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Old 06-30-2007, 03:58 PM   #1
Rind
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Default Weird screen blinking.

Some time ago, before the final release of Regnum, once there was an update, that made my game blinking. After logging through rolauncher, main screen appeared but the refresh rate of that screen was so low that I could see stripes and white bars floating on the whole screen, and the game was unplayable.

Now I was trying to run Regnum again (on new system btw), but this problem still exists.

My O.S.: Kubuntu Feisty 7.04,
Graphic Card: Nvidia Geforce 2 Mx/400
CPU: 32bit, it doesn't matter which one, isn't it?
Xserver: Xorg, runs at 16bit (and I don't want to change it to 24bit)

I do have installed graphic card drivers, opengl runs smoothly, all the tests are ok.

The error log shows me just that I don't have an openal library but it is connected with sound, not with the graphics.

What should I do to make the game playable?

Greetings!

Rind
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Old 06-30-2007, 04:21 PM   #2
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Can you take a screenshot? It would be very useful to see the problem.
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Old 06-30-2007, 04:59 PM   #3
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surak, on every screenshot I took there was no blinking problem, but it is explainable :P it is just refresh rate is very very low, and the 'refreshing' of screen is visible, I mean that I can see that the frame/screen/menu things is currently drawing. Of course it is very very fast, but it is visible. I tried different types of options, different resolution, but the problem is still...
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Old 06-30-2007, 05:18 PM   #4
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Can you check in your log.txt file (located in live/ subdirectory) for an entry like this, and post it?

Code:
[13:16] X Server vendor: The X.Org Foundation
[13:16] X Server release: 1.3.0
[13:16] Got a 24 bit visual (53) with a 24 bit depth buffer
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Old 06-30-2007, 06:19 PM   #5
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And here it is:
Code:
[RenderizerGL][renderizer_gl_x11.cpp(158)] X Server vendor: The X.Org Foundation
[RenderizerGL][renderizer_gl_x11.cpp(162)] X Server release: 7.2.0
[RenderizerGL][renderizer_gl.cpp(336)] Got a 16 bit visual (35) with a 16 bit depth buffer
[RenderizerGL][renderizer_gl.cpp(364)] Resolutions: 1024x768x16 800x600x16 832x624x16
[RenderizerGL][renderizer_gl.cpp(386)] OpenGL vendor: NVIDIA Corporation
[RenderizerGL][renderizer_gl.cpp(387)] OpenGL renderer: GeForce2 MX/AGP/3DNOW!
[RenderizerGL][renderizer_gl.cpp(388)] OpenGL version: 1.5.8 NVIDIA 96.31
[RenderizerGL][renderizer_gl_extensions_loader.cpp(251)] Detected OpenGL extensions: GL_ARB_multitexture, GL_ARB_texture_compression, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_lod, GL_SGIS_generate_mipmap
And I want to say that the problem occurred after Regnum update, not my system update.
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Old 06-30-2007, 06:50 PM   #6
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Have you tried safe-mode?
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Old 06-30-2007, 06:53 PM   #7
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Quote:
Originally Posted by surak
Have you tried safe-mode?
Yes I have, coincidently, I always run Regnum at safe-mode , but not running in this mode also makes that blinking.
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Old 06-30-2007, 07:37 PM   #8
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I was able to do some screenshots, here are four captures done one after another that shows the problem. The screen now should be the one with downloading resources, while it blinks very quickly so I can see my character (not the whole though) and the screen changes very quickly to another perspective which is a dark screen with nothing in it, or a broken graphics.

They are being sent here: http://rind.students.wmid.amu.edu.pl/regnum/
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Old 06-30-2007, 09:24 PM   #9
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Hmm.... maybe Regnum can't find a double-buffer visual.

Can you post your glxinfo output? Thanks
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Old 06-30-2007, 09:49 PM   #10
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Quote:
Originally Posted by surak
Hmm.... maybe Regnum can't find a double-buffer visual.

Can you post your glxinfo output? Thanks
Of course, here it is:

Code:
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_texture_from_pixmap
GLX version: 1.3
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_EXT_texture_from_pixmap, GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce2 MX/AGP/3DNOW!
OpenGL version string: 1.5.8 NVIDIA 96.31
OpenGL extensions:
    GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects,
    GL_ARB_shading_language_100, GL_ARB_texture_compression,
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
    GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos,
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,
    GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord,
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object,
    GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shared_texture_palette,
    GL_EXT_stencil_wrap, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
    GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fence,
    GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners,
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4,
    GL_NV_texture_rectangle, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1,
    GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod,
    GL_SUN_slice_accum

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 16 tc  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None
0x22 16 dc  0 16  0 r  y  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None
0x23 16 tc  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None
0x24 16 tc  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x25 16 tc  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x26 16 dc  0 16  0 r  .  .  5  6  5  0  4 16  0 16 16 16 16  0 0 None
0x27 16 dc  0 16  0 r  y  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x28 16 dc  0 16  0 r  .  .  5  6  5  0  4  0  0 16 16 16 16  0 0 None
0x7b 32 tc  1  0  0 c  .  .  0  0  0  0  0  0  0  0  0  0  0  0 0 None
It seems that there is no problem with 24bit color depth, but I would really rather be able to run the game in 16bit color depth.
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