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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Sun Nov 03, 2013 9:40 pm
by spara
New facelift (version 1.3.2).
* patched two deprecation(?) bugs in the original GalNavy oxp's mission texts: shipname and score. See a couple of posts above for details.
* fixed one missing texture bug.
I did not do anything to the AI bug in the original Behemoth oxp. There are references to route1PatrolAI.plist in behemothFighterDockingAI.plist. This is a case error. It should be route1patrolAI.plist. It probably works in Windows, but it throws an error in Linux. It's a bit of a rare case, but someone ought to fix it.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Mon Nov 04, 2013 1:52 pm
by BuggyBY
I'm still on v1.3 of the OXP, so it may have been fixed and not mentioned since then, but I noticed the Navy Transport's exhaust plumes don't quite start from the actual exhausts:
Another picture, Smivs Cobra Mk3 exterior view in foreground for comparison
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Mon Nov 04, 2013 9:26 pm
by spara
BuggyBY wrote:I'm still on v1.3 of the OXP, so it may have been fixed and not mentioned since then, but I noticed the Navy Transport's exhaust plumes don't quite start from the actual exhausts:
Thanks for reporting, I don't think I have fixed it. I'll check it out and fix it.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Thu Dec 12, 2013 7:40 pm
by Duggan
Hello spara,
I have no idea whether this is to do with any of the Add ons in this thread, but just in case
17:46:08.758 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3.png".
17:46:08.779 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3_e.png".
17:46:08.800 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3_n.png".
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Thu Dec 12, 2013 7:58 pm
by spara
Duggan wrote:Hello spara,
I have no idea whether this is to do with any of the Add ons in this thread, but just in case
17:46:08.758 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3.png".
17:46:08.779 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3_e.png".
17:46:08.800 [files.notFound]: ----- WARNING: Could not find texture file "adck_cobra3_n.png".
Hmmm. Those errors should be fixed in facelift version 1.3.2. Which version are you using?
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Thu Dec 12, 2013 9:10 pm
by Duggan
My bad , I got 1.3.1 , I'll update now
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Sun Jan 12, 2014 4:48 pm
by spara
Finishing stuff here. I have uploaded version 1.3.3 of the facelift to the box. Fixes the exhaust glitch mentioned earlier. I feel I'm done here, this is probably the final version. Unless more bugs are found of course. And maybe ADCK wants to revive his project
.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Tue Jan 14, 2014 2:39 am
by Keeper
spara wrote:Finishing stuff here. I have uploaded version 1.3.3 of the facelift to the box. Fixes the exhaust glitch mentioned earlier. I feel I'm done here, this is probably the final version. Unless more bugs are found of course. And maybe ADCK wants to revive his project
.
The Minesweeper again has been set to smooth=true, which looks really weird. I've set it back to false in my installation.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Tue Jan 14, 2014 8:35 am
by spara
Keeper wrote:
The Minesweeper again has been set to smooth=true, which looks really weird. I've set it back to false in my installation.
Oh my, that's not good. Not good at all. I'll better cross check it with an older version when I get home.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Tue Jan 14, 2014 4:31 pm
by spara
Ok, sorry for the hassle, folks. Smooth lightning issues should be in order now (version 1.3.4). Minesweeper's smooth setting was wrong, it is now corrected. While I was looking at things, I checked the Neolite navy ships and compared them with the original Neolites. Found a couple of inconsistencies in smooth definitions that I corrected to match the originals. If something still looks wrong, keep on reporting and I'll fix it.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Fri Jan 17, 2014 5:16 am
by Keeper
Just saw this in my log (1.79-trunk):
Code: Select all
16:52:20.518 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for ncc_carrier.fragment:
>>>>> GLSL log:
ERROR: 2:165: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 2:165: 'assign' : cannot convert from 'const int' to '4-component vector of float'
16:52:20.518 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-tangent-space-vertex.vertex/ncc_carrier.fragment in full complexity mode, trying simple mode.
16:52:20.520 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for ncc_carrier.fragment:
>>>>> GLSL log:
ERROR: 2:165: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 2:165: 'assign' : cannot convert from 'const int' to '4-component vector of float'
16:52:20.520 [shader.load.failed]: ***** ERROR: Could not build shader oolite-tangent-space-vertex.vertex/ncc_carrier.fragment.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Fri Jan 17, 2014 12:23 pm
by spara
Keeper wrote:Just saw this in my log (1.79-trunk):
Code: Select all
16:52:20.518 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for ncc_carrier.fragment:
>>>>> GLSL log:
ERROR: 2:165: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 2:165: 'assign' : cannot convert from 'const int' to '4-component vector of float'
16:52:20.518 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader oolite-tangent-space-vertex.vertex/ncc_carrier.fragment in full complexity mode, trying simple mode.
16:52:20.520 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for ncc_carrier.fragment:
>>>>> GLSL log:
ERROR: 2:165: '*' : wrong operand types no operation '*' exists that takes a left-hand operand of type 'const int' and a right operand of type '4-component vector of float' (or there is no acceptable conversion)
ERROR: 2:165: 'assign' : cannot convert from 'const int' to '4-component vector of float'
16:52:20.520 [shader.load.failed]: ***** ERROR: Could not build shader oolite-tangent-space-vertex.vertex/ncc_carrier.fragment.
A shader problem...
. Not my area of expertise really, although I tweaked the default shader for this one. I'll see if I can figure out something. Haven't noticed the error myself though, which makes fixing harder. Could this have something to do with 1.79-trunk? Thanks for reporting anyway.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Fri Jan 17, 2014 6:22 pm
by cim
Some graphics cards are more tolerant than others about trying to stick data of the wrong type into a variable, so you might not get the error yourself. It's unlikely to be specific to 1.79.
Check your datatypes in the .fragment file: somewhere you have an int on the left of an = sign, and a vec4 on the right. "2:165" is either "line:column" or "column:line" (I can't remember which offhand) if you want some hints about where the error might be.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Sat Jan 18, 2014 7:48 am
by Keeper
It's definitely not specific to 1.79. I just added the ncc_carrier ships to a demoships.plist and ran 1.77 then scrolled through the demo ships. The same error appeared in the log for each one -- and they all were using simple shaders, thus didn't have their nameplates or any decent lighting.
Re: [Release] GalNavy additions (was Adck's Behemoths Redux)
Posted: Sat Jan 18, 2014 9:55 pm
by spara
Ok. The error message was quite clear and the culprit was easy to spot. I was multiplying a vector (vec4) with an integer and that operation seems to be a no-no in shader language. By chance it was working in my system.
Originally I was doing this:
Code: Select all
5.0 * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
After reading some shader language specs, I have concluded that the correct way to do it is this:
Code: Select all
vec4(5.0, 5.0, 5.0, 5.0) * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
Please correct me, if I'm wrong. Both work just fine in my system so I can't tell any difference.
New version is uploaded to the box and link updated to the wiki. Could you please test it, Keeper, and report back?