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Old 08-07-2012, 01:18 PM   #11
andres81
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Quote:
Originally Posted by surak View Post
Does this happen in all video qualities?
I tried it only in Low and Very High (Ultra is not available in OpenGL btw)

PS: May I ask why all my reports that I made 4 days ago in the spanish forum section regarding this issue have been ignored?
Here just the last two ones:
http://regnumonline.com.ar/forum/sho...8&postcount=69
http://regnumonline.com.ar/forum/sho...1&postcount=79
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Old 08-07-2012, 01:19 PM   #12
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Bad news:
Disabling FXAA doesn't work.
All GTK windows (content and window decoration) change to white, when I play Regnum.
(full log comes later, I'm now on Win7, game works with opengl, but FXAA shader fails to compile, too)

The log of my Desktop:
Code:
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl_x11.cpp(224)] X Server vendor: The X.Org Foundation
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl_x11.cpp(228)] X Server release: 1.11.3
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(363)] XVidMode Extension version 2.2
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(373)] Xinerama Extension version 1.1
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(399)] Got a 24 bit visual (50) with a 24 bit depth buffer
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(468)] Resolutions: 1280x1024x32 1280x960x32 1152x864x32 1024x768x32 960x600x32 928x696x32 896x672x32 832x624x32 800x600x32 
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL vendor: NVIDIA Corporation
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL renderer: GeForce GTX 460/PCIe/SSE2
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(535)] OpenGL version: 4.2.0 NVIDIA 295.40
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(295)] Detected 66 OpenGL extensions: GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, 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_shading_language_100, GL_ARB_shadow, 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_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_EXT_Cg_shader, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_NVX_gpu_memory_info, GL_NV_conditional_render, GL_NV_fragment_program2, GL_NV_gpu_program4, GL_NV_multisample_filter_hint, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_vertex_program3, GL_SGIS_generate_mipmap
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(312)] OpenGL Shading Language version: 4.20 NVIDIA via Cg compiler
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(318)] Shader model 4 capable card detected
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data0.sdb(958.04 MB), fragmentation: 26.50%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data1.sdb(2993.83 MB), fragmentation: 24.89%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data2.sdb(103.29 MB), fragmentation: 1.82%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data3.sdb(13.65 MB), fragmentation: 0.74%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data4.sdb(249.80 MB), fragmentation: 29.33%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data5.sdb(114.14 MB), fragmentation: 12.90%
[07/08/2012 15:23:46] [ResourceManager][resource_manager.cpp(302)] disk retriever is ready
[07/08/2012 15:23:46] [ResourceManager][resource_manager.cpp(302)] http retriever is ready
[07/08/2012 15:23:46] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 24250 resources available
[07/08/2012 15:23:47] [TextManager][text_manager.cpp(164)] Text Manager ready
[07/08/2012 15:23:47] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(212)] Shader <ps_pp_fxaa> (PP.FXAA) info log: 
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(392)] Program <postprocess_fxaa> (PP.FXAA) info log: 
Fragment info
-------------
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 15:23:48] [logger.cpp(72)] Shader PP.FXAA link failed
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(1512)] Shader PP.FXAA validation failed
[07/08/2012 15:23:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(1.34 MB), fragmentation: 0.00%
[07/08/2012 15:23:59] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 15:23:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(1.34 MB), fragmentation: 0.00%
[07/08/2012 15:24:08] [logger.cpp(72)] brasas_forge: skipping parameter (self_illumination_with_mask)
[07/08/2012 15:24:17] [EntitySystem][entity_system.cpp(100)] Entity system ready to shutdown
Some good news:
It works on my Laptop with Legacy AMD blob (8.972, catalyst 12.6), but Post Processing effects results in a pixel nightmare.
The log from my laptop:
Code:
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_x11.cpp(224)] X Server vendor: The X.Org Foundation
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_x11.cpp(228)] X Server release: 1.11.3
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(363)] XVidMode Extension version 2.2
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(373)] Xinerama Extension version 1.1
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(399)] Got a 24 bit visual (57) with a 24 bit depth buffer
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(468)] Resolutions: 1366x768x32 1280x768x32 1280x720x32 1024x768x32 1280x600x32 1024x600x32 800x600x32 
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL vendor: ATI Technologies Inc.
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL renderer: ATI Mobility Radeon HD 4200 Series
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(535)] OpenGL version: 3.3.11653 Compatibility Profile Context
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(295)] Detected 59 OpenGL extensions: GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, 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_shading_language_100, GL_ARB_shadow, 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_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_meminfo, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_NV_conditional_render, GL_SGIS_generate_mipmap
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(312)] OpenGL Shading Language version: 3.30
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(318)] Shader model 4 capable card detected
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data0.sdb(850.91 MB), fragmentation: 17.47%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data1.sdb(2707.09 MB), fragmentation: 20.46%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data2.sdb(103.29 MB), fragmentation: 1.84%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data3.sdb(11.03 MB), fragmentation: 1.00%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data4.sdb(249.80 MB), fragmentation: 29.33%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data5.sdb(88.56 MB), fragmentation: 15.63%
[07/08/2012 15:00:41] [ResourceManager][resource_manager.cpp(302)] disk retriever is ready
[07/08/2012 15:00:41] [ResourceManager][resource_manager.cpp(302)] http retriever is ready
[07/08/2012 15:00:42] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 24250 resources available
[07/08/2012 15:00:44] [TextManager][text_manager.cpp(164)] Text Manager ready
[07/08/2012 15:00:44] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
[07/08/2012 15:01:56] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.67 MB), fragmentation: 0.00%
[07/08/2012 15:01:56] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 15:01:56] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.67 MB), fragmentation: 0.00%
[07/08/2012 15:01:57] [DiskRetriever][disk_retriever.cpp(148)] Resource 71893 type mismatch, downloading resource again
[07/08/2012 15:01:57] [DiskRetriever][disk_retriever.cpp(148)] Resource 71897 type mismatch, downloading resource again
[07/08/2012 15:02:08] [logger.cpp(72)] brasas_forge: skipping parameter (self_illumination_with_mask)
Consequently it's only a nvidia rendering error on Linux and MacOSX.
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Old 08-07-2012, 01:23 PM   #13
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To be clear, i had the same problem with enabled anisotropic/antialias on blob. Disabling ones helped for me. (using mid render, everything up but antialias, color correction, anisotropic and FXAA)
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Old 08-07-2012, 01:27 PM   #14
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FXAA is not supported using the latest NVidia Linux driver (295.59)

The first Nvidia driver supporting FXAA is 304.30beta from 2 of Ago and with this driver it still doesn't work. Which is no surprise because how could NGD test this when they released this version at end of July - funny question
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Old 08-07-2012, 01:29 PM   #15
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Quote:
Originally Posted by 71175 View Post
To be clear, i had the same problem with enabled anisotropic/antialias on blob. Disabling ones helped for me. (using mid render, everything up but antialias, color correction, anisotropic and FXAA)
Confirming this, after disabling anisotropic filtration and antialiasing games starts with visible opnegl content.
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Old 08-07-2012, 01:33 PM   #16
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Quote:
Originally Posted by andres81 View Post
FXAA is not supported using the latest NVidia Linux driver (295.59)
The newest driver is 295.71 (which fixes the privilege escalation vulnerability).
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Old 08-07-2012, 01:35 PM   #17
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The problem is in antialiasing, anisotropic filtering is ok.
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
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Old 08-07-2012, 01:41 PM   #18
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Quote:
Originally Posted by AxisVirtd View Post
The problem is in antialiasing, anisotropic filtering is ok.
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
Thanks for that info
time to lower my FPS by alot too
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Old 08-07-2012, 01:55 PM   #19
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Quote:
Originally Posted by AxisVirtd View Post
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
This has nothing to do with certain options, the restart using the dialog box that pops up when you change settings ingame is not working at all. This never worked on Amun and I reported it every day...

EDIT:
Just tried Render qualtiy low and AA mid value - this works now.

Render quality medium and AA medium is not working -> black screen (see log)

Render quality high results in black screen as well
Attached Files
File Type: txt log.txt (6.3 KB, 2 views)
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Old 08-07-2012, 02:07 PM   #20
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Some visual bugs: terrain shadows and yellow round thing aka potin-where-char-is-walkibg-after-RMB-click are blinking hardly.
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