Battery

Added by thunder over 3 years ago

Just making a notice that I will start on this map


Replies (13)

RE: [Battery] - Added by yfcz over 3 years ago

Hello Thunder,

I just wonder is that some solo project or part of ETL redesign effort?

RE: [Battery] - Added by keMoN over 3 years ago

It is part of the ET: Legacy efforts. Thunder chose to take Seawall Battery under his wings and Teuthis chose Goldrush.
Hopefully this will speed up asset recreation.

I see you have started the other topic in this forum section a while ago. I’m really sorry for never answering. Due to limited resources we were only able to work on one map and that only insufficiently. Now that there are two other people working on maps progress should hopefully go faster and we will hopefully have more to show in the future.
Are you just showing interest in the mapping section or are you yourself familiar with mapping? Because certainly we could need your helping hand if you are willing to join our efforts.

RE: [Battery] - Added by thunder over 3 years ago

This map is again open for development as I cant make etl run with new textures

RE: [Battery] - Added by yfcz over 3 years ago

thunder wrote:

I cant make etl run with new textures

Your video card doesn’t support required version of OpenGL? Or is it something else?

RE: [Battery] - Added by thunder over 3 years ago

something else, because it runs with the extension with normal textures. but at once I put in the new textures it just hangs.
and naging something about the sound memory:

[code]ET Legacy v2.74_opengl2 win-x86 Sep 12 2015 DEBUG
Zone megs: 64
Info: fs_game now defaults to 'legacy’ mod instead of 'etmain’
—– FS_Startup —–
Current search path:
C:\Users\AK\Documents\ETLegacy\legacy
C:\mapping\ETL\legacy
C:\mapping\ETL\legacy\pak3_v2.74.pk3 (880 files)
C:\mapping\ETL\legacy\etl_bin_v2.74.pk3 (8 files)
C:\Users\AK\Documents\ETLegacy\etmain
C:\mapping\ETL\etmain
C:\mapping\ETL\etmain\z_tobruk.pk3 (117 files)
C:\mapping\ETL\etmain\z_etl_assetpack_b1b.pk3 (393 files)
C:\mapping\ETL\etmain\z_etl_assetpack_b1a.pk3 (348 files)
C:\mapping\ETL\etmain\zz_etl_betamodels.pk3 (104 files)
C:\mapping\ETL\etmain\pak2.pk3 (22 files)
C:\mapping\ETL\etmain\pak1.pk3 (10 files)
C:\mapping\ETL\etmain\pak0.pk3 (3725 files)
C:\mapping\ETL\etmain\lights.pk3 (51 files)
C:\mapping\ETL\etmain\common.pk3 (43 files)
C:\mapping\ETL\etmain\astro-skies.pk3 (11 files)

———————-
5712 files in pk3 files
Creating PID file 'profiles/TWT_Thunder/profile.pid’
execing default.cfg
execing profiles/TWT_Thunder/etconfig.cfg
couldn’t exec autoexec.cfg
Hunk_Clear: reset the hunk ok
Not logging server attacks to disk.
—– Client Initialization —–
—– Initializing Renderer —-
Trying to load "renderer_opengl1_x86.dll" from "."...
——————————-
ETKEY found.
Available client translations: German Polish Russian
Available mod translations: Czech German Spanish Finnish French Dutch Norwegian Polish Portuguese Russian
Language set to English
—– Client Initialization Complete —–
—– R_Init —–
SDL initialized driver "windows"
Initializing OpenGL display
Estimated display aspect: 1.779
...setting mode 2: 1366x768
Using 24 color bits, 24 depth, 0 stencil display.
Available modes [9]: '1280x720 1366x768 1360x768 1024x600 800x480 1280x768 640x480 800x600 1024x768’
Using GLEW 1.12.0
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7610M
GL_VERSION: 4.2.11476 Compatibility Profile Context
Using vanilla renderer
Initializing OpenGL extensions
...found OpenGL extension - GL_EXT_texture_compression_s3tc
...found OpenGL extension - GL_EXT_texture_env_add
...found OpenGL extension - GL_ARB_multitexture
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -2, SCREEN: 1366 x 768 fullscreen (ratio 1.7786) Hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
Initializing Shaders
glGetError() = 0x500
—-
finished R_Init —–
—— Initializing Sound (1)——
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "directsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 44100
Samples: 1024
Channels: 2
Silence: 0
Size: 4096
Starting SDL audio callback...
SDL audio initialized.
—– Sound Info —–
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
44100 speed
00664D98 dma buffer
No background file.
———————-
Sound initialization successfully done.
s_backend set to base
——————————–
—– CL_Shutdown —–
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
SDL input devices shut down.
———————–
PID file removed.
Sound buffer failed to allocate 0.1 megs
SDL input devices shut down.
[/code]

RE: [Battery] - Added by yfcz over 3 years ago

What is max resolution of your textures?

Safe resolution of textures in OGL 3.2 (used for new renderer) is up to 1024x1024.
(source: https://www.opengl.org/registry/doc/glspec32.core.20091207.pdf page 302, table 6.37)

RE: [Battery] - Added by thunder over 3 years ago

Yeah, I’ve tried to tell developers this but they want to go for 2048x2048 and I think this will only give trouble...

RE: [Battery] - Added by IR4T4 over 3 years ago

I don’t think this commit is related. It fixes max amount of models in r2.

Thunder, have a look at com_soundMegs cvar. Ensure there is a valid value set (f.e. 160).

RE: [Battery] - Added by RaFaL over 3 years ago

Most likely its issue with buffer

RE: [Battery] - Added by IR4T4 over 3 years ago

RaFal, the error message from thunder is completely different and related to com_soundmegs.

Can you tell me the real size of siwasun.tga? The size of error message is in bytes (67108864/1024/1024). 64 MB are allocated and I can imagine if there are several images like this the system memory limit is reached quickly.

RE: [Battery] - Added by RaFaL over 3 years ago

Yes thats a size of that 1 texture and there are plenty more of them hard to count

PS: Sorry didn’t paid attention about com_soundmegs issue here

RE: [Battery] - Added by yfcz over 3 years ago

thunder wrote:

Yeah, I’ve tried to tell developers this but they want to go for 2048x2048 and I think this will only give trouble...

I believe it’s quite easy downscale 2048 textures down to 1024 if someone’s video card doesn’t support that high dimension. Safe value of dimension for textures has been increased at OGL 4.1 which is quite (too) late (it has been increased from 1k to 16k). Many video cards which supports just 3.2 ⇐ OGL < 4.1 supports 2k+ dimension of textures but there is great amount which doesn’t. That might mean some extra work for programmers but I think it’s nothing really significant according current code base.

I believe creating 2k+ textures is more future-proof even if it brings some trouble to programmers.

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