Page 2 of 3

Posted: Thu Jun 17, 2010 6:00 pm
by JensAyton
Thargoid wrote:
One thing I also just noticed is that Q-bomb explosions are now also not seen when they happen near the edge of scanner range (20km or so), which was a bit strange.
That, on the other hand, has not changed. :-)

Posted: Thu Jun 17, 2010 7:10 pm
by Thargoid
Just confirmed - on my PC I seem to have invisible Q-bomb spheres (other than on the scanner). What info do you want in the bug report?

Posted: Thu Jun 17, 2010 7:29 pm
by another_commander
Strange, I can see Q-bomb clouds fine here, both in full and in off shaders mode.

Posted: Thu Jun 17, 2010 7:31 pm
by Thargoid
Graphic driver details from the log are

Code: Select all

[rendering.opengl.version]: OpenGL renderer version: 1.5.0 ("1.5.0 - Build 6.14.10.4831")
Vendor: Intel
Renderer: Intel 965/963 Graphics Media Accelerator
[rendering.opengl.extensions]: OpenGL extensions (49):
GL_ARB_transpose_matrix, GL_EXT_texture_compression_s3tc, GL_ARB_occlusion_query, 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_EXT_texture_lod_bias, 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_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_texture_env_add, GL_EXT_stencil_two_side, 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, GL_SGIS_texture_lod
[rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
[rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shading_language_100 is not available).
No shaders, but everything else looks fine. It's just the bomb sphere that's missing (but still deadly).

Posted: Wed Jul 21, 2010 10:18 am
by Kaks
Hi, just had a look at the invisible q-bomb, unfortunately they're very much visible here, and it doesn't look as if the q-bomb drawing code has actually changed between 1.73 and 1.74.

Very, very puzzling.

One thing I did notice though, is what happens when a q-bomb hits the main station! Nothing much to begin with, but then it launched a ship, which created its own q-mine cloud. And then another. And then another.

At one point I had 6 concentric q-mine explosions. Apparently, the station ran out of ships after a while, so things quietened down a bit.

Something needs to be done! I think we better stop those foolish people from launching straight into a q-mine cloud.
But what? Hmmm, maybe we could get some lifeguards to put up red flags along the beach... Yes, that'd do the trick. Definitely. :D

Ok, going back to the original problem: A_C has got a the same model card as you, as far as I know, yet he doesn't seem to have that problem, so it's very likely driver related. However, the same driver still let you see them clouds in 1.73...

About 90% of the code used to draw the q-bomb cloud is also used to draw exiting witchspace clouds (& suns, but never mind). The problem might well be the slight changes made to the additive blending code...

Thargoid, do you have any problems at all seeing witchspace clouds in 1.74?

And finally, one last question: Thargoid, in 1.73.4 are your q-mine clouds semi-transparent, or basically opaque?

Posted: Wed Jul 21, 2010 10:49 am
by Thargoid
Basically opaque, at least to begin with. As they fade they become more transparent, but at the start blue circles.

By witchspace clouds, do you mean wormholes, or something else? If you mean the "space dust" that seems to appear fine - it's just Q-bomb clouds that suddenly seem to have vanished.

As you say it's almost certainly a driver issue, as I can run exactly the same game (via USB stick) on another machine and see them. But I can't update the drivers (much as I would like to so I also gain shader support, it's work's PC and I don't have admin rights) and they were visible on 1.73.4.

Posted: Wed Jul 21, 2010 11:00 am
by Kaks
Thargoid wrote:

By witchspace clouds, do you mean wormholes, or something else?
Wormholes termini! :)

Or, to use another definition, them blue spheres left behind when a ship enters a wormhole to another system.

Posted: Wed Jul 21, 2010 1:42 pm
by Switeck
There also seems to be a brief flash when they appear in another system...if you happen to be looking the right way at just the right moment.

Posted: Wed Jul 21, 2010 4:49 pm
by Kaks
Well, as far as I can tell everything in the code is accounted for. There are parts shared by the sun & witchspace cloud drawing routines, and what's left over is shared by part of the laser & plume drawing routines.

If you can see everything else, I can't think of a single reason why you shouldn't be able to see the q-mine clouds... :(

Ahruman, any ideas?

@Switeck, the 'ship incoming' flash is indeed intentional, and happens every time a ship emerges from witchspace, which is by definition anywhere close to the witchpoint beacon. If you use the javascript console, you can set up camp close by, spawn 60 ships, and watch the fireworks! :)

Posted: Thu Jul 22, 2010 3:13 am
by Switeck
I added my comment because I thought it might be related code to the q-mine cloud.

Posted: Thu Jul 22, 2010 2:38 pm
by drew
I have the same symptoms. Q-bombs appeared on 1.73.4, but no longer appear in 1.74. (are still deadly though). They do appear on the scanner.

No modifications applied to my ancient X200 laptop with Intel integrated graphics other than changing Oolite.

Cheers,

Drew.

Posted: Mon Jul 26, 2010 9:17 pm
by Cody
No laser splash at long range… but I’ve noticed that I can now hear when my laser is making strikes.
Was this always the case? Is it something new in 1.74.x? Or is it the BGS oxp, with it’s own laser sound?
Whichever, it’s very handy… many thanks.

Another question: when you make a hyperspace jump, you emerge with all missiles unarmed, but if you dive into an npc wormhole, you emerge with a missile armed (providing it was already armed, of course).
Has this always been the case?

Posted: Mon Jul 26, 2010 9:48 pm
by Kaks
I believe so! :)

The trick is, if the missile was aimed at the ship you're following, then you'd keep target lock.

When you jump on your own you lose all target locks, since all targeted ships are in a different solar system altogether!

Posted: Mon Jul 26, 2010 9:54 pm
by Cody
Curious… I’ve seen this with untargeted missiles, just armed and ready. It’s preferable to emerge with an armed missile.

Posted: Mon Jul 26, 2010 10:18 pm
by Commander McLane
El Viejo wrote:
No laser splash at long range… but I’ve noticed that I can now hear when my laser is making strikes.
Was this always the case?
Yes. (Well, at least since 1.65. I can't speak for earlier versions, though.)