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IDProjectCategoryView StatusLast Update
0000625FSSCPgraphicspublic2006-11-01 04:55
Reporterm2258734a Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000625: Retail FS2 explosion effects are still visible
DescriptionAfter I began to use the 11/16 build which fixed the warm-up sound problem with the beams, some of the effects which are included in the new 3.6.7 media vps do not show up and are replaced by the retail version.

For example, I am not seeing the new flak effects, none of the new higher quality explosions, and afterburner trails are missing (the glow is still present, however). I noticed this first when I was asked by Redmenace to test a DS exe he made for Inferno. This is the third recent build that presnts the same problem.
Additional InformationD:\My Games\Freespace 2\Freespace 2\FreeSpace2\fs2_open_r-P420051117.exe -spec -glow -jpgtga -mipmap -2d_poof

I am not using any MODs.

Same computer w/ 2.4 GHz P4 Processor
                 512 MB of memory
                 Radeon 9600 video card
TagsNo tags attached.

Activities

m2258734a

2005-11-20 00:11

reporter   ~0003890

Ok, from what I see closely, the new flak effects and explosions will appear every once in a while, but the majority of these effects look like retail.

taylor

2005-11-20 00:58

administrator   ~0003891

Randomly during the same mission or during different game sessions? It can't happen randomly during the same mission or even during the same game session since those effects are only ever loaded once. It will either be 100% right or 100% wrong.

Screenshots of right and wrong would be helpful. Also if you can run a debug build and post the fs.log file that would be of great help as well.

m2258734a

2005-11-20 04:14

reporter   ~0003894

The missing effects occur constantly, during all of the main FS2 campaign missions and the missions that I have created. Yeah, like you said, it does not occur randomly. I will provide screenshots and the log file ASAP.

2005-11-20 06:13

 

fs.log (60,486 bytes)

m2258734a

2005-11-20 06:43

reporter   ~0003895

Last edited: 2005-11-20 06:54

After playing the mission twice in both 11/18 build and the original 3.6.7 build respectively, I want to correct my previous statement. The retail flak is consistent in the 11/18 build, but at random, the new flak effects will appear for a few seconds. This is what occurs constantly throughout the game. For example in the following screens, the different flak effects were noticed during the same mission as I approached the Aeolus:
    https://webspace.utexas.edu/maa945/www/screen0057.bmp
    https://webspace.utexas.edu/maa945/www/screen0058.bmp

When the Cain and Aeolus fight, this is what I should be seeing:
    https://webspace.utexas.edu/maa945/www/screen0061.bmp
Instead, this is what I see with the 11/18 build:
    https://webspace.utexas.edu/maa945/www/screen0053.bmp

Notice how in these two pictures, the trust effects appear to be missing in the second picture. The same goes with my ship; when I should be seeing this...
    https://webspace.utexas.edu/maa945/www/screen0062.bmp
I see this instead...
    https://webspace.utexas.edu/maa945/www/screen0054.bmp

I have also uploaded the fs.log file.

edited on: 11-20-05 01:54

taylor

2005-11-20 07:20

administrator   ~0003896

It looks like it's using the correct effect actually. I think it could be getting something wrong with the data type, though I would think that I had made sure that wouldn't happen. Go into the options screen in game, go to the detail tab and make sure that "3D Hardware Textures" is set to the max. If that fixes it let me know.

And I don't know if you've tried OpenGL mode or not but if you haven't give it a try and see if you get the same problem.

m2258734a

2005-11-20 17:41

reporter   ~0003898

Last edited: 2005-11-20 17:43

It's kind of hard to tell from in-game screenshots, but in the 4th picture the flak effects I see are very blurry and not as luminous as the new effects that appear in the 3rd picture. The way I can tell them apart is that the new flak effects have emitting rays and are much more crisp. When I took the screenshots, the 3D hardware textures was already set to maximum. I always play the game in OpenGL mode, but since I am having the same bug where the screenshots come out to be green I had to use the other. So this problem is consistent in both modes.

As for the fs.log, when I ran the game in debug mode I had several errors concerning shockwave.pof and some other weapon bitmap that it could not find. I do not know if that has anything to do with the problem that I am seeing now.

edited on: 11-20-05 12:43

m2258734a

2005-11-20 22:17

reporter   ~0003899

Last edited: 2005-11-20 23:00

I just read the end of a thread based on the recent builds, and it seems that there are other people having the same problem:
     http://www.hard-light.net/forums/index.php/topic,34852.400.html
I believe that I am seeing the same problem as MetalDestroyer at the bottom of the page, as well as the thruster effect problem that you are working on.

EDIT: The description that MetalDestroyer gives about the sound problem occurs with me as well. In-game, the sounds have a tendency to studder when there is alot of action which was never present in previous builds. Up to a certain point, the music in the background will quit playing, and I think this has happened to me only once during a briefing.

edited on: 11-20-05 18:00

StratComm

2005-11-20 23:02

reporter   ~0003900

This should have nothing to do with the blinking thruster effect. Also, could -mipmap be causing this?

m2258734a

2005-11-20 23:56

reporter   ~0003901

I was only saying that the thruster problem (missing afterburner trail and periodic blinking) was another bug that I had, and removing -mipmap does not solve the problem with the effects.

taylor

2005-11-21 01:13

administrator   ~0003902

The flak effect you are seeing is the new effect, it's just highly distorted for some reason. The retail effect doesn't look anything like that. It's something wrong with either the LOD getting selected or how it's getting rendered. I haven't figured out which yet.

What build did this first appear in?

m2258734a

2005-11-21 04:45

reporter   ~0003903

I understand now..... from what I have tested, the flak problem begins with build 11/07.

taylor

2005-11-21 06:30

administrator   ~0003906

Well I stand corrected, it is using the retail effect. The problem is with WMCoolmon's weapon_expl.tbl changes. Since you can no longer define a true LOD count it's getting the new EFF (only one LOD) plus the older ANIs for the other LODs. The problem comes when it has to determine the appropriate LOD to use. It determines this based on the size of the frames for LOD0 which in this case are a much higher resolution since it's not meant to be a part of the old LOD chain. It sees LOD0 as 256x256 and uses that to determine which of the 4 LODs to use. In this case though the next LOD is 64x64 and the next is 32x32, considerably smaller than LOD0.

So basically it's totally wrong and I don't see a way to really fix it unless we go back to a weapon_expl.tbl or do some nasty (not too nasty, just stupid) sanity checks to make sure that old and new graphics LODs don't get mixed together. The other problem is that EFFs could use DDS images which already have usable LODs in them so more than one file isn't required.

m2258734a

2005-11-21 18:56

reporter   ~0003908

I am using a CVS build, yet I do not see any changes in the game when I install the latest media vp patch. Does this have anything to do with the flak problem, as well?

taylor

2005-11-21 23:47

administrator   ~0003910

Flak problem should be fixed in CVS now, give it a try in the next build.

Not sure about the MediaVP problem since I haven't tried the new patch. What specifically is missing or not working? ... Actually that question is probably better answered on the forums, I doubt you'll get an answer in this bug report.

m2258734a

2005-11-23 15:24

reporter   ~0003927

Well, I used build 11/22, yet I am still seeing retail flak. I'm waiting for the next build to come out to see if the bug is still there or not, but the problem is that I am leaving town, so I will not be able to provide any information about the bug in the next 5 days or so. I'll get back on it as soon as I get back.

taylor

2005-11-23 17:12

administrator   ~0003928

Ok, it may not made it into that build, I haven't checked myself. I did make sure that it worked though since I could easily reproduce and identify the problem graphics. After the fix there was no visible problem. Give it a try when you next get the change.

I'll go ahead and resolve this but if it turns out to still mess up for you just reopen this bug.

taylor

2005-11-23 17:20

administrator   ~0003929

Fixered.

m2258734a

2006-02-25 18:43

reporter   ~0004936

I believe someone else has already mentioned this reoccurence, but I can't seem to find the thread anymore. Anyways, the flak explosions appear to be retail once again. This has occurred with builds 2/25, 2/20, and 2/02. As of now, I am trying to find where this problem begins.

taylor

2006-02-25 19:25

administrator   ~0004938

As has been mentioned already, the code bug is fixed. However, it does require correct media to stop showing the retail effects. Using the fixed build does nothing if you have the bad media which still allows it to use old effects too. If you have a high quailty flak effect that includes only one LOD then you must also have a weapon_expl.tbl (or at least the XMT version) which restricts it to using that one LOD.

I'll leave this open for the rest of the weekend for any comment, but this bug *is* fixed.

Issue History

Date Modified Username Field Change
2005-11-18 22:43 m2258734a New Issue
2005-11-20 00:11 m2258734a Note Added: 0003890
2005-11-20 00:58 taylor Note Added: 0003891
2005-11-20 04:14 m2258734a Note Added: 0003894
2005-11-20 06:13 m2258734a File Added: fs.log
2005-11-20 06:43 m2258734a Note Added: 0003895
2005-11-20 06:54 m2258734a Note Edited: 0003895
2005-11-20 07:20 taylor Note Added: 0003896
2005-11-20 17:41 m2258734a Note Added: 0003898
2005-11-20 17:43 m2258734a Note Edited: 0003898
2005-11-20 22:17 m2258734a Note Added: 0003899
2005-11-20 23:00 m2258734a Note Edited: 0003899
2005-11-20 23:02 StratComm Note Added: 0003900
2005-11-20 23:56 m2258734a Note Added: 0003901
2005-11-21 01:13 taylor Note Added: 0003902
2005-11-21 01:14 taylor Status new => assigned
2005-11-21 01:14 taylor Assigned To => taylor
2005-11-21 04:45 m2258734a Note Added: 0003903
2005-11-21 06:30 taylor Note Added: 0003906
2005-11-21 18:56 m2258734a Note Added: 0003908
2005-11-21 23:47 taylor Note Added: 0003910
2005-11-23 15:24 m2258734a Note Added: 0003927
2005-11-23 17:12 taylor Note Added: 0003928
2005-11-23 17:20 taylor Status assigned => resolved
2005-11-23 17:20 taylor Resolution open => fixed
2005-11-23 17:20 taylor Note Added: 0003929
2006-02-25 18:43 m2258734a Status resolved => feedback
2006-02-25 18:43 m2258734a Resolution fixed => reopened
2006-02-25 18:43 m2258734a Note Added: 0004936
2006-02-25 19:25 taylor Note Added: 0004938
2006-02-28 06:06 taylor Status feedback => resolved
2006-11-01 04:55 taylor Resolution reopened => fixed