Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Aloz

Pages: [1]
1
General Discussion / Re: ► V12 Bugs
« on: September 03, 2009, 12:14:20 PM »
Went ahead and turned off my ethernet adapter to try it under v10.  ...same behavior, on the 4890, anyway.  It was under Linux, using Wine, but still.  I'm guessing it wasn't anything you did/wrote, Badspot, but probably an ATI (or, perhaps, R700, specifically) incompatibility with Torque.

Oh, well.  I can't believe I'm saying this, but I guess I'll just have to restrain my usage of bricks...

2
General Discussion / Re: ► V12 Bugs
« on: August 31, 2009, 05:42:19 PM »
Updated.  I am aware of the graphical corruption errors.  It is very difficult to debug because I cannot reproduce the problem.  I've only seen it a handful of times and it usually goes away quickly. 

Difficult to reproduce, huh?  Badspot, you've got an Nvidia card, right?  I ask because I've been dealing with this issue since v12 came out (before, I would see similarly weird stuff during loading, but it wouldn't stick around) and search about, I had come to think it might be somehow related to a previous issue with Torque/ATI/Vista (though I am using XP--I remember running across people, in my searches, who experienced problems with Torque/ATI/XP as well).  If it's graphics vendor invariant, though...

I've used two different ATI cards with it, and it appears to be (ATI) graphics card invariant.  I've gone through 5 graphics driver revisions, and it seems to be (ATI) driver invariant.  Now that I'm thinking about it, I think I'll try it on my laptop.  It's got Intel integrated graphics.  Runs Blockland fine, but so slowly that I hadn't even considered it until now.  If I'm getting it there as well, that'll be very interesting.

I don't know that it starts going weird at 10,000 bricks, but it doesn't start doing its little glitchy thing until I have a lot.  I'm not sure how many 'a lot' is, but I think it had to be more than 10,000.  If it's not 'a lot', no problems.

Now, some pictures (of a 60,000+ brick build in progress).

Loading:


After-loading:

Note how the glitch is twitching/moving even though the view point is still.  It didn't do that much until my build really started getting large.

Also note:  naturally, this all had me worried for the state of my video card.  I ran it through two video card stress testers (one D3D, one OGL).  Nothing wrong with it.  I considered that bad RAM causing nonsense to make it into the video card can lead to graphical nonsense (I've seen this before, thought it was, if anything, even crazier and caused other random things), but 8 hours of memtest86+ turned up nothing--did that a couple times, actually.  Other games run fine.  Other things work fine.  To my delight, nothing's wrong with my machine!

Anyway, it seems to definitely be tied to the number of bricks being loaded and planted in some way.  If you like, I could upload/attach the save featured in my pictures.  You've probably already got saves with a asston of bricks in them but, what-the-hey, couldn't hurt to offer.

Also also note:  flushtexturecache(); does not seem to do anything to help the matter.  But it did seem to, a little bit, before I reached quite that many bricks.  I think.  Don't know if that helps.

EDIT:  Size certainly enters into it.  Loaded a 11,737 block file.  No problems.

UPDATE:  The weirdness appears on my Intel graphics during load, but goes away afterwards.  No problems after load, though (aside from being ass-slow on min settings).  Interesting, I think.  Oh, and it's 80,000+ bricks, apparently.  I misremembered earlier.
I should note that the different ATI cards I tried it with are similar in architecture.  One's an HD 4830 (RV770LE), the other an HD4890 (RV790XT)--so they're both in the R700 family, anyway.  I'm currently using the HD4890--I've got the other card, still, but don't have anywhere to put it, so I can't test with it again.

3
Faces, Decals, Prints / Re: Face: CD-i Ganon
« on: August 16, 2008, 04:43:54 PM »
Oh, didn't know that.  Did they vector up a cleaner version, too?  (To tell the truth, I was vectoring it so I could put it on a T-shirt or poster or something and just thought "Hey!  This'd be kinda funny as a Blockland face."

Well, anyway, have some not-so-great emoticon faces which have also probably been done before:
http://www.mediafire.com/download.php?id0g0jtfflj
Only to be use ironically, of course.

4
Faces, Decals, Prints / Face: CD-i Ganon
« on: August 16, 2008, 04:04:38 PM »
The "OR YOU WILL DIE" face of Ganon from that awful CD-i game, often featured in Youtube Poops (search Youtube for "youtube poop ganon" if you're not familar with this; warning, may be nsfw).  Falls squarely in the "so bad that it's hilarious" category.

It was vectored in Inkscape from a low-quality cap, modifed and cropped appropriately for Blockland, and exported from there to PNGs.  I think it looks reasonable in game, but if anyone else would like to take a shot at it, I'll provide the .svg files on request.  Here's a larger (512x512) PNG, which is cropped and modfied as I did the ones in the .zip for Blockland, just because I can:


And the link to the "Face_ganonQUALITY.zip" thingy:
http://www.mediafire.com/download.php?azzlffs3m2v

Enjoy.

5
When I get an awesome, epic idea, begin working on it, get about 10-20% done...
...and hit an apparently hard-coded brick limit.  :panda:

6
Well, nothing I did seemed to make an difference in getting the add-ons that wouldn't load loading.  I did discover that simply exec-ing them ("exec("Add-On/foo.cs");") succeeded and didn't cause any problems with the server.  It's kind of an ugly solution.  If nothing else, though, I'd like to find a way to make this automatic, as I intend to write (and have actually already started writing) an init script that'll automatically start/stop a blockland dedicated server when the machine goes up or down.

7
Thanks for the responses!

re install?
I might, but there's really absolutely no reason for this not to work.  It works fine outside of being a dedicated server.

Would you stop saying that, SuPeR Twat?

Ontopic;

Maybe something's overwriting the FX? I don't know for sure, but just trying to help.
No, there's still definitely there.  It's only dedicated server which seems to have the problem.  Thank you, though.

Try it with no 3rd party add-ons.  Most add-ons are very bad about separating client stuff from server stuff so they tend to break dedicated servers. 
I did that, but they still didn't show up.  The gun and "Particle_Basic" also don't show up when they're the only thing I select (I've attached a partial log of this).   Selecting was:  going in full mode, setting it, starting LAN server, stopping it, then starting dedicated LAN--editing ADD_ON_LIST.cs doesn't seem to do much of anything and there doesn't seem to be anything in base/config to configure this.  Speaking of:  what file should I tinker with if I want to configure which add-ons get/don't get loaded and don't/can't use the graphical client?

Will try a few more configurations.

8
Tried running a dedicated server on a different machine and it cut down the effects to handful (5-7) and NO vehicles.  Very odd.

9
Wow, there are a good few more views than mine, but no replies.  Either I'm asking a really stupid question, or nobody really knows.

Anyway, now that I have a little time, finally, I've been looking into the matter a little further.

From the diff I posted (dedicated on the left, regular server on the right--copy and paste it into a text editor without word wrapping on if it doesn't look right):
Code: [Select]
Executing add-ons/jvs/serverprefs.code.                                                                 Executing add-ons/jvs/serverprefs.code.
Executing Add-Ons/Particle_Player.cs.                                                                   Executing Add-Ons/Particle_Player.cs.
Executing Add-Ons/Emote_Confusion.cs.                                                                   Executing Add-Ons/Emote_Confusion.cs.
Executing Add-Ons/Vehicle_Horse.cs.                                                                     Executing Add-Ons/Vehicle_Horse.cs.
Executing Add-Ons/Emote_Love.cs.                                                                        Executing Add-Ons/Emote_Love.cs.
                                                                                                   >    Executing Add-Ons/Client/Script_MTMode.cs.
                                                                                                   >    Executing Add-Ons/Client/Mod_JVS_Client.cs.
                                                                                                   >    Executing add-ons/ADD_ON_LIST.cs.
                                                                                                   >    JVS Mod :: Doors :: Client Init
                                                                                                   >    Executing add-ons/jvs/doors/client.code.
                                                                                                   >    JVS Mod :: Portals :: Client Init
                                                                                                   >    Executing add-ons/jvs/portals/client.code.
                                                                                                   >    Executing Add-Ons/Vehicle_MagicCarpet.cs.
                                                                                                   >    Executing Add-Ons/Player_LeapJet.cs.
                                                                                                   >    Executing Add-Ons/Tool_MultiTool.cs.
                                                                                                   >    Executing Add-Ons/Particle_Basic.cs.
                                                                                                   >    Executing Add-Ons/Weapon_Gun.cs.
Executing Base/config/server/musicList.cs.                                                              Executing Base/config/server/musicList.cs.
*** LOADING MISSION: base/data/missions/bedroom.mis                                                     *** LOADING MISSION: base/data/missions/bedroom.mis

Note that, after loading "add-ons/jvs/portals/client.code", the it doesn't load the magic carpet, gun, etc. either, in addition to "Particle_Basic.cs"--which I had presumed (which I had presumed) Fire A, Fire B, Fog A, etc. are in.

Well, I figured checking the accessibility of magic carpets, guns, etc. would be a good idea.  So I did.  They're not accessible, of course.

While it occurs to me that these things could include client code, I figure that they probably don't and it's some error I introduced myself in my installing mods or something.  So I figure I'll just try that and report back.

If I find a solution, of course, I'll be sure to post it (on the off-chance anybody else has the same problem.)

10
General Discussion / Re: Blockland YTMND Contest
« on: October 15, 2007, 10:42:09 AM »
Throwing out an idea:  A 'Forgot Poland/Forgot Polend' YTMND using Blockland (e.g. 'YOU FORGOT BLOCKLEND VOTE 5').  You might even be able to do it all inside Blockland--using FORGOT POLEND sounds (which, if you wanted to do it 'right', you'd have to make yourself from various clips) inside the game, nonsensical, rushed-looking structures, WAY too many effects, lights, etc.  You'd want to use FRAPS or something to get video in-game, while grabbing the audio from it at the same time,  edit the audio/video, make a gif (which, in keeping with the theme, you'd probably want to make purposefully choppy...), etc. 

It'd be a lot of work, which is probably why I'm suggesting this here instead of going off and doing it right now.

11
Help / Dedicated Server: Some emitter effects not showing up in the list
« on: October 14, 2007, 11:14:24 PM »
I just bought Blockland recently.  I know you'll all want to clap, jump for joy, hoot, holler, etc. that some random Internet stranger has just bought Blockland but I must ask you maintain some modicum of seriousness, because I have a conundrum--and it is serious business:

I have a minor, but fairly irritating, problem.

When I run a dedicated (lan) server, certain packed-in emitter effects don't show up in the list, among these being the laser, fire A, fire B, and fog A-C.  Everything else is fine and works satisfactorily.

Curiously, this does not occur when I run a non-dedicated lan server.  I don't know why.  Maybe it's something obvious, but I'm new, recall, so I wouldn't really know.

I searched a bit and nothing like this came up, so I presume it's not a question/problem that's been answered solved.  (The implicit question here:  "Why is it behaving like this and how do I make it stop?")

I'm running it under Wine (which works excellently) on Debian Sid GNU/Linux and I've made some minor changes to the preferences (which I produce--sans passwords, etc.--if that's necessary and cogent to the problem).

Basically, I want to be able to run a dedicated server on that machine and have the emitter effects also.  But if there's something about running a dedicated server that prevents me from doing that, I'll do without.  I want to run a mostly-persistent server on that machine and, since its graphics hardware is, uh, not very capable, dedicated helps on the utilization side.  If there is a solution, though, I would very much like to know it.  Thank you for any attention and help.


A tangentially related aside:  I figured from the FAQ that this is probably alright, but it is my intention to run a (dedicated) server--on a separate machine, in the same house--while also using another copy, on another machine, as a client.  Like I said, I figured this was okay, but if it isn't, I'll stop immediately, of course.

Pages: [1]