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Thread: Milestone 2

  1. #11
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    A 512x512 texture, assuming 4 bytes per pixel would be 1 Meg, actually But your point is well taken. Unless there are seek times that add significantly to that, you're probably going to be right. For sure I will test it out when we get there.

    Of course, the smaller ones will be even faster. We're also going with 256x256 and 128x128 depending on the zoom level (or actually, the number of tiles visible at once) and 64x64 for the globe map textures.

    So definitely a good idea. Thanks for making me think about it
    Last edited by RonHiler; 10-28-2007 at 04:58 PM.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  2. #12
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    Milestone 2 Known Issues
    • When in the world screen in windowed mode, resizing the screen (either by grabbing the window border and moving it or by maximizing/restoring the window) too many times will cause a program crash. Other screens seem to be unaffected.
    • When in windowed mode (any screen) minimizing the window will cause a program crash.
    • When drawing bounded text when the text does not fill the boundaries, placement of the text is incorrect. This is especially noticable in the progress bars.
    • Text boxes with scroll bars will sometimes not display the last line of text.
    I may or may not get some or all of these fixed before I release M2, which will be most likely toward the end of this week. Despite the bugs, I'm going to leave the program in windowed mode for M2 rather than switch it to fullscreen mode (starting in M3 you'll be able to select one of these options yourself). Just letting you know these are the bugs I'm working on and they may still be there.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  3. #13
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    Sorry guys, I delayed the release a couple of days. I felt the first two bugs were too important to ignore (since they were crash bugs), so I spent some time with them. The first one in particular was pretty difficult to fix. The good news is I tracked them down and killed them. So we're just about ready. I want to clean up a few things, so figure on seeing the M2 version on Saturday.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  4. #14
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    Missing cc3260.dll from the latest release. Gonna go get that and put it into the game folder.

    Okay now it's missing STLP45.dll. Getting that..

    ..led to this:



    Clicking OK exits the program.

    It could be something to do with me having a 2900XT. Maybe whatever video card recognition you're using doesn't cope well with newer cards?
    " There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters

  5. #15
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    Hmmm, did M1 run okay for you?

    [EDIT]

    Okay, when you get a chance, can you do a couple of things for me?

    1) Can you post the contents of your log file. It is in your MD folder called "MDestinyLog.rtf"

    2) After you do that, download the new version of M2 I just posted. Then rename those two DLL files you downloaded to something else (so they don't get loaded dynamically) and see if the dependencies are gone. I think they should be (I swear, that setting in my compiler drives me nuts, I have no clue about Borland specific dll dependencies until someone else tries to run the program that doesn't have Builder installed. Makes me crazy).

    3) If they are gone, run the program. If not, re-enable the DLLs and run the program and see if you still have that VB creation problem. If so, post another log file for me.

    These kind of bugs are fun Whenever you have the chance, no particular hurry.
    Last edited by RonHiler; 11-03-2007 at 10:54 AM.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  6. #16
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    Dependencies are gone but still the same error. Here's the log file:

    Code:
    [0.000350981]*** Logging Started
    [0.000403126]
    [0.0130567]DirectInput Object Created DirectInputClass::InitDirectInput()
    [0.014031]DirectInput Keyboard Device Created DirectInputClass::InitDirectInput()
    [0.0141415]Cooperative Level Set DirectInputClass::InitDirectInput()
    [0.0144608]Keyboard Data Format Set DirectInputClass::InitDirectInput()
    [0.0144948]Keyboard Buffer Created DirectInputClass::InitDirectInput()
    [0.0149246]Keyboard Device Acquired DirectInputClass::InitDirectInput()
    [0.0212031]Direct3D Object Created Direct3DClass::Enum()
    [0.0287456]Combos Enumerated Direct3DClass::EnumDevices()
    [0.0304614]Combos Enumerated Direct3DClass::EnumDevices()
    [0.0305332]Combos Enumerated Direct3DClass::EnumDevices()Unsupported Device Type Detected (3 - D3DDEVTYPE_SW [This is normal, logged for information purposes] Direct3DClass::EnumDevices()): Not available - D3DERR_NOTAVAILABLE
    [0.0305823]Devices Enumerated Direct3DClass::EnumAdapters()
    [0.0306141]Direct3D Enumeration Complete Direct3DClass::Enum()
    [0.0306497]Retrieved Current Adapter Display Mode Direct3DClass::Enum()
    [0.0427197]Direct3D Object Created Direct3DClass::InitD3D()
    [0.0495703]Direct3D Device Created Direct3DClass::InitD3D()
    [0.0496566]Current Adapter Display Mode Obtained Direct3DClass::InitD3D()
    [0.0497337]Cannot Create 2D Vertex Buffer Direct3DClass::InitD3D(): Out of video memory - D3DERR_OUTOFVIDEOMEMORY
    [2.85352]Texture created TextureManagerClass::GetTexturePointer: TextRenderTarget
    [2.85495]Texture created TextureManagerClass::GetTexturePointer: MovieScreenClass::MovieFrame
    [2.94374]Unloaded Graphic File TextureManagerClass::ReleaseTexturePointer: MovieScreenClass::MovieFrame
    [2.94528]Unloaded Graphic File TextureManagerClass::ReleaseTexturePointer: TextRenderTarget
    [2.94537]
    [2.94539]*** Logging Ended
    " There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters

  7. #17
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    Hmmm, that wasn't as helpful as I hoped it would be, basically it gives you the same error as the popup.

    Alright, one more thing. Run Dxdiag.exe, and post (or send me) the results. I need to look at your video card stats. I don't really see why the vertex buffer creation should be failing. That is the very first thing D3D allocated in video memory, so you can't possibly be out of video memory. We know the device was successfully created, then the program does this:

    Code:
     D3DDevice->GetDeviceCaps(&D3DCaps);
     MaxNumVertices = D3DCaps.MaxPrimitiveCount/4;
     //create a 2d and 3d vertex buffer for general use
     r = D3DDevice->CreateVertexBuffer(MaxNumVertices*sizeof(GENERIC2DVERTEX),
        D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_GENERIC2DVERTEX, D3DPOOL_DEFAULT, &TwoDVertexBuffer, NULL);
    Do you think your card might be returning something crazy for MaxPrimitiveCount? Maybe I ought to put a cap on that value instead of just letting it go crazy with MaxPrimitiveCount/4
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  8. #18
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    Well it might be.. I'm not sure why it would cause it to crash though.. I'll run DXDiag now. Actually I know what it might be.. I forgot that I'd used cracked drivers to emulate a FireGL 8600 for 3D work. It speeds up OpenGL precision rendering by about 5 times. I'll revert back to the official drivers and see if that was the problem.
    " There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters

  9. #19
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    Well that wasn't the problem. Got the same message when loading it up this time with the latest official drivers.

    I've attached my dxdiag file.
    Attached Files
    " There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters

  10. #20
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    Nice card!

    Alright, I just uploaded a new version (0.080.m2.r3). Give it a shot and see.

    There are two possibilities.

    One is your MaxPrimitive count is reported something totally insane and the VB creation routine is eating all 512MB of your card memory. I consider this really unlikely (each VB is about 30 bytes, so you'd need to be creating over 178 million VBs to chew up that much memory). I checked the Caps on my card and I'm getting a MaxPrimitiveCount of 5592405, which divided by 4 and multiplied by 30 means I'm chewing up about 40 MB of video memory for each of the buffers (2D and 3D).

    80 MB of VB is WAY too much video memory used, heh. I was pretty foolish not to put a cap on those buffers (I had no clue the MaxPrimitive count would be so high) , so now I've capped them at 500 each, which should be plenty. If not we can easily bump it higher. The world and globe maps use 2112 and 544 buffers respectively, but they have thier own static buffers, they don't use the generic dynamic ones you are failing on.

    So, on the off chance you really were using up all your video memory on the buffers, that will be fixed now with the 500 cap.

    The other possibility is there is your driver doesn't like something about the creation parameters, and is erroneously reporting it as an out of memory error (it really ought to give an "Invalid Call" error, which is D3Ds very unhelpful way of saying "I don't like these parameters you've given me").

    We'll see what happens. I added a Display Adapter Cap dump to the log file, so if you do fail again, we should be able to figure out why (I hope!).
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

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