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Please provide a video if possible of this effect, as it seems very strange
(i.e. it looks like the barrels and player are correctly placed, it's the ROOM
segments that seem to be shifted).
Original comment by LeeBamberTGC@gmail.com
on 7 Feb 2011 at 5:58
Here's a link of a video of the problem.
http://www.youtube.com/watch?v=jCgJmlR8x-Q
Original comment by lane...@gmail.com
on 7 Feb 2011 at 7:39
here's a video of the bug.
http://www.youtube.com/watch?v=dZJ6JcgA1K4
Original comment by lane...@gmail.com
on 7 Feb 2011 at 10:04
First link does not work.
second one ok.
Original comment by lane...@gmail.com
on 7 Feb 2011 at 10:43
Try making a new level with some WW2 room segment and water, and let me know
how that goes. This will test whether it is a specific shader applied to the
sci-fi segment.
Original comment by LeeBamberTGC@gmail.com
on 9 Feb 2011 at 1:44
Issue 40 has been merged into this issue.
Original comment by LeeBamberTGC@gmail.com
on 9 Feb 2011 at 1:50
WW 2 segment room with trigger zone, water script,6 barrels and one static
light.
Same results as the scifi segment. see attached video.
Sorry for the poor quality vid. Fraps wont record FPSC properly and fps capture
format won't upload to you tube.
http://www.youtube.com/watch?v=PAMiuCpviag
also attached is my .fpm file I used to create the video.
Original comment by lane...@gmail.com
on 9 Feb 2011 at 4:23
Attachments:
Lee another member of the forum posted that they thought that my bug was just
water related. This is not the case. The attached video is only the Hanger Bay
room segment and player marker with full shaders on. No static light or water.
http://www.youtube.com/watch?v=Ua81ejkZYOw
Original comment by lane...@gmail.com
on 13 Feb 2011 at 6:05
There is a danger this will not be fixed for the V118 release. Can you go
deeper into the issue and try more combinations of settings to see what is the
'factor' in causing this visual strangeness. Perhaps change graphics/audio
drivers, maybe replace the GPU with a second one, update DX, regress to an
early version until it stops happening, e.t.c. I will need more clues before I
can fix this as I cannot reproduce here.
Original comment by LeeBamberTGC@gmail.com
on 15 Feb 2011 at 7:40
Lee, I downgraded FPS Creator to version 1.17 and made the following video. I
used the same segment and map I used in the other videos. Modern day
Kitchen_Full and the water room sample .fpm. Full shaders on. Tested both and
the shader problem is gone. I have also attached a copy of my dxdiag, maybe
that could be useful.
http://www.youtube.com/watch?v=R5hf6e02HgA
Original comment by lane...@gmail.com
on 16 Feb 2011 at 12:05
Attachments:
Lee, Just tested beta 9 and by accident I found something interesting. I went
to preferences and ticked no light mapping, full shaders on, ran a test and
everything was as it should be. then I ticked best performance and got the
problem I had before. In addition High performance causes the bug too. Before
on all the above post I had light mapping on either best or high performance.
Hope this info helps a bit.
Original comment by lane...@gmail.com
on 16 Feb 2011 at 12:50
Sorry, I meant to say best for quality instead of high performance.
Original comment by lane...@gmail.com
on 16 Feb 2011 at 12:53
Lee, I have tried different audio and video drivers. Directx is up to date, I
fail to figure this one out. The only thing I did where the bug is totally gone
is use FPSC ver. 1.17 With that version I can run shaders on or off with no
problem. I hope this doesn't mean I am stuck back there. LOL
Original comment by lane...@gmail.com
on 17 Feb 2011 at 12:50
Lee, maybe found a work around, for now. If I place any static entity in the
level, The level works properly. I did this 9 or 10 times to make sure and with
different entities. But entity has to be static.
Original comment by lane...@gmail.com
on 17 Feb 2011 at 3:49
That has to be the oddest workaround! As it's only a quirk of your system and
no-one else has reported it, stick with your workaround and we'll move on. If
it re-surfaces, and maybe if others chime in with the same artefact, we'll
delve into this again. I would be curious in the future when you change your
GPU that you run this test again just to see if it's a graphics card related
issue.
Original comment by LeeBamberTGC@gmail.com
on 21 Feb 2011 at 5:50
Lee, it's a common problem that many users encounter on the TGC forums, it not
only happens with water activated, but this bug also occurs when Mark Blossers
"Normal Mapping" shader is used - and it can only be "fixed" by putting a
static entity into the room.
Original comment by timsc...@googlemail.com
on 22 Feb 2011 at 3:30
Original issue reported on code.google.com by
lane...@gmail.com
on 7 Feb 2011 at 3:23Attachments: