - Max vertex textures: 4
    20:05:52:    - Vertex textures shared: no
    20:05:52: ResourceBackgroundQueue - threading disabled
    20:05:52: Particle Renderer Type 'billboard' registered
    20:05:52: Added resource location '../../data//internal/' of type 'FileSystem' to resource group 'Internal'
    20:05:52: Initialising resource group Internal
    20:05:52: Parsing scripts for resource group Internal
    20:05:52: Parsing script 00portal.material
    20:05:52: Parsing script 00shadow_caster.material
    20:05:52: Finished parsing scripts for resource group Internal
    20:05:52: SceneManagerFactory for type 'CustomSceneManager' registered.
    20:05:52: Added resource location '../../data/' of type 'FileSystem' to resource group 'General'
    20:05:52: Creating viewport on target 'Portalized', rendering from camera 'RootManager::camera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    20:05:52: WARNING: Texture instance 'Ogre/ShadowTexture0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    20:05:52: Creating viewport on target 'rtt/3922816', rendering from camera 'Ogre/ShadowTexture0Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    20:05:52: Render Target 'rtt/3922816' Average FPS: 0 Best FPS: 0 Worst FPS: 999
    20:05:52: Creating resource group Fonts
    20:05:52: Added resource location '../../data//fonts/' of type 'FileSystem' to resource group 'Fonts'
    20:05:52: Initialising resource group Fonts
    20:05:52: Parsing scripts for resource group Fonts
    20:05:52: Parsing script cour.fontdef
    20:05:52: Parsing script vintage.fontdef
    20:05:52: Finished parsing scripts for resource group Fonts
    20:05:52: Creating resource group GUI
    20:05:52: Added resource location '../../data//gui/' of type 'FileSystem' to resource group 'GUI'
    20:05:52: Initialising resource group GUI
    20:05:52: Parsing scripts for resource group GUI
    20:05:52: Parsing script skinTemplate.material
    20:05:52: Parsing script qgui.skinset
    20:05:52: Finished parsing scripts for resource group GUI
    20:05:52: Texture: qgui.titleBar.button.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    20:05:52: Font courierusing texture size 512x256
    20:05:52: Info: Freetype returned null for character 160 in font courier
    20:05:52: Texture: courierTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
    20:05:52: Texture: jaanus_logo.png: Loading 1 faces(PF_R8G8B8,333x214x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,333x214x1.
    20:05:52: Texture: nullvoid_logo.png: Loading 1 faces(PF_R8G8B8,333x214x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,333x214x1.
    20:05:52: WARNING: Texture instance 'Ogre/ShadowTexture2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    20:05:52: Creating viewport on target 'rtt/130469056', rendering from camera 'Ogre/ShadowTexture2Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    20:05:52: Texture: vortex.jpg: Loading 1 faces(PF_R8G8B8,286x280x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,286x280x1.
    20:05:56: Texture: SkinSet.qgui.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
    20:06:19: Creating resource group Models
    20:06:19: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
    20:06:19: Creating resource group Shaders
    20:06:19: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
    20:06:19: Creating resource group Textures
    20:06:19: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
    20:06:19: Creating resource group Particles
    20:06:19: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
    20:06:19: Parsing scripts for resource group Autodetect
    20:06:19: Finished parsing scripts for resource group Autodetect
    20:06:19: Parsing scripts for resource group General
    20:06:19: Finished parsing scripts for resource group General
    20:06:19: Parsing scripts for resource group Models
    20:06:19: Finished parsing scripts for resource group Models
    20:06:19: Parsing scripts for resource group Particles
    20:06:19: Parsing script explosion.particle
    20:06:20: Parsing script smoke.particle
    20:06:20: Finished parsing scripts for resource group Particles
    20:06:20: Parsing scripts for resource group Shaders
    20:06:20: Parsing script 00ambient.material
    20:06:20: Parsing script 00diffuse.material
    20:06:20: OGRE EXCEPTION(2:InvalidParametersException): Parameter called lvpMat does not exist.  in GpuProgramParameters::_findNamedConstantDefinition at D:\Ogre_CVS\ogrenew\OgreMain\src\OgreGpuProgram.cpp (line 883)
    20:06:20: Error at line 28 of 00diffuse.material: Invalid param_named_auto attribute - Parameter called lvpMat does not exist. 
    20:06:20: Error in material diffuse_shader_test at line 87 of 00diffuse.material: Unrecognised command: tex_address
    20:06:20: Parsing script 00specular.material
    20:06:20: Parsing script 00specular_n_occ.material
    20:06:20: Parsing script 00specular_occ.material
    20:06:20: Parsing script bloom.material
    20:06:20: Parsing script blur.material
    20:06:20: Parsing script can_test_mat.material
    20:06:20: Parsing script ccube.material
    20:06:20: Parsing script frame.material
    20:06:20: Parsing script fuck.material
    20:06:20: Parsing script Level1.material
    20:06:20: Parsing script marble.material
    20:06:20: Parsing script marble_machine.material
    20:06:20: Parsing script roller_mine.material
    20:06:20: Parsing script shiny.material
    20:06:20: Parsing script simple.material
    20:06:20: Parsing script sky.material
    20:06:20: Parsing script smoke.material
    20:06:20: Parsing script techycube.material
    20:06:20: Parsing script vortex.material
    20:06:20: Parsing script __hud.material
    20:06:20: Parsing script bloom.compositor
    20:06:21: Parsing script blur.compositor
    20:06:21: Finished parsing scripts for resource group Shaders
    20:06:21: Parsing scripts for resource group Textures
    20:06:21: Finished parsing scripts for resource group Textures
    20:06:21: Mesh: Loading ball.mesh.
    20:06:21: Can't assign material spherething_auv to SubEntity of ScriptedObject_1Ent because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:21: Texture: marble.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    20:06:21: Texture: black.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
    20:06:21: Texture: white.bmp: Loading 1 faces(PF_R8G8B8,4x4x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,4x4x1.
    20:06:21: Texture: bumpy_n.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    20:06:21: Added resource location '../../data//models/' of type 'FileSystem' to resource group 'Models'
    20:06:21: Added resource location '../../data//shaders/' of type 'FileSystem' to resource group 'Shaders'
    20:06:21: Added resource location '../../data//textures/' of type 'FileSystem' to resource group 'Textures'
    20:06:21: Added resource location '../../data//particles/' of type 'FileSystem' to resource group 'Particles'
    20:06:21: Mesh: Loading Level1.mesh.
    20:06:22: Texture: rsty_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    20:06:22: Texture: rsty_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    20:06:22: Texture: rockwall_d.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    20:06:22: Texture: rockwall_nh.tga: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    20:06:22: Texture: floor_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    20:06:22: Texture: floor_s.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    20:06:22: Texture: smll_tex.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    20:06:22: Texture: smll_bmp.jpg: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    20:06:22: Texture: brik_tex.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    20:06:22: Texture: brik_bmp.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    20:06:23: Mesh: Loading ccube.mesh.
    20:06:23: Can't assign material cumpainz_auv to SubEntity of ScriptedObject_3Ent because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:23: Texture: ccube_d.png: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    20:06:23: Texture: ccube_e.png: Loading 1 faces(PF_L8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_L8,512x512x1.
    20:06:23: Mesh: Loading portal/square_portal_hull_open.mesh.
    20:06:23: Mesh: Loading portal/square_portal_hull_closed.mesh.
    20:06:23: Mesh: Loading portal/square_portal_hole.mesh.
    20:06:23: Mesh: Loading portal/square_portal_full.mesh.
    20:06:23: Mesh: Loading portal/square_portal_plane.mesh.
    20:06:23: Mesh: Loading portal/portalframe_left.mesh.
    20:06:23: Can't assign material portaldoor_auv2 to SubEntity of Portal0_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:23: Texture: portalframe_d.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    20:06:23: Texture: portalframe_e.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    20:06:23: Mesh: Loading portal/portalframe_right.mesh.
    20:06:23: Can't assign material portaldoor_auv to SubEntity of Portal0_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:23: Can't assign material portaldoor_auv2 to SubEntity of Portal1_frameLeft because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:23: Can't assign material portaldoor_auv to SubEntity of Portal1_frameRight because this Material does not exist. Have you forgotten to define it in a .material script?
    20:06:23: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    20:06:23: Texture: smoke.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    20:06:24: WARNING: Texture instance 'Ogre/ShadowTexture3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    20:06:24: Creating viewport on target 'rtt/166677536', rendering from camera 'Ogre/ShadowTexture3Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    20:06:27: Texture: qgui.titleBar.button.over.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    20:06:28: Texture: qgui.titleBar.button.down.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    20:06:33: *-*-* OGRE Shutdown
    20:06:33: *-*-* OGRE Shutdown
    20:06:33: Render Target 'rtt/130469056' Average FPS: 0 Best FPS: 0 Worst FPS: 999
    20:06:33: Unregistering ResourceManager for type Compositor
    20:06:33: Unregistering ResourceManager for type Font
    20:06:33: Unregistering ResourceManager for type Skeleton
    20:06:33: Unregistering ResourceManager for type Mesh
    20:06:33: Unregistering ResourceManager for type HighLevelGpuProgram
    20:06:33: Uninstalling plugin: ParticleFX
    20:06:33: Plugin successfully uninstalled
    20:06:33: Unloading library Plugin_ParticleFX
    20:06:33: Uninstalling plugin: Cg Program Manager
    20:06:33: Plugin successfully uninstalled
    20:06:33: Unloading library Plugin_CgProgramManager
    20:06:33: Uninstalling plugin: D3D9 RenderSystem
    20:06:33: Render Target 'rtt/166677536' Average FPS: 87.1 Best FPS: 92.4453 Worst FPS: 82.6693
    20:06:33: Render Target 'Portalized' Average FPS: 0 Best FPS: 0 Worst FPS: 999
    20:06:33: D3D9 : Shutting down cleanly.
    20:06:33: Unregistering ResourceManager for type Texture
    20:06:33: Unregistering ResourceManager for type GpuProgram
    20:06:33: D3D9 : Direct3D9 Rendering Subsystem destroyed.
    20:06:33: Plugin successfully uninstalled
    20:06:33: Unloading library RenderSystem_Direct3D9
    20:06:33: Unregistering ResourceManager for type Material
    Vista 32-bit OS
    Simplistic English QWERTY keyboard

    Edit:

    Oh, well if it's vista, i'll put it on my old computer. See ya guys in a bit, i'm gonna go get portalized!

  34. Post #314
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Yup. Vista hates Portalized, Portalized doesn't hate you. Sorry, I use windows XP. :sigh:

    @ flying: This is a simple play ground type thing, it's a flying physics camera. You people are mistaking it for a portal game already. I said, portal tech fuck around. Period.

  35. Post #315
    Gold Member
    Vette's Avatar
    March 2006
    27 Posts
    The box goes in weirdly through the portals for me. It seems to sit on them when flat.

  36. Post #316
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    System? Release mode seems to have some random hiccups with the physics, where the portals ignore objects, on some systems. Not debug mode. And only on some systems :cry:

  37. Post #317
    Drew Carey's Avatar
    December 2007
    111 Posts
    Ran fine on my system, although textures completely failed to appear but I'm pretty sure that's my graphics card.

    System:
    Intel Celeron M @1.86GHz
    Intel GMA 945 Chipset Integrated GFX card
    512Mb RAM
    Windows Vista Home Basic, Build 6000

    Runs at about 40-60fps standard, although the particles lag a little and shadows lag a lot. After turning shadows off, the only problem in the entire thing that I had was the textures, which doesn't bother me since it was probably making it run smoother anyway.

    Oh, almost forgot - the console seems to be a bit odd. It works fine though.

    It flickers a bit too. Doesn't seem to effect performance at all.

  38. Post #318
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Wait, the textures didn't show up, but it ran with shadows? :confused:

    Screen shot, please?

    Also, general thoughts on it? Seems like you were pretty disappointed.

  39. Post #319
    Gold Member
    imawerewol's Avatar
    May 2005
    573 Posts
    Well, according to the Drew Carey, Vista actually works :D i'm just doing something wrong.

  40. Post #320
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Drew, was this in Direct3D mode? I remember text having some troubles. Glad to hear it actually ran on some other machine, though.

    Sorry to those disappointed :(