Help with turning shaders on

General discussion for players of Oolite.

Moderators: winston, another_commander

Post Reply
njb1966
Poor
Poor
Posts: 4
Joined: Wed Sep 11, 2013 12:17 pm

Help with turning shaders on

Post by njb1966 »

Hi all,
hoping someone can help, my computer knowlegde is very slim however i do rememeber playing oolite years back and found this, fantastic effort! just want to enjoy in all its glory!

shaders are greyed out and unavilable. trying to get them on. been thorugh a few posts but to be honest i struggle understanding some of the terminology.

perhaps its just the laptop i'm running on?

I have an dell latitude D620 (I know!) with the intel 945GM express chip set, directx 9.0c (which i though was good enough for pixel shader 2.0 ... had to wiki this, thats how bad it is!:) ), i have oolite 1.77, have the BGS, have the requirments listed in the bgs wiki, snoopers and cabal (have 1.7 and 1.8).

saw posts saying change the coding, i have no idea how to do any of this:(. is there somthign i can do or do i have to lump it due to the laptop?

any help appreciated. chrs guys
Neil
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Help with turning shaders on

Post by JazHaz »

Somewhere (I can't find it atm), there is a list of GPUs that have shaders turned off because of performance issues, although they can in theory use shaders. Its possible that your GPU is on the list.

Someone else will be along soon I expect who knows more...
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Help with turning shaders on

Post by Commander McLane »

Hi njb1966, and first of all welcome to The Friendliest Boards This Side Of Riedquat™! :D

Please locate Oolite's latest.log on your computer and post the first couple of lines here, up to and including the available OpenGL extensions for your card. For better readability please include it in code-tags.

This will give us a better overview over your computer's capability. However, from what you specified so far, my first guess would be that your graphics card is simply not shader-capable.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6684
Joined: Wed Feb 28, 2007 7:54 am

Re: Help with turning shaders on

Post by another_commander »

Hi Neil

I'm afraid the Intel 945GM Express is too low-level for shader support. But there is a way to be certain: If you go to Start->Oolite->Oolite Logs, it will take you to a folder containing a file called Latest.log. Can you please post its contents here?

As for DirectX 9.0c, Oolite uses it only for sound under Windows. Graphics acceleration is done via the OpenGL API, for which the graphics drivers or the graphics chipset hardware itself may not be suitable. Posting the log mentioned above will give us further information about the exact point of failure. Mind you, even if you install latest graphics drivers, it is very likely that the performance of the 945GM (as in frames per second rendered) will be pretty much abysmal.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Help with turning shaders on

Post by Cody »

Hi Neil and welcome aboard. The only good news: there is an excellent [EliteWiki] non-shader version of Griff's ships by CaptSolo that you may want to try.
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!
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Help with turning shaders on

Post by Smivs »

...and if you like the original ships but want them looking awesome with lights etc my Smivs'Shipset is worth a look - no shaders required. :)
Commander Smivs, the friendliest Gourd this side of Riedquat.
njb1966
Poor
Poor
Posts: 4
Joined: Wed Sep 11, 2013 12:17 pm

Re: Help with turning shaders on

Post by njb1966 »

All,
Much appreciated with the comments! and prompt! was at work, back now and fired the beast up....

logs are:

Opening log for Oolite version 1.77 (x86-32) under Windows 5.1.2600 Service Pack 3 32-bit at 2013-09-11 18:55:03 +0100.
2 processors detected.
Build options: spoken messages, mass/fuel pricing.

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

18:55:07.953 [display.mode.list.native]: Windows native resolution detected: 1280 x 800
18:55:08.859 [joystick.init]: Number of joysticks detected: 0
18:55:08.859 [rendering.opengl.version]: OpenGL renderer version: 1.4.0 ("1.4.0 - Build 7.14.10.4814"). Vendor: "Intel". Renderer: "Intel 945GM".
18:55:08.859 [rendering.opengl.extensions]: OpenGL extensions (46):
GL_ARB_transpose_matrix, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_EXT_rescale_normal, GL_ARB_texture_env_combine, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_NV_blend_square, GL_ARB_depth_texture, GL_EXT_texture_env_combine, GL_EXT_multi_draw_arrays, GL_EXT_bgra, GL_ARB_texture_env_add, GL_ARB_shadow, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_EXT_blend_subtract, GL_ARB_window_pos, GL_WIN_swap_hint, GL_ARB_texture_compression, GL_EXT_secondary_color, GL_ARB_texture_env_crossbar, GL_3DFX_texture_compression_FXT1, GL_EXT_shadow_funcs, GL_EXT_abgr, GL_ARB_fragment_program, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_texture_env_add, GL_EXT_stencil_two_side, GL_EXT_cull_vertex, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_texture_filter_anisotropic, GL_EXT_clip_volume_hint, GL_ARB_point_parameters, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_EXT_compiled_vertex_array, GL_ARB_vertex_buffer_object
18:55:10.281 [rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
18:55:10.281 [rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shading_language_100 is not available).
18:55:11.421 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Anarchies2.8.oxp
../AddOns/behemoth 2.6.oxp
../AddOns/BGS-A1.9.oxp
../AddOns/BlOomberg Markets v2.5.oxp
../AddOns/buoyRepair1.3.2.oxp
../AddOns/Cabal_Common_Library1.7.oxp
../AddOns/Cabal_Common_Library1.8_r157.oxp
../AddOns/captKev_dodo.oxp
../AddOns/Deep Horizons - Systems.oxp
../AddOns/Deep_Horizon_Nav_Buoy.oxp
../AddOns/Delightful-Docking.oxp
../AddOns/Destination ETA 1.0.8.oxp
../AddOns/Dredgers 2.4.6.oxp
../AddOns/EnhancedMisjump_1.1.oxp
../AddOns/Escort_Formations_1.1.oxp
../AddOns/ExtraFuelTanksV1 .4.1.oxp
../AddOns/Famous_Planets_v2.7.oxp
../AddOns/FTZ v0.15.oxp
../AddOns/Fuel Station 1.35.oxp
../AddOns/Galactic_Navy 5.4.3.oxp
../AddOns/griff_alloys_and_wreckage_V1.4.oxp
../AddOns/griff_boa_prototype_normalmapped.oxp
../AddOns/griff_boa_prototype_normalmapped.oxp/captKev_dodo.oxp
../AddOns/Griff_illicit_unlock.oxp
../AddOns/Griff_Shipset_Replace_v1.34.oxp
../AddOns/Griff_Shipset_Resources_v1.2.25.oxp
../AddOns/griff_station_bundle_fullsize_tex_v1.1.oxp
../AddOns/mPakRedux.oxp
../AddOns/multidecal_cobraIII_player.oxp
../AddOns/Neolite_Companion_1.1.oxp
../AddOns/Neolite_Core_Replace_1.1.1.oxp
../AddOns/Neolite_Core_Resources_A_1.1.oxp
../AddOns/Neolite_Core_Resources_B_1.1.oxp
../AddOns/Neolite_Wolfies_1.1.oxp
../AddOns/New_Cargoes_1.2.3.oxp
../AddOns/Plagiarist_Hud.oxp
../AddOns/RandomHits1.5.3.oxp
../AddOns/randomshipnames1.3.oxp
../AddOns/RealisticStars SSC 1.1.oxp
../AddOns/Sensible Sun.oxp
../AddOns/Snoopers2.5.oxp
../AddOns/stationrotation1.0.oxp
../AddOns/stations_for_extra_planets_1.3.oxp
../AddOns/System_Redux.oxp
../AddOns/YAH Mobile 1.00.oxp
../AddOns/YOUR_AD_HERE_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_A_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_B_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_C_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_D_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_E_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_F_4.1.7.oxp
../AddOns/YOUR_AD_HERE_set_G_4.1.7.oxp
18:55:12.843 [shipData.load.begin]: Loading ship data.
18:55:19.406 [script.load.world.listAll]: Loaded 75 world scripts:
Anarchies 2.8
behemoth 2.6
BGS-M 1.9
BGS-XMapping 1.9
buoyRepair 1.3.2
Cabal_Common_Briefing 1.8
Cabal_Common_Comms 1.8
Cabal_Common_Functions 1.8
Cabal_Common_Keyboard 1.8
Cabal_Common_MissionHandling 1.8
Cabal_Common_Music 1.8
Cabal_Common_Overlay 1.8
Cabal_Common_OXPStrength 1.8
Cabal_Common_SpecialMarkets 1.8
CargoTypeExtension 1.2.3
CargoTypeExtension-Auctions 1.1.1
CargoTypeExtension-Base 1.2.3
CargoTypeExtension-DefaultMarket 1.2.3
CargoTypeExtension-Dynamic 1.2.3
CargoTypeExtension-FetchContracts 1.2.3
CargoTypeExtension-OpenContract 1.2.3
CargoTypeExtension-Permits 1.2.3
CargoTypeExtension-Regional 1.2.3
CargoTypeExtension-Scavenger 1.2.3
CargoTypeExtension-Station-Astrofactory 1.2.3
CargoTypeExtension-Station-ConStore 1.2.3
CargoTypeExtension-Station-Galnavy 1.2.3
CargoTypeExtension-Station-GRS 1.2.3
CargoTypeExtension-Station-HoopyCasino 1.2.3
CargoTypeExtension-Station-KiotaBiosphere 1.2.3
CargoTypeExtension-Station-KiotaFactory 1.2.3
CargoTypeExtension-Station-KiotaHabitat 1.2.3
CargoTypeExtension-Station-KiotaRelay 1.2.3
CargoTypeExtension-Station-KiotaResearch 1.2.3
CargoTypeExtension-Station-KiotaSolar 1.2.3
CargoTypeExtension-Station-PlanetFall 1.2.3
CargoTypeExtension-Station-RockHermit 1.2.3
CargoTypeExtension-Station-RRSWaystation 1.2.3
CargoTypeExtension-Station-SalvageGang 1.2.3
CargoTypeExtension-Station-SpaceBar 1.2.3
CargoTypeExtension-Station-SuperHub 1.2.3
CargoTypeExtension-Station-ZGF 1.2.3
CargoTypeExtension-TraderNet 1.2.3
Cheyd_JS_Common_Functions_1 0.0.5
Deep Horizon - Systems 2.0.8
Deep Horizon - Systems API 2.0.5
Deep Horizon - Systems Exclusion Lists 1.0.1
deep_space_dredger 2.4.6
Destination ETA 1.0.8
Enhanced Misjumps 1.1
Escort Formations Randomiser 1.1
extra_tanks_script.js 1.4.1
free-trade-zone
FuelStation-Setup 1.35
GalNavy 5.4.3
genericHUDswitch.js 1.01, modified by Wyvern
hofd 5.3.0
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-contracts-cargo 1.77
oolite-contracts-helpers 1.77
oolite-contracts-parcels 1.77
oolite-contracts-passengers 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
Pi-Forty-Two Con stores 4.1.7
Random_Hits 1.5.2
randomshipnames 1.3
SE-main-script 2.5
snoopers 2.5
stationrotation 1.0
stations_for_extra_planets_populator 1.3
System Redux 1.2.3
YAH_mobile_populator 1.0
18:56:02.031 [startup.complete]: ========== Loading complete in 55.66 seconds. ==========

chrs again
Neil
njb1966
Poor
Poor
Posts: 4
Joined: Wed Sep 11, 2013 12:17 pm

Re: Help with turning shaders on

Post by njb1966 »

i have around 60-65 FPS it does slow when i come to a bouy or planet but then catches up again, not sure if that impacts anything.
chrs
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Help with turning shaders on

Post by JazHaz »

njb1966 wrote:
18:55:08.859 [rendering.opengl.version]: OpenGL renderer version: 1.4.0 ("1.4.0 - Build 7.14.10.4814"). Vendor: "Intel". Renderer: "Intel 945GM".
18:55:08.859 [rendering.opengl.extensions]: OpenGL extensions (46):
GL_ARB_transpose_matrix, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_EXT_rescale_normal, GL_ARB_texture_env_combine, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_NV_blend_square, GL_ARB_depth_texture, GL_EXT_texture_env_combine, GL_EXT_multi_draw_arrays, GL_EXT_bgra, GL_ARB_texture_env_add, GL_ARB_shadow, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_EXT_blend_subtract, GL_ARB_window_pos, GL_WIN_swap_hint, GL_ARB_texture_compression, GL_EXT_secondary_color, GL_ARB_texture_env_crossbar, GL_3DFX_texture_compression_FXT1, GL_EXT_shadow_funcs, GL_EXT_abgr, GL_ARB_fragment_program, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_texture_env_add, GL_EXT_stencil_two_side, GL_EXT_cull_vertex, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_texture_filter_anisotropic, GL_EXT_clip_volume_hint, GL_ARB_point_parameters, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_EXT_compiled_vertex_array, GL_ARB_vertex_buffer_object
18:55:10.281 [rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
18:55:10.281 [rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shading_language_100 is not available).
You need OpenGL v2.0.0 minimum for shader support I believe, and GL_ARB_shading_language_100 as well.
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Re: Help with turning shaders on

Post by Mauiby de Fug »

In other news, looking at your log you appear to have two versions of captKev_dodo.oxp.
The extra one which can safely be deleted is here: ../AddOns/griff_boa_prototype_normalmapped.oxp/captKev_dodo.oxp

You also have two versions of Cabal_Common_Library. Which is impressive as you have a copy of version 1.8, and I wasn't aware it had been released yet. I don't know how this works, but I would guess that you only need one of them.

Finally, you are using the Replace versions of both Griff's shipset, and the Neolite shipset. The means that the one which is loaded last will effectively overwrite the first one, and you will never see both shipsets in the game. What you need to do is install the Addition version of one of these, and then they will happily co-exist alongside one another.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Help with turning shaders on

Post by Cody »

Mauiby de Fug wrote:
You also have two versions of Cabal_Common_Library. Which is impressive as you have a copy of version 1.8, and I wasn't aware it had been released yet.
I think CCL 1.8 was a demo of some sort, Mauiby - I have it in my reserve folder (but my old frazzled brain has forgotten what it does). But CCL 1.7 is the current release, yes. As regards the Griff OXPs - if the computer ain't supporting shaders, then I can't see the point in having Griff's shipset etc.
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!
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Re: Help with turning shaders on

Post by Mauiby de Fug »

That explains things. True enough about Griff's shipset and the shaders - I hadn't thought about that, and yes, without shaders they are somewhat dullish looking. Although I see you've already pointed to CaptSolo's excellent alternative!

The Addition/Replace version knowledge will be still useful if njb1966 decides to add other shipset's, though...
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Help with turning shaders on

Post by JazHaz »

Mauiby de Fug wrote:
Finally, you are using the Replace versions of both Griff's shipset, and the Neolite shipset. The means that the one which is loaded last will effectively overwrite the first one, and you will never see both shipsets in the game. What you need to do is install the Addition version of one of these, and then they will happily co-exist alongside one another.
Or you can have two Addition versions, and get the original ships, the Neolite ships and the Griff ships.

However, I would advise only going for one of these shipsets, then you get a consistent universe.
njb1966
Poor
Poor
Posts: 4
Joined: Wed Sep 11, 2013 12:17 pm

Re: Help with turning shaders on

Post by njb1966 »

Thanks for your time on this guys, useful info! especially with the ship packs. better laptop required all round but for now, will use what you suggest.

chrs
Post Reply