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Barnes
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1843 posts
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Load ambient world program Failed!
Load light world program Failed!

;D dont use this revision, im rewrite dynamic lighting code now.This is intermediate revisions.
You can use rev 247
Какой богатый внутренний мир! Дай-ка посмотрю.....
AluminumHaste
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16 posts
Karma 7
Ah thanks for your reply :)
I just always like having the latest version, but I'll revert to earlier build and re-compile. Thanks Kirk :) I can't wait to see the lighting changes, are they going to be dramatic changes? Or more like efficiency improvements of current system?
Barnes
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1843 posts
Karma 148
The changes will draw up to 32 dynamic light sources per frame. + Ability to run the game on the old gf6-7 cards. At the moment I killed the light styles, and there is no light at the brush models.
And in the rev247 available configuration files for textures.
Supported per-texture parallax height, specular intensity and spot size of light
Какой богатый внутренний мир! Дай-ка посмотрю.....
BF3000
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75 posts
Karma 5
32 источника света это надо сказать хорошо.
Кстати после того как потёр всё что относится к openal в папке игры и поставил конкретное устройство в выборе источника звука то аппаратный звук заработал как положено.
Barnes
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1843 posts
Karma 148
на выходе скорость оказалась ниже чем по старому даже при 6 источниках. откатился на лайт прекеш
Какой богатый внутренний мир! Дай-ка посмотрю.....
XYN
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12 posts
Karma 0
Дорогой Barnes, третью неделю пытаюсь насладится вашим творением. Перепробовал все до чего только смог додуматься, но в итоге все же пришлось зарегистрироваться на вашем форуме и докучать вам вопросами. Моя проблема аналогична проблеме AluminumHaste, картинка в игре соответствует его скриншоту. Логи приложить не могу ибо уже перекроил весь корень квейка до нерабочего состояния.
Моего знания английского хватило на то что бы понять, что проблемы связаны с реализованным освещением в данном релизе и достаточно просто скачать более раннюю версию. Но все ссылки которые я нахожу ведут только на этот релиз. Еще находил сборку 2008-го, но за четыре года наверняка была проделана огромная работа и очень хочется её увидеть. Буду очень рад если вы мне поможете, потому что есть стойкое желание перепройти мою любимую игрушку именно с вашем модом.
Barnes
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1843 posts
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у него не собрались шейдера тк он взял девелоп сборку.
конфигурацию компа озвучь пожалуйста. Заранее предупрежу что на гф6-7 работать не будет
Какой богатый внутренний мир! Дай-ка посмотрю.....
XYN
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12 posts
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Windows XP SP3, Pentium D 3 GHz, 2 Gb RAM, Radeon X1650 Series (Разогнанный).


======= Winsock Initialized ======

==== Starting OpenGL Renderer ====

========System Information========

Cpu Brand Name: Intel(R) Pentium(R) D CPU 3.00GHz
Number of CPUs: 2
CPU speed: ~3010MHz
Supported Extensions: MMX SSE SSE2 SSE3 EM64T
L1 Cache Size = 2 x 24K
L2 Cache Size = 2 x 2048K

Total physical RAM: 2047 MB
Available physical RAM: 754 MB
Total PageFile: 4095 MB
Available PageFile: 4095 MB
Total Virtual Memory: 2047 MB
Available Virtual Memory: 1920 MB

OS: Microsoft Windows XP Professional Service Pack 3 build 2600

UserName: Ali

===OpenIL library initiation...===
OpenIL VENDOR: Abysmal Software
OpenIL Version: 178
==================================

Initializing OpenGL display
...setting mode 0:[800x600] Full Screen
...attempting fullscreen
...using desktop frequency: 75 hz
...calling CDS: ok

=============================
Checking Basic WGL Extensions
=============================

...using WGL_ARB_pixel_format
...WGL_NV_multisample_coverage not found
...ignoring WGL_ARB_multisample

=============================

WGL_PFD: Color 32-bits, Depth 24-bits, Alpha 8-bits, Stencil 8-bits

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon X1650 Series
GL_VERSION: 2.1.8545 Release
GL_EXTENSIONS:
GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_EXT_abgr GL_EXT_bgra 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_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters 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_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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control

=====================================
Checking Basic Quake II XP Extensions
=====================================

...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_texture_filter_anisotropic
[16 max] [16 selected]
...ignoring GL_ARB_texture_compression
...using GL_EXT_draw_range_elements
...using GL_EXT_stencil_two_side
...using GL_ARB_occlusion_query
Found 32 occlusion query bits
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_rectangle
...GL_NV_conditional_render not found
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader

GLSL Version: 1.20
maxFragmentUniformComponents: 512
maxVertexUniformComponents: 512
maxVertexAttribs: 16
maxVaryingFloats: 44
maxVertexTextureImageUnits: 0
maxTextureImageUnits: 16
maxCombinedTextureImageUnits: 16
maxFragmentUniformComponents: 512

Initializing programs...

Load bsp program PackFile: ./baseq2/q2xp0.pkx : glsl/diffuse.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/diffuse.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/diffuse.fp
program 'diffuse': link error(s): Fragment shader(s) failed to link, vertex shader(s) linked.
WARNING: 2:179: implicit cast from int to float
WARNING: 2:189: implicit cast from int to float
WARNING: 2:199: implicit cast from int to float
WARNING: 2:209: implicit cast from int to float
WARNING: 2:219: implicit cast from int to float
WARNING: 2:229: implicit cast from int to float
WARNING: 2:239: implicit cast from int to float
WARNING: 2:249: implicit cast from int to float
WARNING: 2:259: implicit cast from int to float
WARNING: 2:269: implicit cast from int to float
WARNING: 2:279: implicit cast from int to float
WARNING: 2:289: implicit cast from int to float
WARNING: 2:299: implicit cast from int to float


...

Здесь вырезаны сообщения в том же духе, иначе не влезает.

...


program 'diffuse': link error(s): Fragment shader(s) failed to link, vertex shader(s) linked.
WARNING: 2:179: implicit cast from int to float
WARNING: 2:189: implicit cast from int to float
WARNING: 2:199: implicit cast from int to float
WARNING: 2:209: implicit cast from int to float
WARNING: 2:219: implicit cast from int to float
WARNING: 2:229: implicit cast from int to float
WARNING: 2:239: implicit cast from int to float
WARNING: 2:249: implicit cast from int to float
WARNING: 2:259: implicit cast from int to float
WARNING: 2:269: implicit cast from int to float
WARNING: 2:279: implicit cast from int to float
WARNING: 2:289: implicit cast from int to float
WARNING: 2:299: implicit cast from int to float

Failed!
Load ambient model program PackFile: ./baseq2/q2xp0.pkx : glsl/ambientAlias.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/ambientAlias.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/ambientAlias.fp
succeeded
Load bump model program FindFile: can't find glsl/aliasBump.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/aliasBump.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/aliasBump.fp
succeeded
Load gauss blur program FindFile: can't find glsl/gaussX.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/gaussX.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/gaussX.fp
FindFile: can't find glsl/gaussY.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/gaussY.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/gaussY.fp
succeeded
Load radial blur program FindFile: can't find glsl/radialBlur.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/radialBlur.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/radialBlur.fp
succeeded
Load dof blur program FindFile: can't find glsl/dof.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/dof.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/dof.fp
succeeded
Load bloom program FindFile: can't find glsl/bloomds.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/bloomds.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/bloomds.fp
FindFile: can't find glsl/bloomfp.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/bloomfp.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/bloomfp.fp
succeeded
Load refraction program PackFile: ./baseq2/q2xp0.pkx : glsl/refract.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/refract.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/refract.fp
succeeded
Load thermal vision program FindFile: can't find glsl/thermal.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/thermal.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/thermal.fp
program 'thermal': link error(s): Fragment shader(s) failed to link, vertex shader(s) linked.
Fragment Shader not supported by HW
FindFile: can't find glsl/thermalfp.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/thermalfp.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/thermalfp.fp
Failed!
Load water program PackFile: ./baseq2/q2xp0.pkx : glsl/water.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/water.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/water.fp
succeeded
Load particles program FindFile: can't find glsl/particles.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/particles.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/particles.fp
succeeded
Load shadow program FindFile: can't find glsl/shadow.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/shadow.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/shadow.fp
succeeded
Load generic program FindFile: can't find glsl/generic.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/generic.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/generic.fp
succeeded
Load cinematic program FindFile: can't find glsl/cin.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/cin.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/cin.fp
succeeded
Load load screen program FindFile: can't find glsl/loading.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/loading.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/loading.fp
program 'loading': error(s) in fragment shader:
-----------
Fragment shader failed to compile with the following errors:
ERROR: 1:20: 'Desaturate' : signature matching could not take type conversions into account in GLSL1.10
ERROR: 1:20: '=' : cannot convert from 'const float' to '4-component vector of float'
ERROR: compilation errors. No code generated.

-----------
Failed!
Load fxaa program FindFile: can't find glsl/fxaa.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/fxaa.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/fxaa.fp
succeeded
Load film grain program FindFile: can't find glsl/filmGrain.defs
PackFile: ./baseq2/q2xp0.pkx : glsl/filmGrain.vp
PackFile: ./baseq2/q2xp0.pkx : glsl/filmGrain.fp
succeeded


=====================================
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/pt_blast.tga
FindFile: can't find gfx/particles/pt_blast.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/bubble.png
FindFile: can't find gfx/particles/bubble.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/fly/fly0.png
FindFile: can't find gfx/fly/fly0.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/bloodTrail.tga
FindFile: can't find gfx/particles/bloodTrail.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/bloodTrail2.tga
FindFile: can't find gfx/particles/bloodTrail2.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/smoke.png
FindFile: can't find gfx/particles/smoke.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/drop.tga
FindFile: can't find gfx/particles/drop.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/spark.tga
FindFile: can't find gfx/particles/spark.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/pt_beam.png
FindFile: can't find gfx/particles/pt_beam.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/flame/fire_00.tga
FindFile: can't find gfx/flame/fire_00.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/bloodhit0.tga
FindFile: can't find gfx/particles/bloodhit0.wal
PackFile: ./baseq2/q2xp0.pkx : gfx/particles/xbloodhit0.tga
FindFile: can't find gfx/particles/xbloodhit0.wal
FindFile: can't find gfx/explode/rlboom_0.tga

......

Bad image file pics/menuback.tga
FindFile: can't find pics/menuback.tga

......

FindFile: can't find pics/menuback.tga
Bad image file pics/menuback.tga
==== ShutdownGame ====
Server was killed.
SV_WipeSaveGame(current)
SV_GameMap(*ntro.cin+base1)
SV_WipeSaveGame(current)
LoadLibrary (./baseq2/gamex86xp.dll)
==== InitGame ====

==== Use Quake2xp Net Protocol ====

------- Server Initialization -------
SpawnServer: ntro.cin
0 entities inhibited
0 teams with 0 entities
-------------------------------------
SV_WriteServerFile(true)
SV_CopySaveGame(current, save0)
SV_WipeSaveGame(save0)
CopyFile (./baseq2/save/current/server.ssv, ./baseq2/save/save0/server.ssv)
CopyFile (./baseq2/save/current/game.ssv, ./baseq2/save/save0/game.ssv)
Packet loopback : connect
SVC_DirectConnect ()
input protocol is 80
loopback: client_connect
New() from Player
Serverdata packet received.
FindFile: ./baseq2/video/ntro.cin
S_Streaming_Add: restarting stream, starved
FindFile: can't find pics/menuback.tga
Bad image file pics/menuback.tga
FindFile: can't find models/items/quaddama/skin_light.tga
Bad image file models/items/quaddama/skin_light.tga
FindFile: can't find models/items/quaddama/skin_light.dds
Bad image file models/items/quaddama/skin_light.dds
Nextserver() from Player
SV_GameMap(base1)
------- Server Initialization -------
SpawnServer: base1
PackFile: ./baseq2/pak0.pak : maps/base1.bsp
FindFile: can't find maps/base1.ent
External entities not found. Use bsp entities
Using external layout baseq2/hud/sphud.lst
Couldn't open baseq2/hud/sphud.lst
Using internal hud program
27 entities inhibited
1 teams with 2 entities
-------------------------------------
SV_WriteServerFile(true)
SV_CopySaveGame(current, save0)
SV_WipeSaveGame(save0)
CopyFile (./baseq2/save/current/server.ssv, ./baseq2/save/save0/server.ssv)
CopyFile (./baseq2/save/current/game.ssv, ./baseq2/save/save0/game.ssv)
FindFile: can't find pics/menuback.tga
Bad image file pics/menuback.tga
FindFile: can't find models/items/quaddama/skin_light.tga
Bad image file models/items/quaddama/skin_light.tga
FindFile: can't find models/items/quaddama/skin_light.dds
Bad image file models/items/quaddama/skin_light.dds
stufftext: changing


Changing map...
FindFile: can't find pics/menuback.tga
Bad image file pics/menuback.tga
FindFile: can't find models/items/quaddama/skin_light.tga
Bad image file models/items/quaddama/skin_light.tga
FindFile: can't find models/items/quaddama/skin_light.dds
Bad image file models/items/quaddama/skin_light.dds


*****

FindFile: can't find models/items/quaddama/skin_light.tga
Bad image file models/items/quaddama/skin_light.tga
FindFile: can't find models/items/quaddama/skin_light.dds
Bad image file models/items/quaddama/skin_light.dds
S_Streaming_Add: called with 6300 bytes when disabled
Nextserver() from wrong level, from Player
stufftext: reconnect

reconnecting...
S_Streaming_Add: called with 6300 bytes when disabled
New() from Player
Serverdata packet received.


Outer Base
stufftext: cmd configstrings 13337 0

*****

Baselines() from Player
stufftext: cmd baselines 13337 288

Baselines() from Player
stufftext: precache 13337

PackFile: ./baseq2/pak0.pak : maps/base1.bsp
PackFile: ./baseq2/q2xpMdl.pkx : models/items/healing/medium/tris.md2
PackFile: ./baseq2/q2xpMdl.pkx : models/items/healing/medium/tris.md2
PackFile: ./baseq2/q2xpMdl.pkx : models/items/healing/medium/skin.pcx
PackFile: ./baseq2/q2xp0.pkx : models/weapons/v_blast/tris.md2
PackFile: ./baseq2/q2xp0.pkx : models/weapons/v_blast/tris.md2
PackFile: ./baseq2/pak0.pak : models/weapons/v_blast/skin.pcx
PackFile: ./baseq2/pak0.pak : models/objects/gibs/sm_meat/tris.md2

......

PackFile: ./baseq2/pak0.pak : env/unit1_dn.tga
PackFile: ./baseq2/pak0.pak : env/unit1_dn.pcx
PackFile: ./baseq2/q2xpTex0.pkx : textures/e1u1/metal2_1.tga
PackFile: ./baseq2/q2xpTex0.pkx : textures/e1u1/metal2_1.tga
PackFile: ./baseq2/q2xpTex0.pkx : textures/e1u1/metal2_1.tga
FindFile: can't find textures/e1u1/metal3_5.tga
FindFile: can't find textures/e1u1/metal3_5.jpg
PackFile: ./baseq2/pak0.pak : textures/e1u1/metal3_5.wal
FindFile: can't find textures/e1u1/metal3_5.tga
FindFile: can't find textures/e1u1/metal3_5.jpg
PackFile: ./baseq2/pak0.pak : textures/e1u1/metal3_5.wal

.....


FindFile: can't find pics/menuback.tga
Bad image file pics/menuback.tga
==== ShutdownGame ====
Music shutdown
Stopped playing music
EFX shutdown
Shutting down OpenAL subsystem
...alcMakeContextCurrent( NULL ): succeeded
...destroying AL context
...closing device
...shutting down QAL
...unloading OpenAL DLL





По моему не подгружаются стандартные текстуры. Поскольку раньше не баловался модингом квейка то файлы кинул прямо в корень. Текстуры куда только не пробовал добавлять. Даже в ваши архивы запаковывал. Метод тыка, что поделать.
Barnes
Offline
1843 posts
Karma 148
Видяха у тебя слишком допотопная, как я и ожидал. Тупо не хватает переменных для шейдера мира.
вот к примеру данные по глсл с моей видяхи


GLSL Version: 3.30 NVIDIA via Cg compiler
maxFragmentUniformComponents: 2048
maxVertexUniformComponents: 4096
maxVertexAttribs: 16
maxVaryingFloats: 60
maxVertexTextureImageUnits: 32
maxTextureImageUnits: 32
maxCombinedTextureImageUnits: 96
maxFragmentUniformComponents: 2048


Я могу сделать запуск на таком старье, но с попиксельным динамик освещением придется попрощаться
Какой богатый внутренний мир! Дай-ка посмотрю.....
XYN
Offline
12 posts
Karma 0

Видяха у тебя слишком допотопная, как я и ожидал.

Ясно, но обновлять компьютер в ближайшее время не собирался. Пока ограничился только прикручиванием второго кулера к видеокарте.


Я могу сделать запуск на таком старье, но с попиксельным динамик освещением придется попрощаться.


Был бы очень рад этому.