The Honourable Guild of Test Pilots

Discussion and information relevant to creating special missions, new ships, skins etc.

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gizmo
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Re: The Honourable Guild of Test Pilots

Post by gizmo »

I'm sure the "Prelude to Madness" (an iron-assed Cobra MK III) is all I ever need for those boffins.
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Re: The Honourable Guild of Test Pilots

Post by Cody »

<chortles>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: The Honourable Guild of Test Pilots

Post by Smivs »

As some of you will have noticed my ToughGuys OXP is not very v1.77 friendly, and with a multitude of versions is a confusing mess. So, I've decided to sort it out.
Now I'm looking for volunteers to do some early testing of v4.0. In particular I would like testers with a mix of ship sets, so some using core ships, some with Griff's and some with mine, plus combinations of any or all the above.
I will give full details of what is required but at this stage I'm looking to make sure a few things work, so being able to check if ships have none, one or two forward guns is an advantage :P
Post here or PM me if you are interested.
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Re: The Honourable Guild of Test Pilots

Post by Smivs »

Another request for testers - my post above had no replies :(
This is for the re-boot of ToughGuys, and will really just involve observing NPCs and their combat abilities, and occassional checks in the log for errors.
In other words this can be done during normal gameplay - you won't need to go anywhere special or do anything you wouldn't normally do. A mix of core ships and add/replace shipsets would be an advantage, but whatever you use you will be able to test this in a useful way. I am extensively testing this myself of course, but the more info and impressions I can get the better.
Any volunteers? :)
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Re: The Honourable Guild of Test Pilots

Post by gizmo »

Smivs wrote:
Another request for testers - my post above had no replies :(
I must have overlooked it.
Any volunteers? :)
Yes, me.
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Re: The Honourable Guild of Test Pilots

Post by Smivs »

Brilliant thanks....check your PMs :)
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Re: The Honourable Guild of Test Pilots

Post by SilverWolf »

I've got some time on my hands. Still need testers?
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Re: The Honourable Guild of Test Pilots

Post by Smivs »

Indeed yes, thanks. PM on its way :)
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Re: The Honourable Guild of Test Pilots

Post by Fatleaf »

I would love to help but with only 5fps with Trunk I don't think I will be of any use :(
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Re: The Honourable Guild of Test Pilots

Post by Commander McLane »

Fatleaf wrote:
I would love to help but with only 5fps with Trunk I don't think I will be of any use :(
That sounds bad. Is it very different from the 1.77 release version?
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Re: The Honourable Guild of Test Pilots

Post by Fatleaf »

Commander McLane wrote:
Fatleaf wrote:
I would love to help but with only 5fps with Trunk I don't think I will be of any use :(
That sounds bad. Is it very different from the 1.77 release version?
Nope it's the same. With 1.76 I get about 46fps. Seems 1.77 is a lot more intensive. I haven't tried it with shaders switched off yet though.
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Re: The Honourable Guild of Test Pilots

Post by Cody »

Fatleaf wrote:
With 1.76 I get about 46fps. Seems 1.77 is a lot more intensive.
If you mean the deployment version of 1.77, that really shouldn't be the case.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: The Honourable Guild of Test Pilots

Post by Fatleaf »

Cody wrote:
Fatleaf wrote:
With 1.76 I get about 46fps. Seems 1.77 is a lot more intensive.
If you mean the deployment version of 1.77, that really shouldn't be the case.
I will have to give it another go later. I installed it, launched and an ice age later I got the planet ahead. Looked at the frame rate and then went back to 1.76. But if you say it shouldn't have done that then I will download it again and be a bit more careful with the instillation.
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Re: The Honourable Guild of Test Pilots

Post by cim »

Apparently some graphics cards you need to make sure "threaded optimisation" is turned off for 1.77.

Test configuration builds (like the trunk nightly build) do have quite a bit of graphics state safety checks in. The official 1.77 deployment release does not, so that should always be faster.

Other than that ... what does the graphics section of Latest.log say?
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Re: The Honourable Guild of Test Pilots

Post by Fatleaf »

cim wrote:
Apparently some graphics cards you need to make sure "threaded optimisation" is turned off for 1.77.

Test configuration builds (like the trunk nightly build) do have quite a bit of graphics state safety checks in. The official 1.77 deployment release does not, so that should always be faster.

Other than that ... what does the graphics section of Latest.log say?

Code: Select all

14:11:16.379 [log.header]: Opening log for Oolite version 1.76.1 (x86-32 test release) under Windows at 2013-03-11 14:11:16 +0000.
2 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

14:11:16.730 [display.mode.list.native]: Windows native resolution detected: 1366 x 768
14:11:17.348 [joystick.init]: Number of joysticks detected: 0
14:11:17.963 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1.0 - Build 8.15.10.1808"). Vendor: "Intel". Renderer: "Mobile Intel(R) 4 Series Express Chipset Family".
14:11:17.963 [rendering.opengl.extensions]: OpenGL extensions (68):
GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_fragment_shader, GL_ARB_texture_env_dot3, GL_ARB_draw_buffers, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_ARB_texture_env_combine, GL_EXT_rescale_normal, GL_ARB_color_buffer_float, GL_ARB_vertex_shader, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_texture_sRGB, GL_NV_conditional_render, GL_EXT_blend_equation_separate, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_ARB_texture_non_power_of_two, GL_ARB_depth_texture, GL_NV_blend_square, GL_ARB_shader_objects, GL_EXT_multi_draw_arrays, GL_EXT_texture_env_combine, GL_ARB_shading_language_100, GL_ARB_texture_rectangle, GL_ARB_texture_env_add, GL_EXT_bgra, GL_EXT_texture_rectangle, GL_ARB_shadow, GL_ATI_separate_stencil, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_ARB_texture_float, GL_ARB_window_pos, GL_EXT_blend_subtract, GL_EXT_framebuffer_object, GL_WIN_swap_hint, GL_EXT_texture_lod_bias, GL_ARB_texture_compression, GL_ARB_texture_env_crossbar, GL_EXT_secondary_color, GL_ARB_fragment_program, GL_EXT_shadow_funcs, GL_3DFX_texture_compression_FXT1, GL_EXT_abgr, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_ARB_half_float_pixel, GL_EXT_stencil_two_side, GL_EXT_texture_env_add, GL_ARB_pixel_buffer_object, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_ARB_point_sprite, GL_ARB_point_parameters, GL_EXT_texture_filter_anisotropic, GL_ARB_multitexture, GL_EXT_clip_volume_hint, GL_EXT_stencil_wrap, GL_EXT_texture_swizzle, GL_ARB_vertex_buffer_object, GL_EXT_compiled_vertex_array, GL_SGIS_texture_lod
14:11:18.200 [rendering.opengl.shader.support]: Shaders are supported.
I will download 1.77 soon and try with that.
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