Latest Comments by MyGameCompany
Dirk 2 Testers needed!
23 Aug 2011 at 2:39 am UTC
Interestingly, some implementations must clamp it to 128 (like my Mac, which is my primary development machine, and which is why I never saw this issue), and other implementations like those on Windows and Linux just disregard the bad value and leave it at 0 (which is what I see in the screenshots you shared).
23 Aug 2011 at 2:39 am UTC
Quoting: "KIAaze, post: 2195"Another thing was that the lighting wasn't continuous in some parts, i.e. some light cones had a staircase form. I wasn't able to take a screenshot ingame yet unfortunately. It might just be a graphics driver issue.No. I just tracked down the cause. It was a rookie programmer's mistake. I set the GL_SPOT_EXPONENT to a value > 128. Duh...
Interestingly, some implementations must clamp it to 128 (like my Mac, which is my primary development machine, and which is why I never saw this issue), and other implementations like those on Windows and Linux just disregard the bad value and leave it at 0 (which is what I see in the screenshots you shared).
Dirk 2 Testers needed!
22 Aug 2011 at 9:07 pm UTC
22 Aug 2011 at 9:07 pm UTC
I thought the installer did ask which directory to install into...
Dirk 2 Testers needed!
22 Aug 2011 at 12:30 pm UTC
22 Aug 2011 at 12:30 pm UTC
Yeah, I've got a note to try to make the PATH modification an option. I had added it at the request of a couple of command line users, but I guess not everyone would want that.
And thanks for the suggestions!
About the lighting: it doesn't appear to be working well on your system. Ambient lighting levels doesn't seem to be working at all. And the lights should be getting dimmer as you move away from the light source, like these:
http://www.mygamecompany.com/images/dirkdashing2/dirk2_underground3_700x525.jpg [External Link]
http://www.mygamecompany.com/images/dirkdashing2/dirk2_winecellar700x525.jpg [External Link]
Wish I knew what causes that on some systems... and how to fix it!
And I don't know WHAT is going on in that second screenshot... the background is totally hosed, and 2 textures (the top chapter title and first panel) didn't load or something. Weird.
It looks like Dirk is being lit correctly. In the case of sprites, I'm using per-tile lighting (leaving it to OpenGL didn't always look right). Maybe I should include a checkbox on the Choose Options screen to toggle between normal lighting and per-tile lighting. It will end up looking like this, but this is a lot closer to what it should be:
http://www.mygamecompany.com/blog/dirk2lightingattempt4.jpg [External Link]
And thanks for the suggestions!
About the lighting: it doesn't appear to be working well on your system. Ambient lighting levels doesn't seem to be working at all. And the lights should be getting dimmer as you move away from the light source, like these:
http://www.mygamecompany.com/images/dirkdashing2/dirk2_underground3_700x525.jpg [External Link]
http://www.mygamecompany.com/images/dirkdashing2/dirk2_winecellar700x525.jpg [External Link]
Wish I knew what causes that on some systems... and how to fix it!
And I don't know WHAT is going on in that second screenshot... the background is totally hosed, and 2 textures (the top chapter title and first panel) didn't load or something. Weird.
It looks like Dirk is being lit correctly. In the case of sprites, I'm using per-tile lighting (leaving it to OpenGL didn't always look right). Maybe I should include a checkbox on the Choose Options screen to toggle between normal lighting and per-tile lighting. It will end up looking like this, but this is a lot closer to what it should be:
http://www.mygamecompany.com/blog/dirk2lightingattempt4.jpg [External Link]
Dirk 2 Testers needed!
22 Aug 2011 at 12:31 am UTC
22 Aug 2011 at 12:31 am UTC
Thanks, KIAaze. Yeah, some of the hidden areas can be a bit tricky to navigate, and that is intentional. But that's balanced by the x-ray glasses - if you have x-ray glasses in your inventory, those will help.
I'd definitely like to see a screenshot of the arm going through the wall bug. I thought I had the foreground layers pretty well filled in to prevent that, but maybe there's a case I missed.
I'd also like to see a screenshot of the staircase lighting you noticed. There will be some of that because of the tiled background and the way OpenGL does the lighting, but in most cases it shouldn't be blatantly obvious.
Regarding the gameplay being too easy, I've heard that from several gamers. I've got an item on my to-do list to add difficulty levels in the final version. That will help.
I'd definitely like to see a screenshot of the arm going through the wall bug. I thought I had the foreground layers pretty well filled in to prevent that, but maybe there's a case I missed.
I'd also like to see a screenshot of the staircase lighting you noticed. There will be some of that because of the tiled background and the way OpenGL does the lighting, but in most cases it shouldn't be blatantly obvious.
Regarding the gameplay being too easy, I've heard that from several gamers. I've got an item on my to-do list to add difficulty levels in the final version. That will help.
Dirk 2 Testers needed!
20 Aug 2011 at 9:41 pm UTC
20 Aug 2011 at 9:41 pm UTC
Hamish, another Linux user ran into the same R600 problem. He managed to launch it via gdb and capture the callstack. The crash appears to be happening when I'm allocating a texture for one of the lit surfaces. It makes a call into /usr/lib32/dri/r600_dri.so, and that's when it crashes.
Here's the code that basically does the texture allocation for a single lit surface. I'm not sure which line it's dying on. (By the way, I stripped out some additional code that helps prevent setting the mode if I've already set it for a previous texture.) I think it's just basic stuff, but maybe you'll see something I shouldn't be doing or am doing wrong.
If nothing else, this helps capture/document where the crash is occurring.
GLuint texture_id;
...
glGenTextures(1, &texture_id);
// Bind it, so we can set texture parameters.
glBindTexture(GL_TEXTURE_2D, texture_id);
// Set texture parameters.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Load the texture pixels.
glTexImage2D(
GL_TEXTURE_2D,
0, // mipmap level (n/a - default to 0),
image->getColorDepth()/8,
image->getWidth(),
image->getHeight(),
0,
image->getPixelFormat(),
image->getPixelType(),
image->getPixels());
Edit: Ack, it doesn't seem to want to preserve my indent on my last function call!
Here's the code that basically does the texture allocation for a single lit surface. I'm not sure which line it's dying on. (By the way, I stripped out some additional code that helps prevent setting the mode if I've already set it for a previous texture.) I think it's just basic stuff, but maybe you'll see something I shouldn't be doing or am doing wrong.
If nothing else, this helps capture/document where the crash is occurring.
GLuint texture_id;
...
glGenTextures(1, &texture_id);
// Bind it, so we can set texture parameters.
glBindTexture(GL_TEXTURE_2D, texture_id);
// Set texture parameters.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Load the texture pixels.
glTexImage2D(
GL_TEXTURE_2D,
0, // mipmap level (n/a - default to 0),
image->getColorDepth()/8,
image->getWidth(),
image->getHeight(),
0,
image->getPixelFormat(),
image->getPixelType(),
image->getPixels());
Edit: Ack, it doesn't seem to want to preserve my indent on my last function call!
Dirk 2 Testers needed!
20 Aug 2011 at 2:14 pm UTC
20 Aug 2011 at 2:14 pm UTC
Thanks, Eddward!
Good suggestion, Liam. I think the space bar should be ok to hook up. I think most people were accidentally dismissing the text via the arrow and jump keys. Most of those folks, when they reported the problem, suggested using just Enter, and that made sense logically. I didn't even think about the space bar. The space bar is probably a lot easier and quicker to reach than Enter, especially if you're using a joystick/gamepad.
I hadn't noticed anything unusual about the installer text. But I'm running Ubuntu 9.10. Can you e-mail me a screenshot of what the fuzzy text looks like at [email protected]?
Good suggestion, Liam. I think the space bar should be ok to hook up. I think most people were accidentally dismissing the text via the arrow and jump keys. Most of those folks, when they reported the problem, suggested using just Enter, and that made sense logically. I didn't even think about the space bar. The space bar is probably a lot easier and quicker to reach than Enter, especially if you're using a joystick/gamepad.
I hadn't noticed anything unusual about the installer text. But I'm running Ubuntu 9.10. Can you e-mail me a screenshot of what the fuzzy text looks like at [email protected]?
Dirk 2 Testers needed!
19 Aug 2011 at 8:34 pm UTC
19 Aug 2011 at 8:34 pm UTC
Thanks for the additional information!
Man, I hope I don't have to provide a way to disable lighting. That will really ruin the atmosphere in the game if you're running around in the nighttime levels, and it ruins some lighting puzzles I have planned (including ones I've already implemented in Chapters 1-5 and 2-2).
Man, I hope I don't have to provide a way to disable lighting. That will really ruin the atmosphere in the game if you're running around in the nighttime levels, and it ruins some lighting puzzles I have planned (including ones I've already implemented in Chapters 1-5 and 2-2).
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