thoth23 / fpscreatorengine

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problem with full shaders on beta 8 #39

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. add water room .fpm in editor and full shaders on, Get spawned outside the 
room.
2.Same .fpm with shaders off, and test game works correctly. 
3.attached is example. 

What is the expected output? What do you see instead?
also if placing just the common floor segment and shaders on, when game is 
tested, looks like standing on air. No floor in other words.

What version of the product are you using? On what operating system?
fpsc 1.18 beta 8, Windows 7 ultimate, nvidia gtx 260 driver 185.85 and then 
266.58 all in between have same effect. 4 gigs of ram.

Please provide any additional information below.
also talking aiko texture reads backwards.

Original issue reported on code.google.com by lane...@gmail.com on 7 Feb 2011 at 3:23

Attachments:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
First link does not work. 
second one ok.

Original comment by lane...@gmail.com on 7 Feb 2011 at 10:43

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
Issue 40 has been merged into this issue.

Original comment by LeeBamberTGC@gmail.com on 9 Feb 2011 at 1:50

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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:

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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

GoogleCodeExporter commented 9 years ago
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