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Flashback

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  1. Yeah, looks like most TS changes were applied after the master. EDIT: updated the thread title. EDIT2: dev version that is a couple of days newer than the one I was porting to already fixes the issue. Nice.
  2. Indeed, a pre-built binary works fine. I guess it's built using 3.9 master, while I ported to development branch from 29.08.16. I'll look into ts/ changes in between, thanks guys.
  3. Hi. So after I ported our game's codebase to 3.9 to fix Radeon rendering freeze issue, I suddenly can't start it up anymore. First I thought this is most likely my problem that appeared during the port, but after compiling clean T3D 3.9, putting this DTS into art/shapes/ and trying to doubleclick it in World Editor, it crashes exactly the same way. Here is the file: https://drive.google.com/open?id=0B332rl3XCSW9X3JIUkpIS3ZHbTQ Again, I'm not exactly proficient in vertex buffers and all the rendering stuff, so I'm having a hard time to understand what new Torque code does wrong. Could someone take a quick look?
  4. Meanwhile, AMD people have managed to reproduce the issue, which is a good start. This is extremely helpful, thanks. I won't bother you until I try SDL and D3D11 approaches.
  5. Heh, the first version of the game, when it was still 2D, was written with SDL - then we switched to TGE to go 3D. Now we may go back to SDL in some sense - the irony, eh? Can you give me any pointers/links of how to do an SDL build? Is there an #ifndef somewhere? Also, I talked to another team developing with T3D, they said they made rendering freeze and other issues go away by switchting to D3D11. I don't believe there is an official implementation of this yet, is there?
  6. So, some people from AMD introduced me to other people, I described them the problem (again), and 10 days later there is no sign someone is ever going to reply. Bugged them again. Missed your last question, sorry, and it's an important one. As far as I know, dialogue window doesn't change postFX settings. It's done only per-level, the way T3D allows it. So that's a strong argument against postFX influence...
  7. That's an interesting idea, worth trying. This also makes sense in a way that training level may have PostFX disabled in mission preset, but Teron (first city with the inn) has them enabled. I have also finally breached AMD first line of tech support and they connected me with some specific engineer person, hopefully he can inspect the issue from another side, but I don't expect him to reply before Monday.
  8. We're expecting our new Radeon card to arrive tomorrow, so we'll be able to experience and reproduce the issue. Not sure this will help, though, and all AMD support managed in two weeks is to ask me what part of Canada is our company from =\
  9. $pref::Shadows::disable = 1; <-- helps $pref::Shadows::textureScalar = 0.5; <-- doesn't help
  10. Strange, for everyone else the issue is very consistent, rendering the game unplayable. But if it's something about Radeon drivers, incorrect handling of 64-bit pointers and such, it could as well depend on current state of the memory. Sure, asked my test guy to try that pref. I also noticed earlier it's one of three prefs that change with a quality level, and I even included it in my "Radeon hack" for the latest build that autodetects lighting to Low for Radeon users.
  11. Emailed AMD support on Friday, hopefully they'll answer something. Also, one of our player who helps to test the issue says that the game freezes with or without Steam overlay, and the last drivers version working with T3D is 14.12.
  12. Updated to T3D 3.8 on Dec 9, 2015. We've accumulated a lot of modifications regarding gameplay objects and such through the years, but since we started with TGE in 2005, I always tried to stay away from rendering code.
  13. ...plus it's somehow related to Lighting Quality setting in Torque. I assume if you set that to Low, it's going to work without freezing. Thanks for investigation, Jeff. I'm going to approach both AMD and Valve about this. But since there is no guarantee they will do something about it or even reply, it would be good to investigate it on Torque3D rendering end. Valve usually replies that "if Steam overlay is causing problems for you, it's most likely an issue in your rendering code". We do have an old Radeon at work, but it seems to be considered now a "legacy product" by AMD and problematic Crimson drivers do not support it.
  14. DirectX only, so no idea how it would behave on OpenGL.
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