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 Post subject: Map is white
PostPosted: Fri Sep 02, 2011 8:49 am 
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Joined: Fri Sep 02, 2011 8:13 am
Posts: 5
Hi,

I just discovered this game (courtesy of RPS) and have been having a blast. I thought at first that the map seemed a bit plain, then after a while, it briefly flickered with glorious colour, and I realised that something was Wrong.
Attachment:
Untitled-1.jpg
Untitled-1.jpg [ 56.7 KiB | Viewed 16643 times ]

So this is how it looks 99% of the time; the few times it displays the actual map image are brief and seemingly random.

While I'm at it, the little white crosshair that shows where you're actually aiming (not the mouse cursor) really should be much more prominent; I sometimes find myself emptying a whole magazine into the side of a hill because I can't see the crosshair and don't even realise there's a hill there. On that note, maybe it's just me, but the ground looks rather flat compared to screenshots and videos I've seen:
Attachment:
Untitled-2.jpg
Untitled-2.jpg [ 133.96 KiB | Viewed 16643 times ]


I'm playing version 0.351 at 1024×768 with 32 bit colour, running on Windows XP SP3 on an old laptop with 64MB integrated graphics (yes, the game runs rather slowly at times).


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 Post subject: Re: Map is white
PostPosted: Fri Sep 02, 2011 10:32 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
It's likely that there is no technique to render the map and the terrain that your graphics card would support. The game hasn't been optimized yet to run on older/low end graphics cards, though I intend to bring more options and rendering alternatives in the future to enable the basic gameplay on older spec PC's as well.

I'd be curious to see your graphics card capabilities dumped in the early parts of rwr_game.log, I could try to implement some simplified rendering techniques to match those capabilities. The file is located at something like C:\Documents and Settings\All Users\Application Data\Running with rifles, depending on your Windows version and language. The useful stuff in the log is between

Code:
10:45:28: RenderSystem capabilities
10:45:28: -------------------------

and

Code:
10:45:28: ***************************************
10:45:28: *** D3D9 : Subsystem Initialised OK ***
10:45:28: ***************************************


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 Post subject: Re: Map is white
PostPosted: Fri Sep 02, 2011 11:02 am 
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Joined: Fri Sep 02, 2011 8:13 am
Posts: 5
I just tried it on 800×600 to squeeze out some better performance (screen resolution is 1024×768), and the map worked fine.

Here's the log output:

Code:
19:51:42: RenderSystem capabilities
19:51:42: -------------------------
19:51:42: RenderSystem Name: Direct3D9 Rendering Subsystem
19:51:42: GPU Vendor: intel
19:51:42: Device Name: Monitor-1-Intel(R) 82852/82855 GM/GME Graphics Controller
19:51:42: Driver Version: 6.14.10.4497
19:51:42:  * Fixed function pipeline: yes
19:51:42:  * Hardware generation of mipmaps: no
19:51:42:  * Texture blending: yes
19:51:42:  * Anisotropic texture filtering: yes
19:51:42:  * Dot product texture operation: yes
19:51:42:  * Cube mapping: yes
19:51:42:  * Hardware stencil buffer: yes
19:51:42:    - Stencil depth: 8
19:51:42:    - Two sided stencil support: no
19:51:42:    - Wrap stencil values: yes
19:51:42:  * Hardware vertex / index buffers: yes
19:51:42:  * Vertex programs: no
19:51:42:  * Number of floating-point constants for vertex programs: 15
19:51:42:  * Number of integer constants for vertex programs: 0
19:51:42:  * Number of boolean constants for vertex programs: 0
19:51:42:  * Fragment programs: no
19:51:42:  * Number of floating-point constants for fragment programs: 0
19:51:42:  * Number of integer constants for fragment programs: 0
19:51:42:  * Number of boolean constants for fragment programs: 0
19:51:42:  * Geometry programs: no
19:51:42:  * Number of floating-point constants for geometry programs: 0
19:51:42:  * Number of integer constants for geometry programs: 0
19:51:42:  * Number of boolean constants for geometry programs: 0
19:51:42:  * Supported Shader Profiles: hlsl
19:51:42:  * Texture Compression: yes
19:51:42:    - DXT: yes
19:51:42:    - VTC: no
19:51:42:    - PVRTC: no
19:51:42:  * Scissor Rectangle: yes
19:51:42:  * Hardware Occlusion Query: no
19:51:42:  * User clip planes: no
19:51:42:  * VET_UBYTE4 vertex element type: no
19:51:42:  * Infinite far plane projection: no
19:51:42:  * Hardware render-to-texture: yes
19:51:42:  * Floating point textures: no
19:51:42:  * Non-power-of-two textures: yes (limited)
19:51:42:  * Volume textures: no
19:51:42:  * Multiple Render Targets: 1
19:51:42:    - With different bit depths: no
19:51:42:  * Point Sprites: yes
19:51:42:  * Extended point parameters: yes
19:51:42:  * Max Point Size: 10
19:51:42:  * Vertex texture fetch: no
19:51:42:  * Number of world matrices: 0
19:51:42:  * Number of texture units: 4
19:51:42:  * Stencil buffer depth: 8
19:51:42:  * Number of vertex blend matrices: 0
19:51:42:  * Render to Vertex Buffer : no
19:51:42:  * DirectX per stage constants: no
19:51:42: ***************************************
19:51:42: *** D3D9 : Subsystem Initialised OK ***
19:51:42: ***************************************


Let me know if there's anything else I can help with. In the meantime, I'll fiddle with the settings some more and see if there are any more unexpected results.


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 Post subject: Re: Map is white
PostPosted: Fri Sep 02, 2011 12:30 pm 
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Joined: Fri Sep 02, 2011 8:13 am
Posts: 5
I've tried it on the following settings, in the order given:

1024 x 768 @ 32-bit colour - map is white
800 x 600 @ 32-bit colour - map is normal
640 x 480 @ 32-bit colour - normal
800 x 600 @ 32-bit colour - white
1024 x 768 @ 32-bit colour - normal
1024 x 768 @ 16-bit colour - normal
800 x 600 @ 16-bit colour - normal
640 x 480 @ 16-bit colour - white
640 x 480 @ 16-bit colour - normal

So I guess it's not related to the resolution or colour. The in game settings didn't affect the map either (in fact, toggling post processing didn't seem to change anything at all).

In the second to last of the above tests, I started a new game and set the number of soldiers to 1,000. I approached a large firefight, my framerate dropped to single digits, and I noticed that the muzzle flashes were different; instead of a small flash, they were huge white messy things, maybe 10m long. I thought I got a screenshot, but apparently not. I haven't been able to reproduce this.


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 Post subject: Re: Map is white
PostPosted: Fri Sep 02, 2011 3:46 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
64Mb GPU RAM seems quite low, I haven't measured yet how much RWR would like to use but I'd expect that 64Mb isn't quite enough.

Unless you haven't done it already, you could search through rwr_game.log if there are any rows with words error, exception or warning, it might reveal something.

Muzzle flashes are visual effects with animation cycles bound to graphics frame rate, and like you saw they tend to go white, long and absurd with extremely low frame rates.


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 Post subject: Re: Map is white
PostPosted: Fri Sep 02, 2011 11:36 pm 
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Joined: Fri Sep 02, 2011 8:13 am
Posts: 5
If I run into any more funny stuff I'll check the log. For now, this is all I've got:
Code:
19:51:42: WARNING: material Terrain has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program NormalAndDepthVP cannot be used - not supported.
Pass 2: Fragment program TerrainAlphaOutlineCG cannot be used - not supported.
Pass 2: Fragment program TerrainAlphaOutlineCG cannot be used - not supported.

19:51:42: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

19:51:42: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

19:51:42: CompositorChain: Compositor AmbientOcclusion has no supported techniques.

The problem with my GPU is that it doesn't support all those newfangled functions like pixel shading :p


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 Post subject: Re: Map is white
PostPosted: Sat Sep 03, 2011 10:17 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Ah, I remembered that the terrain would have had a technique without any usage of vertex/pixel shaders, but I was wrong, the low detail version still uses pixel shaders for the road outlines (someone had a graphics card that supported pixel shaders but not vertex shaders..). Another technique without any shaders should be very easy to add, I'll have it in the next version.


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 Post subject: Re: Map is white
PostPosted: Sat Sep 03, 2011 11:46 pm 
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Joined: Fri Sep 02, 2011 8:13 am
Posts: 5
Excellent, thank you for supporting such elderly machines.


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