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holes in map

Tue, 18 May 2010 19:34:53

RambOrc

Can you check this prob? <!-- m --><a class="postlink" href="http://orcishweb.com/downloads/koraxdev/ScatteredEvil/maps/forestcave.wad">http://orcishweb.com/downloads/koraxdev ... stcave.wad</a><!-- m --> has a couple of holes, some only displaying if the player is looking down.
Thu, 20 May 2010 18:57:43

RambOrc

Come on guys I'm dying here, I can't find anything wrong with the map itself, tried different nodebuilders in DB2 but it doesn't help.
Sat, 22 May 2010 15:33:08

Firebrand

I think it's a problem with Vavoom's clipper code, it seems to be determining certain sectors as 'not visible' thus skipping rendering them, I'll need to check the map a bit further in an editor, maybe it's just a matter of changing certain sector numbers to avoid this, but I'm not sure. EDIT: I would post this as a bug on the Vavoom forums, or maybe point Janis to this thread, so that he can also have a look of the problem.
Tue, 25 May 2010 16:24:18

dj_jl

Fixed.
Tue, 25 May 2010 22:02:01

RambOrc

Cool. <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Is there a new version I can download?
Wed, 26 May 2010 00:18:40

Firebrand

I'll upload a new KRPG internal release that uses the latest Vavoom revision tomorrow <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Fri, 28 May 2010 08:52:06

RambOrc

Which tomorrow?
Sat, 29 May 2010 20:32:13

Firebrand

Can't connect to KDev FTP, here's what Filezilla tells me:
Status:	Resolving address of downloads.orcishweb.com
Status:	Connection attempt failed with "EAI_NODATA - No address associated with nodename".
Error:	Could not connect to server
Sun, 30 May 2010 00:10:16

RambOrc

Just use orcishweb.com for FTP connection.
Sun, 30 May 2010 01:12:22

Firebrand

Yes, it works fine now <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, uploading! For now please only use OpenGL, Direct3D won't work with this version of Vavoom until we finish porting stuff for it, let me know if anyone has problems making it start or something. EDIT: Rendering sprites and models won't have that ugly looking outlines anymore, which means that we'll be converting PNG sprites without problems (making the process faster and less prone to troubles in-game). I'm almost done with sprites, I just need to pack them into ZIP files to upload them to KDev, if real life goes slow during the week I'll be packing and uploading most of the work with sprites by the next week (hopefully). EDIT 2: You can download the latest version from here: [url:1396cyhz]http://orcishweb.com/downloads/koraxdev/ScatteredEvil/KoraxRPG_20100529.zip
Sun, 30 May 2010 01:59:29

RambOrc

No worries about D3D, I don't think there are any 3D cards any more that wouldn't work properly with OpenGL. When I try to start the OpenGL version, it crashes back to the desktop. Contents of debug.txt:
Init: Adding ./basev/common/basepak.pk3 Init: adding ./hexen.wad Init: Adding ./basev/hexen/basepak.pk3 Init: Adding ./koraxrpg/basepak.pk3 Init: Adding ./koraxrpg/data.pk3 Init: Adding ./koraxrpg/graphics.pk3 Init: Adding ./koraxrpg/maps.pk3 Init: adding ./koraxrpg/maps.pk3:desertvillage.wad Init: adding ./koraxrpg/maps.pk3:necros.wad Init: adding ./koraxrpg/maps.pk3:portcity.wad Init: Adding ./koraxrpg/models.pk3 Init: Adding ./koraxrpg/music.pk3 Init: Adding ./koraxrpg/skyboxes.pk3 Init: Adding ./koraxrpg/sounds.pk3 Init: Adding ./koraxrpg/sprites.pk3 Init: Adding ./koraxrpg/textures.pk3 Init: adding ./koraxrpg/textures.pk3:texture.wad Init: Winsock TCP/IP Initialised DevNet: TCP/IP address INADDR_ANY Parsing Importing packages Defining constants Defining structs Defining classes Defining struct members Defining class members Emiting classes Parsing Importing packages Defining constants Defining structs Defining classes Defining struct members Defining class members Emiting classes Init: Parsing DECORATE definition files Init: Processing DECORATE scripts Log: Unsupported flag oldradiusdmg in BossBrain Log: Unsupported flag fixmapthingpos in KlaxonWarningLight Log: Unknown state action A_AISetInvulnerable in FireDemonMartyr Init: Post-procesing Log: No such class KRPGPigPlayer Init: Selected DirectSound sound device Init: ====================================== Init: Initialising DirectSound driver. Init: Selected Windows multimedia system midi device Init: Selected Windows CD audio device Dev: CDAudio: drive not ready Init: CDAudio_Init: No CD in player. Init: CD Audio Initialised Init: No HW channels available Init: Using 8 sound buffers Init: Selected Win32 OpenGL rasteriser device Init: Parsing effect defs Init: No such sprite alco Init: No such sprite alco Log: Executing startup.vs Log: Executing default.cfg Log: Executing config.cfg Log: Can't find autoexec.cfg Init: Stencil buffer available Init: Swap control extension found. Log: 1280x1024x32. Init: GL_VENDOR: Parallels and NVIDIA Corporation Init: GL_RENDERER: Parallels using NVIDIA GeForce 9400 OpenGL Engine Init: GL_VERSION: 2.0 NVIDIA-1.5.48 Init: GL_EXTENSIONS: Init: - GL_EXT_texture3D Init: - GL_ARB_transpose_matrix Init: - GL_ARB_vertex_program Init: - GL_ARB_vertex_blend Init: - GL_ARB_window_pos Init: - GL_ARB_shader_objects Init: - GL_ARB_vertex_shader Init: - GL_ARB_shading_language_100 Init: - GL_EXT_multi_draw_arrays Init: - GL_EXT_clip_volume_hint Init: - GL_EXT_rescale_normal Init: - GL_EXT_draw_range_elements Init: - GL_EXT_fog_coord Init: - GL_EXT_gpu_program_parameters Init: - GL_EXT_geometry_shader4 Init: - GL_NV_texgen_reflection Init: - GL_NV_light_max_exponent Init: - GL_SGIS_generate_mipmap Init: - GL_ARB_imaging Init: - GL_ARB_point_parameters Init: - GL_ARB_texture_env_crossbar Init: - GL_ARB_texture_border_clamp Init: - GL_ARB_multitexture Init: - GL_ARB_texture_env_add Init: - GL_ARB_texture_cube_map Init: - GL_ARB_texture_env_dot3 Init: - GL_ARB_multisample Init: - GL_ARB_texture_env_combine Init: - GL_ARB_texture_compression Init: - GL_ARB_texture_mirrored_repeat Init: - GL_ARB_shadow Init: - GL_ARB_depth_texture Init: - GL_ARB_fragment_program Init: - GL_ARB_fragment_program_shadow Init: - GL_ARB_fragment_shader Init: - GL_ARB_occlusion_query Init: - GL_ARB_point_sprite Init: - GL_ARB_texture_non_power_of_two Init: - GL_ARB_vertex_buffer_object Init: - GL_ARB_pixel_buffer_object Init: - GL_ARB_draw_buffers Init: - GL_ARB_shader_texture_lod Init: - GL_EXT_compiled_vertex_array Init: - GL_EXT_framebuffer_object Init: - GL_EXT_framebuffer_blit Init: - GL_EXT_framebuffer_multisample Init: - GL_ARB_texture_rectangle Init: - GL_EXT_texture_env_add Init: - GL_EXT_blend_color Init: - GL_EXT_blend_minmax Init: - GL_EXT_blend_subtract Init: - GL_EXT_texture_lod_bias Init: - GL_EXT_abgr Init: - GL_EXT_bgra Init: - GL_EXT_stencil_wrap Init: - GL_EXT_texture_filter_anisotropic Init: - GL_EXT_secondary_color Init: - GL_EXT_blend_func_separate Init: - GL_EXT_shadow_funcs Init: - GL_EXT_stencil_two_side Init: - GL_EXT_depth_bounds_test Init: - GL_EXT_texture_compression_s3tc Init: - GL_EXT_texture_sRGB Init: - GL_EXT_blend_equation_separate Init: - GL_EXT_texture_mirror_clamp Init: - GL_EXT_packed_depth_stencil Init: - GL_ATI_texture_float Init: - GL_ARB_texture_float Init: - GL_ARB_half_float_pixel Init: - GL_NV_point_sprite Init: - GL_NV_register_combiners Init: - GL_NV_register_combiners2 Init: - GL_NV_blend_square Init: - GL_NV_texture_shader Init: - GL_NV_texture_shader2 Init: - GL_NV_texture_shader3 Init: - GL_NV_fog_distance Init: - GL_NV_depth_clamp Init: - GL_NV_multisample_filter_hint Init: - GL_NV_fragment_program_option Init: - GL_NV_fragment_program2 Init: - GL_NV_vertex_program2_option Init: - GL_NV_vertex_program3 Init: - GL_ATI_texture_mirror_once Init: - GL_ATI_texture_env_combine3 Init: - GL_ATI_separate_stencil Init: - GL_SGIS_texture_edge_clamp Init: - GL_SGIS_texture_lod Init: - GL_EXT_texture_env_combine Init: - GL_NV_texture_rectangle Init: - WGL_ARB_extensions_string Init: - WGL_EXT_extensions_string Init: - WGL_ARB_pixel_format Init: - WGL_EXT_pixel_format Init: - WGL_EXT_swap_control Init: - WGL_ARB_pbuffer Init: - WGL_EXT_pbuffer Init: - WGL_ARB_make_current_read Init: - WGL_EXT_make_current_read Init: - WGL_ARB_render_texture Init: - WGL_EXT_render_texture Init: Maximum texture size: 8192 Init: Found GL_ARB_multitexture... Init: Multitexture extensions found. Log: Max texture units: 4 Init: Max anisotropy 16.000000 Init: Clamp to edge extension found. Init: Found GL_ARB_vertex_shader, GL_ARB_fragment_shader... Init: Shader extensions found. Init: Shading language version: 1.20 Init: Max texture image units: 16 Init: Max vertex uniform components: 4096 Init: Max varying floats: 40 Init: Max vertex attribs: 16 Init: Max fragment uniform components: 4096 Init: Found GL_ATI_separate_stencil... Init: ATI separate stencil extensions found Init: Found GL_NV_depth_clamp... Init: Found GL_EXT_stencil_wrap... Init: Found GL_ARB_vertex_buffer_object... Init: Vertex buffer object extensions found. Init: Found GL_EXT_draw_range_elements... Init: Draw range elements extensions found.
Sun, 30 May 2010 18:07:02

Firebrand

What video card do you have? To make the game start correctly, on the launcher under other options write the following:
+r_level_renderer 1
This will force to use the original renderer and allow you to start the game.
Sun, 30 May 2010 20:20:57

RambOrc

It's an emulated video since I run WinXP in a VM. The physical video chip is part of the GeForce 9400 chipset. OpenGL worked fine in previous releases of Vavoom. Here is the batch file I'm using:
Vavoom.exe -opengl -game koraxrpg -debug -file Textures.wad forestcave.wad +r_level_renderer 1 +map map01 +gimme weapons +gimme artifacts +god
Also, software renderer starts up fine on some maps (e.g. portcity), but e.g. on this map it crashes with a segmentation violation error.
Mon, 31 May 2010 00:04:45

Firebrand

But changing the r_level_renderer CVar fixed the crash in OpenGL?
Mon, 31 May 2010 10:20:08

Crimson Wizard

lol, RambOrc is having same problem with OpenGL as I do. you guys screwed Vavoom. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 31 May 2010 14:20:54

Firebrand

It's strange, because using r_level_renderer 0 should allow the engine to select any of the renderers available starting with the advanced renderer, if it is detected that it's unsupported, then it should change automatically to the original renderer and start the game, but it's crashing instead, using r_level_renderer 1 should use the original renderer, but it doesn't seems to work?
Mon, 31 May 2010 16:56:50

RambOrc

Unless the cvar works differently if entered in-game, it doesn't fix the problem, at least not when it's set to 1.
Mon, 31 May 2010 17:35:36

Firebrand

Do you have the latest version of the video drivers? Or can you update them on the emulated VM?
Mon, 31 May 2010 17:59:02

RambOrc

I really don't think that would be the problem, as all previous Vavoom versions worked just fine with OpenGL. If there is something new in the code, it might be rather related to the OS, I use WinXP not one of the new client OSes.
Mon, 31 May 2010 23:11:14

Firebrand

Janis is doing a new version of the renderer, that uses advanced graphics hardware, but the old renderer will be kept as it is now, maybe the problem can be WinXP, I'll have to test it in one of my computers to be sure... I'll upload a new version of the Vavoom executables for KRPG ASAP, Janis has made small changes to the code which could help improve the checking done for determining the renderer to use.
Tue, 01 Jun 2010 01:40:00

Firebrand

OK, I've uploaded the Vavoom revision to use with KRPG, please test it out, you can get it here: [url:3oa20mg2]http://orcishweb.com/downloads/koraxdev/ScatteredEvil/vavoom_4290.zip
Tue, 01 Jun 2010 19:11:48

RambOrc

There is some improvement, this time debug.txt has some useful info:
Init: Adding ./basev/common/basepak.pk3 Init: adding ./hexen.wad Init: Adding ./basev/hexen/basepak.pk3 Init: Adding ./koraxrpg/basepak.pk3 Init: Adding ./koraxrpg/data.pk3 Init: Adding ./koraxrpg/graphics.pk3 Init: Adding ./koraxrpg/maps.pk3 Init: adding ./koraxrpg/maps.pk3:desertvillage.wad Init: adding ./koraxrpg/maps.pk3:necros.wad Init: adding ./koraxrpg/maps.pk3:portcity.wad Init: Adding ./koraxrpg/models.pk3 Init: Adding ./koraxrpg/music.pk3 Init: Adding ./koraxrpg/skyboxes.pk3 Init: Adding ./koraxrpg/sounds.pk3 Init: Adding ./koraxrpg/sprites.pk3 Init: Adding ./koraxrpg/texpak.pk3 Init: Adding ./koraxrpg/texpak2.pk3 Init: Adding ./koraxrpg/textures.pk3 Init: adding ./koraxrpg/textures.pk3:texture.wad Init: adding Textures.wad Init: adding forestcave.wad Init: adding forestcave.gwa Log: InitTextures: Missing patch in texture sky4 e6 Init: Winsock TCP/IP Initialised DevNet: TCP/IP address INADDR_ANY Log: (external):0: Package game has wrong version number (31 should be 30) - VPackage::LoadObject - VMemberBase::StaticLoadPackage - SV_Init - Host_Init Log: Doing C_Shutdown Log: Doing CL_Shutdown Log: Doing SV_Shutdown Log: Doing delete GNet Log: Doing V_Shutdown Log: Doing T_Shutdown Log: Doing Sys_Shutdown Log: Doing delete GSoundManager Log: Doing R_ShutdownTexture Log: Doing R_ShutdownData Log: Doing VCommand::Shutdown Log: Doing VCvar::Shutdown Log: Doing ShutdownMapInfo Log: Doing FL_Shutdown Log: Doing W_Shutdown Log: Doing GLanguage.FreeData Log: Doing ShutdownDecorate Log: Doing VObject::StaticExit Log: Doing VName::StaticExit Uninitialised: Doing Z_Shutdown ERROR: Confused by previous errors, bailing out
Wed, 02 Jun 2010 00:08:56

Firebrand

Please get the same file again, I've updated it with the fixed files for KRPG, let me know how it goes <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 02 Jun 2010 17:13:03

RambOrc

Finally working. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Wed, 02 Jun 2010 22:20:42

Firebrand

Cool to hear! Did it work with r_level_renderer 1 or r_level_renderer 0 (or both)? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> @CW: You should also try this version too, it might have unscrewed Vavoom for you too <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 03 Jun 2010 16:05:06

RambOrc

Both. Performance seems to be slightly higher (maybe 10%) on the test map when the cvar is set to 1, but across the board (testing a number of maps) this result might not be true.
Mon, 07 Jun 2010 01:39:43

Crimson Wizard

Works for me in OpenGL mode with any renderer level. Can't say I see any difference between levels though. But I believe it runs somewhat smoother compared to previous versions. Also image is slightly blured, like in Doomsday/JHexen, not sure is it good or not.
Mon, 07 Jun 2010 10:07:35

RambOrc

[quote="Firebrand":3sbhdbaw]For now please only use OpenGL, Direct3D won't work with this version of Vavoom until we finish porting stuff for it, let me know if anyone has problems making it start or something. EDIT: Rendering sprites and models won't have that ugly looking outlines anymore, which means that we'll be converting PNG sprites without problems (making the process faster and less prone to troubles in-game). 1) D3D is for idiots so feel free to push it way down your priority list as long as OpenGL works. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> 2) Do I set the cvar to 0 or 1 to get this correction? Does it also fix the purple outline of the trees? (sorry at work can't test this before tonight)
Mon, 07 Jun 2010 12:58:17

Firebrand

No need to set any CVars <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, it should work for any of the renderer modes <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->.
Mon, 07 Jun 2010 16:28:01

RambOrc

So what exactly is the difference between setting the cvar to 0 or 1?
Mon, 07 Jun 2010 16:36:56

RambOrc

OK where are my models? They are invisible. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Also, on map05 of krpg (cleric boss), there is a weird visual effect with a bunch of spikes swirling around. And if I try to access higher map numbers, I get an error about a d:/eawpats/something
Mon, 07 Jun 2010 16:38:48

Firebrand

If the cvar is set to 0, Vavoom will check the video hardware specs, if your video hardware has shaders support, depth extensions and other things, it will automatically use the advanced renderer. If you set the cvar to 1, Vavoom will use the standard (old) renderer. The advanced renderer uses shaders to draw models and map architecture, which helps improve performance and adds realtime shadows for lights sources (map architecture and models cast shadows as of now...). The old renderer is the original Vavoom renderer (where lights were done using lightmaps and only static lights cast shadows). Finally, the fix for texture edges was added for both renderers, this should fix problems where sprites had cyan pixels around edges and the purple artifacts of trees and transparent model textures, too <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. EDIT: Please delete the config.cfg, it seems to be my config file and is looking for some settings as I left them, it seems <!-- s:oops: --><img src="{SMILIES_PATH}/orcdeb.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> .
Mon, 07 Jun 2010 21:12:34

RambOrc

Removed config.cfg and though it reset things like screen resolution, still no models visible. The objects themselves are in there, I can e.g. hit the invisible trees. Even more weird, if I hit a destructible tree, the moment it splinters that animation is visible, but after that the destroyed tree is just as invisible as the whole tree was before.
Mon, 07 Jun 2010 22:18:39

Firebrand

Maybe you don't have the model pack? Get it from here: [url:2tbyk8ok]http://orcishweb.com/downloads/koraxdev/ScatteredEvil/krpg_model_fix_20090121.zip
Tue, 08 Jun 2010 07:46:15

RambOrc

Sure I do, the models were showing until I installed the new version in the same dir, not removing any files. Or did the new distribution maybe overwrite a config file that linked to the models?
Tue, 08 Jun 2010 13:46:01

Firebrand

Not that I know of... I don't know what else you could try... I'll have to investigate what's going on there, what r_level_renderer are you using?
Tue, 08 Jun 2010 19:21:55

RambOrc

The new one now, but models don't show with either cvar anyway.
Thu, 24 Jun 2010 19:03:37

RambOrc

[quote="Firebrand":2g6f479b]Maybe you don't have the model pack? Get it from here: [url:2g6f479b]http://orcishweb.com/downloads/koraxdev/ScatteredEvil/krpg_model_fix_20090121.zip Tried extracting it over the newer files, but then the game won't even start up.
Fri, 25 Jun 2010 23:06:48

Firebrand

That's even more strange, do you have the output of debug.txt?
Sun, 27 Jun 2010 14:09:39

RambOrc

Nope, but it was pretty obvious to me, given that the files in the model pack are much older than the current build. Extracting the current build's file over them again made the game work again, though still no models. It might make sense to upload a full directory of krpg that's working and showing models so I can download and see if that one would work alright for me.
Thu, 01 Jul 2010 12:12:03

Firebrand

I'll do so ASAP.
Sun, 04 Jul 2010 22:57:50

RambOrc

In case you forgot about this problem, this is a reminder. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 05 Jul 2010 18:05:28

Firebrand

I did forgot <!-- s#-o --><img src="{SMILIES_PATH}/eusa_doh.gif" alt="#-o" title="d'oh!" /><!-- s#-o --> , lol... OK, I've uploaded a new version of SE internal beta, it's updated to the latest version of Vavoom as of today <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, I've also made sure to properly delete everything not needed from the ZIP file, let me know how it goes.
Mon, 05 Jul 2010 18:31:51

RambOrc

Looks like the problem is in the OpenGL renderer, with D3D I could get models to show now (though rendering performance is really bad compared to OpenGL). With OpenGL, passive models don't show, and animated models flicker/jump, showing only certain phases. This might help you narrow down the issue.
Mon, 05 Jul 2010 21:05:38

Firebrand

Could you please upload your debug.txt file? I suspect that your computer doesn't handles all the required hardware extensions, which is causing problems when drawing models, some problems have been reported at the Vavom forums, but I doubt they have enough information for handling the problem.
Sun, 11 Jul 2010 22:26:54

RambOrc

Init: Adding ./basev/common/basepak.pk3
Init: adding ./hexen.wad
Init: Adding ./basev/hexen/basepak.pk3
Init: Adding ./koraxrpg/basepak.pk3
Init: Adding ./koraxrpg/data.pk3
Init: Adding ./koraxrpg/graphics.pk3
Init: Adding ./koraxrpg/maps.pk3
Init: adding ./koraxrpg/maps.pk3:desertvillage.wad
Init: adding ./koraxrpg/maps.pk3:necros.wad
Init: adding ./koraxrpg/maps.pk3:portcity.wad
Init: Adding ./koraxrpg/models.pk3
Init: Adding ./koraxrpg/music.pk3
Init: Adding ./koraxrpg/skyboxes.pk3
Init: Adding ./koraxrpg/sounds.pk3
Init: Adding ./koraxrpg/sprites.pk3
Init: Adding ./koraxrpg/texpak.pk3
Init: Adding ./koraxrpg/texpak2.pk3
Init: Adding ./koraxrpg/textures.pk3
Init: adding ./koraxrpg/textures.pk3:texture.wad
Init: adding Textures.wad
Init: adding portcity.wad
Log: InitTextures: Missing patch in texture sky4 e6
Init: Winsock TCP/IP Initialised
DevNet: TCP/IP address INADDR_ANY
Parsing
Importing packages
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Parsing
Importing packages
Defining constants
Defining structs
Defining classes
Defining struct members
Defining class members
Emiting classes
Init: Parsing DECORATE definition files
Init: Processing DECORATE scripts
Log: Unsupported flag oldradiusdmg in BossBrain
Log: Unsupported flag fixmapthingpos in KlaxonWarningLight
Log: Unknown state action A_AISetInvulnerable in FireDemonMartyr
Init: Post-procesing
Log: No such class KRPGPigPlayer
Init: Selected DirectSound sound device
Init: ======================================
Init: Initialising DirectSound driver.
Init: Selected Windows multimedia system midi device
Init: Selected Windows CD audio device
Dev: CDAudio: drive not ready
Init: CDAudio_Init: No CD in player.
Init: CD Audio Initialised
Init: No HW channels available
Init: Using 8 sound buffers
Init: Selected Win32 OpenGL rasteriser device
Init: Parsing effect defs
Init: No such sprite alco
Init: No such sprite alco
Log: Executing startup.vs
Log: Executing default.cfg
Log: Executing config.cfg
Log: Can't find autoexec.cfg
Dev: Spawning server map01
Dev: KRPGWorldInfo::RegisterQuests : QSTINFO lump not found
Log: GB: Map goes from (-11456,-5504) to (6528,8192)

Log: GB: Creating Segs...

Log: 
Log:  ============= Node Graph Info =============
Log:    Total Nodes found:               0      
Log:    Total Bidirect Links built:      0      
Log:    Total Linked Nodes:              0      
Log:    Total Unlinked Nodes:            0      
Log:    Average Links per Node:          0      
Log:    Maximal Link Length:             0.000000      
Log:    Minimal Link Length:             -1.000000      
Log:  ===========================================
Log: 
Dev: Server spawned
Log: ---------------------------------------
Log: Port City
Log: 
Dev: 4326 subdivides
Dev: 5001 seg subdivides
Dev: 2k light mem
Dev: Client level loaded
Dev: Weapon given: WeaponFighterTimonsAxe
Dev: Weapon given: WeaponFighterHammerOfRetribution
Dev: Weapon given: WeaponFighterQuietus
Dev: Weapon given: WeaponFighterHammer_DebugOnly1
Dev: Weapon given: WeaponFighterHammer_DebugOnly2
Dev: Weapon given: WeaponFighterHammer_DebugOnly3
Log: ALL WEAPONS
Dev: INVENTORY DUMP START ---------------------
Dev: FourthWeaponHolder
Dev: ElectricBolts
Dev: PoisonBolts
Dev: EnergyPod
Dev: MiniMissiles
Dev: PhosphorusGrenadeRounds
Dev: HEGrenadeRounds
Dev: BlasterAmmo
Dev: SkullRodAmmo
Dev: CrossbowAmmo
Dev: GoldWandAmmo
Dev: RocketAmmo
Dev: ClipOfBullets
Dev: MaceAmmo
Dev: PhoenixRodAmmo
Dev: Cell
Dev: Shell
Dev: Clip
Dev: RedMana
Dev: WeaponFighterHammer_DebugOnly3
Dev: WeaponFighterHammer_DebugOnly2
Dev: WeaponFighterHammer_DebugOnly1
Dev: WeaponFighterQuietus
Dev: WeaponFighterHammerOfRetribution
Dev: WeaponFighterTimonsAxe
Dev: Mana2
Dev: Mana1
Dev: WeaponFighterSpikedGauntlets
Dev: SpellItemBerserk
Dev: BasicArmor
Dev: HexenArmor
Dev: INVENTORY DUMP END -----------------------
Log: ALL ARTIFACTS
Log: GOD MODE ON
Init: Stencil buffer available
Init: Swap control extension found.
Log: 1280x1024x32.
Init: GL_VENDOR: Parallels and NVIDIA Corporation
Init: GL_RENDERER: Parallels using NVIDIA GeForce 9400 OpenGL Engine
Init: GL_VERSION: 2.0 NVIDIA-1.5.48
Init: GL_EXTENSIONS:
Init: - GL_EXT_texture3D
Init: - GL_ARB_transpose_matrix
Init: - GL_ARB_vertex_program
Init: - GL_ARB_vertex_blend
Init: - GL_ARB_window_pos
Init: - GL_ARB_shader_objects
Init: - GL_ARB_vertex_shader
Init: - GL_ARB_shading_language_100
Init: - GL_EXT_multi_draw_arrays
Init: - GL_EXT_clip_volume_hint
Init: - GL_EXT_rescale_normal
Init: - GL_EXT_draw_range_elements
Init: - GL_EXT_fog_coord
Init: - GL_EXT_gpu_program_parameters
Init: - GL_EXT_geometry_shader4
Init: - GL_NV_texgen_reflection
Init: - GL_NV_light_max_exponent
Init: - GL_SGIS_generate_mipmap
Init: - GL_ARB_imaging
Init: - GL_ARB_point_parameters
Init: - GL_ARB_texture_env_crossbar
Init: - GL_ARB_texture_border_clamp
Init: - GL_ARB_multitexture
Init: - GL_ARB_texture_env_add
Init: - GL_ARB_texture_cube_map
Init: - GL_ARB_texture_env_dot3
Init: - GL_ARB_multisample
Init: - GL_ARB_texture_env_combine
Init: - GL_ARB_texture_compression
Init: - GL_ARB_texture_mirrored_repeat
Init: - GL_ARB_shadow
Init: - GL_ARB_depth_texture
Init: - GL_ARB_fragment_program
Init: - GL_ARB_fragment_program_shadow
Init: - GL_ARB_fragment_shader
Init: - GL_ARB_occlusion_query
Init: - GL_ARB_point_sprite
Init: - GL_ARB_texture_non_power_of_two
Init: - GL_ARB_vertex_buffer_object
Init: - GL_ARB_pixel_buffer_object
Init: - GL_ARB_draw_buffers
Init: - GL_ARB_shader_texture_lod
Init: - GL_EXT_compiled_vertex_array
Init: - GL_EXT_framebuffer_object
Init: - GL_EXT_framebuffer_blit
Init: - GL_EXT_framebuffer_multisample
Init: - GL_ARB_texture_rectangle
Init: - GL_EXT_texture_env_add
Init: - GL_EXT_blend_color
Init: - GL_EXT_blend_minmax
Init: - GL_EXT_blend_subtract
Init: - GL_EXT_texture_lod_bias
Init: - GL_EXT_abgr
Init: - GL_EXT_bgra
Init: - GL_EXT_stencil_wrap
Init: - GL_EXT_texture_filter_anisotropic
Init: - GL_EXT_secondary_color
Init: - GL_EXT_blend_func_separate
Init: - GL_EXT_shadow_funcs
Init: - GL_EXT_stencil_two_side
Init: - GL_EXT_depth_bounds_test
Init: - GL_EXT_texture_compression_s3tc
Init: - GL_EXT_texture_sRGB
Init: - GL_EXT_blend_equation_separate
Init: - GL_EXT_texture_mirror_clamp
Init: - GL_EXT_packed_depth_stencil
Init: - GL_ATI_texture_float
Init: - GL_ARB_texture_float
Init: - GL_ARB_half_float_pixel
Init: - GL_NV_point_sprite
Init: - GL_NV_register_combiners
Init: - GL_NV_register_combiners2
Init: - GL_NV_blend_square
Init: - GL_NV_texture_shader
Init: - GL_NV_texture_shader2
Init: - GL_NV_texture_shader3
Init: - GL_NV_fog_distance
Init: - GL_NV_depth_clamp
Init: - GL_NV_multisample_filter_hint
Init: - GL_NV_fragment_program_option
Init: - GL_NV_fragment_program2
Init: - GL_NV_vertex_program2_option
Init: - GL_NV_vertex_program3
Init: - GL_ATI_texture_mirror_once
Init: - GL_ATI_texture_env_combine3
Init: - GL_ATI_separate_stencil
Init: - GL_SGIS_texture_edge_clamp
Init: - GL_SGIS_texture_lod
Init: - GL_EXT_texture_env_combine
Init: - GL_NV_texture_rectangle
Init: - WGL_ARB_extensions_string
Init: - WGL_EXT_extensions_string
Init: - WGL_ARB_pixel_format
Init: - WGL_EXT_pixel_format
Init: - WGL_EXT_swap_control
Init: - WGL_ARB_pbuffer
Init: - WGL_EXT_pbuffer
Init: - WGL_ARB_make_current_read
Init: - WGL_EXT_make_current_read
Init: - WGL_ARB_render_texture
Init: - WGL_EXT_render_texture
Init: Maximum texture size: 8192
Init: Found GL_ARB_multitexture...
Init: Multitexture extensions found.
Log: Max texture units: 4
Init: Max anisotropy 16.000000
Init: Clamp to edge extension found.
Init: Found GL_ARB_vertex_shader, GL_ARB_fragment_shader...
Init: Shader extensions found.
Init: Shading language version: 1.20
Init: Max texture image units: 16
Init: Max vertex uniform components: 4096
Init: Max varying floats: 40
Init: Max vertex attribs: 16
Init: Max fragment uniform components: 4096
Init: Found OpenGL 2.0 separate stencil methods
Init: Found GL_NV_depth_clamp...
Init: Found GL_EXT_stencil_wrap...
Init: Found GL_ARB_vertex_buffer_object...
Init: Vertex buffer object extensions found.
Init: Found GL_EXT_draw_range_elements...
Init: Draw range elements extensions found.
Log: PLAYER left the game

==========================================================================
			Shuting down VAVOOM
==========================================================================
Log: Doing C_Shutdown
Log: Doing CL_Shutdown
Log: Doing SV_Shutdown
Log: Doing delete GNet
Log: Doing delete GInput
Log: Doing V_Shutdown
Log: Doing delete GAudio
Log: Doing T_Shutdown
Log: Doing Sys_Shutdown
Log: Doing delete GSoundManager
Log: Doing R_ShutdownTexture
Log: Doing R_ShutdownData
Log: Doing VCommand::Shutdown
Log: Doing VCvar::Shutdown
Log: Doing ShutdownMapInfo
Log: Doing FL_Shutdown
Log: Doing W_Shutdown
Log: Doing GLanguage.FreeData
Log: Doing ShutdownDecorate
Log: Doing VObject::StaticExit
Log: Doing VName::StaticExit
Uninitialised: Doing Z_Shutdown
Mon, 12 Jul 2010 01:25:07

Firebrand

I'll give it a check and report back.
Wed, 14 Jul 2010 23:32:12

Firebrand

I've been playing with the renderer extensions and I haven't really found why the models aren't drawn for you... it's very weird, I don't know if the problem is the extensions support or not... sorry <!-- s8-[ --><img src="{SMILIES_PATH}/eusa_shifty.gif" alt="8-[" title="Anxious" /><!-- s8-[ --> .

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