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Author Topic: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support  (Read 373400 times)

thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #495 on: February 10, 2012, 11:33:41 am »

 * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 vs_1_1

Your card will need to support Shader Model 2.0 (ps_2_0 / ps_2_x), which aren't in that list. What video card do you have? Are its drivers up to date?
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Aerval

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #496 on: February 10, 2012, 03:20:41 pm »

Wow, these wire-frames look amazing.
Hope you don't forget the exporter for the next version. I don't think much more detail is necessary, I'd prefer to add the rest of the scene in blender.
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #497 on: February 10, 2012, 04:03:16 pm »

Wow, these wire-frames look amazing.
Hope you don't forget the exporter for the next version. I don't think much more detail is necessary, I'd prefer to add the rest of the scene in blender.

Thanks! I think they look a bit better in the current dev version. I've been making a lot of progress  :D

Unfortunately I can't guarantee that an exporter will be present in the first few releases of the next version. It'll certainly be there eventually, but since this is a total rewrite from scratch, I'm trying to avoid feature creep as much as I can. We'll see how the release dates of DF and DFHack work out. If I have time to hack one in, I'll certainly try my best to get it in. (I've also got half-implemented ambient occlusion on the backburner).



Since I haven't posted a status update for a while:

File open dialog is completely working, as is file loading into a generic geometry generator.

The first geometry generator (using polyvox + marching cubes) is very nearly complete. It does threaded page loading/unloading based on camera position, so the strain on the video card won't be quite as much now. Increasing your draw distance will make it go back to drawing the whole map, but I decided paging was probably necessary since triangle count skyrocketed with smoothed terrain.

I've also got a triplanar texturing shader working, and textures are being painted onto the geometry now. SexyMustard is implementing lighting into it right now, and I'm working on getting Japa's colors from StoneSense loaded in so we can have multiple materials. I'm hoping to have texatlas texturing done by the end of the weekend (so water, magma, grass, stone, etc.). Unfortunately, water will NOT be transparent for the next few releases because PolyVox's extractor simply doesn't support transparent voxels. That'll hopefully be easy-ish to change with a custom surface extractor (looking at implementing Dual Countoring so we can keep sharp edges on constructed things while smoothing the terrain), but again, putting that off for now to avoid feature creep.

Once the texturing with the texatlas is done, all I really have to do is implement SkyX and PagedGeometry, and this should be good for an initial release. Getting close!

I don't really have any screenshots to share since most of the recent work has been the threaded paging. Here's one from earlier today when I botched lighting on the triplanar shader:


I dunno what the blue thingy is, KDE must have messed up the screenshot buffer or something. Also, the ramps are still kind of derpy and I plan on having a ramp correction session if there's enough time before the release.

Anyways, I've been chugging along, and we're getting close. Not planning on releasing until after DFHack works with DF2012, but hopefully that shouldn't be too far away. I'll probably have much prettier screenshots to show within the next week or so, so stay tuned!
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Sexy Mustard

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #498 on: February 10, 2012, 06:00:08 pm »

Single texture tiling and simple diffuse shading complete planning on a much more procedurally based texture system for the next version so wave good-bye to the old textures for now
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Graebeard

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #499 on: February 12, 2012, 08:55:58 pm »

Is the camera on that shot positioned below the fort and above the cavern layer?
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #500 on: February 12, 2012, 09:50:37 pm »

Is the camera on that shot positioned below the fort and above the cavern layer?

Yep.



Just now got colors working! Here's a shot from the caverns:



Haven't yet tweaked the blending of the texture and the colours, so the texture is turned off for the moment. Whatever isn't rock/wood will be placed in a texture atlas, so when we render things with this particular generator, we'll only be using one Ogre material and one texture (which will include water, magma, etc.), so the strain on the GPU will be much less in that regard.
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Corak666

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #501 on: February 13, 2012, 06:44:28 am »

I'm using ATI 9250 videocard. Why this software runs only an 2nd??? Can I switch shaders off?
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #502 on: February 13, 2012, 11:48:48 am »

I'm using ATI 9250 videocard. Why this software runs only an 2nd??? Can I switch shaders off?

Some of the libraries we use have shaders that can't be done using anything older than Shader Model 2.0. Even without the shaders, though, your card would probably not be able to handle the program. It's 8 years old, but doesn't even support any DirectX 9 features (which came out in 2002); Ogre, our rendering library, requires DirectX 9 to run.

I'm doing my best to keep this working with hardware as old as possible, but Shader Model 2.0 was as far back as I could push without seriously crippling anybody with newer hardware. So no, you can't switch shaders off. Sorry.
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Cobbler89

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #503 on: February 14, 2012, 09:52:08 pm »

Hey, first time posting here after playing DF for some time, so consider yourself flattered to have made something that prompted a recluse like myself to come out and ask for help. ;^)

Okay, so I wanted to see my 31.25 fortress in 3d at least once since I might kiss it goodbye here soon with the new version and all. I pulled out Overseer, went to Microsoft and got the latest pack of Direct X .dlls, found the 32 bit 9_42 one and threw it in the Overseer folder (if something else I use regularly in the future installs it in System32 or wherever, fine, but if it's just this...), and ran it in non-fullscreen mode (I tried fullscreen mode at first, but I think I wasn't able to see popup error messages then or something). I, too, got the error about line 1423 and an OGRE EXCEPTION type 2 (InvalidParametersException). I tried the suggestion earlier in the thread to change vs_1_1 to vs_2_0 in the one .material file in the SkyX folder, didn't change anything.

Funny thing is, I'm running an ATI Radeon HD 4250, dxdiag says I'm equipped with DirectX 11 (which, professor Google says, should support up to shader model 5.0), have tried checking it for updates in Device Manager and been told the driver's up to date, and the Ogre.log itself contains the following:

Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0

Do you want the whole log file or anything? I would rather you focused on the next version rather than debugging the legacy version -- especially if you can get the new version modularized such that switching which DF version it looks at isn't a big deal and it could be backwards compatible with 0.31.25 (I have no clue if your code would allow this, but given that you're overhauling the entire system to make it more scalable and maintainable, I'm sure everyone would love it if it was just that modular in its design). However, if there's any info in the log or on my graphics card and drivers that would allow you to give me a quick fix without either spending hours hunting down the issue, that would be great.

Otherwise, I'll hang in there, keep my save and hope the next version's backwards-compatible, or else simply resign myself to seeing what I can get out of Stonesense and the like.

(I know ATI cards are sometimes not backwards compatible with stuff, so I wouldn't be too surprised if that were the issue instead of being too old. Worms World Party, a game I've had since forever and loved, won't run on my latest laptop because of it; a friend's ATI card, after updating the drivers, wouldn't play nice with SFML 1.6 anymore; so on and so forth.)

Thanks for your hard work in any case!

EDIT: Also, pardon me if this was asked somewhere in the massive thread, but is there a recommended course of action if DF (which I left paused) stops responding when Overseer throws its exception? I have a backup of the save and killing it with DFHack's "die" command doesn't seem to hurt anything, but I figured I'd check.
« Last Edit: February 14, 2012, 09:58:40 pm by Cobbler89 »
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #504 on: February 14, 2012, 11:22:36 pm »

Hey, first time posting here after playing DF for some time, so consider yourself flattered to have made something that prompted a recluse like myself to come out and ask for help. ;^)

Okay, so I wanted to see my 31.25 fortress in 3d at least once since I might kiss it goodbye here soon with the new version and all. I pulled out Overseer, went to Microsoft and got the latest pack of Direct X .dlls, found the 32 bit 9_42 one and threw it in the Overseer folder (if something else I use regularly in the future installs it in System32 or wherever, fine, but if it's just this...), and ran it in non-fullscreen mode (I tried fullscreen mode at first, but I think I wasn't able to see popup error messages then or something). I, too, got the error about line 1423 and an OGRE EXCEPTION type 2 (InvalidParametersException). I tried the suggestion earlier in the thread to change vs_1_1 to vs_2_0 in the one .material file in the SkyX folder, didn't change anything.

Thanks for doing some research before posting!  :D I doubt the shaders are at fault here. Can you post the full contents of your Ogre.log and whatever popup errors you might get?

I would rather you focused on the next version rather than debugging the legacy version -- especially if you can get the new version modularized such that switching which DF version it looks at isn't a big deal and it could be backwards compatible with 0.31.25 (I have no clue if your code would allow this, but given that you're overhauling the entire system to make it more scalable and maintainable, I'm sure everyone would love it if it was just that modular in its design).

Nah, to be honest I'm just playing the new release right now <_<. The new version of Overseer is very nearly ready for release, and there's some time before DFHack is prepared for 34.xx, and I think I'm going to wait until it's out to release anything. But yes, the new version will be compatible with 31.25 and 34.01, since we have to go through map export files rather than attaching directly. Though due to recent changes in DFHack, if there's not another 31.25 release I'll probably have to provide my own package for it.

EDIT: Also, pardon me if this was asked somewhere in the massive thread, but is there a recommended course of action if DF (which I left paused) stops responding when Overseer throws its exception? I have a backup of the save and killing it with DFHack's "die" command doesn't seem to hurt anything, but I figured I'd check.

Yep! I probably should have included this, but there's an old DFHack utility called dfunstuck.exe. If you don't have an old copy of DFHack or Stonesense(which bundled it) laying around (from before DFHack moved into DF), you'll find it in this copy of DFHack. The utility will "unstuck" your frozen DF.
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Cobbler89

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #505 on: February 15, 2012, 09:08:25 am »

Here ya go:
Spoiler (click to show/hide)
The only popup was the OGRE EXCEPTION contained in the log.

I look forward to the new version, sounds great. 8^)
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You've struck embedded links. Praise the data miners!
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Quote from: offspring
Quote from: Cobbler89
I have an idea. Let's play a game where you win by being as quiet as possible.
I get it, it's one of those games where losing is fun!
I spend most of your dimension's time outside of your dimension. I can't guarantee followup or followthrough on any comments, ideas, or plans.

thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #506 on: February 15, 2012, 12:42:13 pm »

Well that's really annoying. Definitely looks like something weird with your driver. I'd say try changing around that vs_1_1 and other profiles that occur in the same material file around -- try vs_2_x or vs_3_0, or something. If that doesn't work, I'm not sure what to say. Sorry about that.  :-\
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ashton1993

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #507 on: February 15, 2012, 03:00:25 pm »

Just dropped in too see whether this would be compatible with 3.40 any time soon but holy cow, the new stuff your working on looks amazing  :o kudos to you, hope all goes swimmingly.
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Wow, that's actually really friggin' awesome looking.
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That is hilarious, Ashton. I love it.
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Weaselcake

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #508 on: February 15, 2012, 06:10:01 pm »

Does this work with the new DF? :O
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ashton1993

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #509 on: February 15, 2012, 06:25:28 pm »

Does this work with the new DF? :O

It will when it's done, I'd have thought you'd have learnt not to bother contributors by now and actually find this kind of information for yourself. The only other time I've seen you round here you just directly insulted someone who'd made massive contributions to the community.
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Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.
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