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New 'Ship Window' problems in Version 2019.01.19 #636
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This sounds like an issue with the OpenGL shaders, not that they where changed between releases... what kind of GPU are you using, and are the drivers of the GPU up to date? |
Thanks daid for responding. I did some more digging and found..
I've complied with CodeBlocks and libraries downloaded last year.. ( drmingw-0.8.2-win32) , ( SFML-2.5.1. ) and tried running our own compiled version here on both PC platforms with no negative effects. My next step is to update my compile process here with the latest libraries and try those new compiled versions to verify this claim. (ie if the screen problem persists.) |
Yes, SFML version was my next guess, I've upgraded to SFML 2.4.2 (which is most likely also why you are getting that error on the dll, it's a mismatch in DLL/compilers) and I think I was using SFML 2.3.1 before that. So that could also be triggering this. However, then we have an SFML bug on our hand... |
To verify that that I can reproduce the screen bug in the new version. So now there's a screen bug & a compile problem.. I'm such a jerk! I did verify that the same screen problems exists in downloaded 2018-11-16 with the following error messages in cmd window: The good: older v2018-09-06 with those old libraries continue to compile fine and with no screen bugs. Is this a "Windows" only problem? I don't like being the whiner and normally try to offer solutions instead of errors and will dig into this but must admit... for me, this is a lofty problem. |
Did you make sure the seriousproton source is the current version too? Had that problem myself a while ago @PlanetariumWSD As you used ship window as an extended viewscreen, I hope my change on ship window in #621 won't be a problem for you? |
I made pull request #638 to address the missing updates in the Code::Blocks project file. Hopefully that will resolve at least some of the problems @PlanetariumWSD has encountered. |
Thanks everyone, this is good stuff! |
Note, I see the code::blocks project as depricated, I should remove it. Rather maintain a single build system, and CMake can build on windows as well. I'm running windows, but I'm not seeing the graphical bugs that you see. Can you see if setting "disable_shaders=1" in the options.ini removes some or all of the issues. The reported warning about the missing uniforms is fine/expected. |
Sounds like CodeBlocks support is on the way out. The only reason we used it was because the wiki had solid instructions, I see now the CMake instructions here and will invest some time migrating to CMake. Set "disable_shaders=1" here on version 2019.01.19-win32 downloaded copy. |
Are there particular features that > SFML 2.3 was needed? So we are at a brick wall, with Windows. hah! ;-) Building off of a depreciated fork with a depreciated process. Our dreams would be for the old fully functional days of SFML 2.3 and updated cmake files or build guide to bring us 100% back into project compliance with hopes of becoming contributors and I believe that other Windows based sites could be/are/will have similar issues. |
I am maintaining a fork of my own as well as you. All that I know about CMake and the CPP echosystem that comes into play in this project (and the tutorial) I've learned while trying to fix or improve this game. I gained a lot thanks to it, but did not enjoy the ride : ) IMO such is the cost of freedom in this open source software world. can't speak for @daid , but my reason for upgrading SFML is the general principle that integration libraries tend to not age well. SFML 3 already had several minor issues (multi screen in linux, shaders in OSX etc.) that were addressed in later versions. IMO it's just a matter of time untill it became a major issue. As I spent time and efforts upgrading my fork I suggested the change to the main version. |
also: the downloadable game runs well in linux and OSX under wine. I haven't tried running Ship Window like that, but main screen seemed fine. maybe it's worth checking? |
This is good stuff, Thank you! Regrettably, as with all bug squashing code loving people, I suppose I won't be able to resist and will be back banging my head against the iron door of making Cmake build on Windows again soon enough so all of us (students and I) can code together here. |
@PlanetariumWSD did you try the vagrant build? I'm developing on xubuntu and windows (work / home machines). both can build for development, and in the xubuntu I have the vagrant scripts as well, for releases. |
Great news thanks to all of these ideas.
There remains only 1 new issue, warp and jump black screen and aspect ratio shift. @NinjaSpectre, I can confirm that the main screen 'text to white blocks' are fixed with e0b7114 Thanks to all of you! |
Confirming that issue #636 is caused by warpPostProcessor (lines 89 -94). EmptyEpsilon/src/screenComponents/indicatorOverlays.cpp Lines 89 to 94 in 62a0fac
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That's most likely an issue with the RenderTexture that is created, it's created with the same size as the window. However, some 3D drivers only allow you to create textures with power-of-2 sizes, which the code most likely doesn't account properly for. Simple workaround would always be to disable the post-processors in the code outlined above. |
While this works for me because I can now compile from source, I'd like to help other Windows/Power-of-2 size hardware users who might come across this and can't compile from source. It would not be a game killer for them. I could put effort into making an addition to the options.ini like this: |
I would happily accept a flag to disable the post processor. We have 1 machine where the GL driver fails to properly execute that shader as well (screen turns black). I've always blamed it on the crappy intel GPU in that specific laptop. |
Workaround #645 happily submitted thanks to everyone's help. This community is awesome! and... I had to edit the pull request as I forgot to #include a header file line.. sorry for the trouble, won't happen again. |
Add options.ini flag to disable warp_post_processor, a workaround for issue #636
#734 seems to be another manifestation of this issue, with the same workaround |
I believe this is fixed by a combination of daid/SeriousProton#77 and #1376 . |
This does appear to be fixed, I'm no longer able to reproduce. |
These effects were not present until new version 2019.01.19
NOTE: These same tests were performed on the same hardware with version 2018.09.06 with no negative effects.
PERSONAL NOTE: This is my first bug report so apologies if I am reporting in the wrong place or am not following Git protocols. I'd like to help with this but not sure where to even begin in the source code.
Description:
Ship window alternate view:
System settings during problem:
version 2019.01.19 on Empty Space scenario with Atlantis (or Flavia) player ship.
(Windows 7 PCs (3)) Server, Client-Helm, Client-"Ship Window "0".
Test 1
Jump -> (Ship Window "0") background turns white during jump.
Warp -> (Ship Window "0") background turns white during any warp speed. ( added warp to each ship for test )
Test 2
Start a heading change and watch (Ship Window "0")
Some result headings for others to test to repeat bug:
Heading's screens are black on (Ship Window "0")
178.2, 178.6, 178.7, 179.9, 180.4, 180.6, 180.8, 180.9, 181.3, 229.2, 229.3, 230
Heading's screens are normal on (Ship Window "0")
178.1, 178.3, 178.5, 181, 181.1
Additional note: We added 3 PC Clients set to Ship Window "288", "0" and "72" for a pan effect of three projectors and the negative effects are present in all ship windows but not in the old version.
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