SiO2 on 1/1/2009 at 22:37
Looks very nice indeed (allowing for things that we know haven't been implemented yet).
0.2.9
Thief2
1024x768 window
Min FPS=105, Max FPS=724
FPS=288 at starting point of the first mission.
At 1680x1050 fullscreen I get near enough 60fps all the time regardless of whether I switch vsync on off.
Also, is the mouse turn rate framerate dependant? It seems to speed up and slow down based on geometrical complexity.
Haplo on 1/1/2009 at 23:37
@SiO2: The mouse and keyboard movements are currently just simple hacks. They will be completely re-written once the physics engine is done.
@Beleg Cúthalion, salass00 and leaf: I did some research, it seems you are missing some Microsoft Visual C runtime DLLs. I need to change the linking scheme to make sure all the Microsoft DLLs are statically linked. Meanwhile you should be able to rectify the problem by installing VC8 redist package from Microsoft:
(
http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en)
Please let us know how it goes.
Freddo on 2/1/2009 at 04:37
Whoa, absolutely awesome! :eek: Well done! :thumb:
System Shock 2 is the only Dark Engine game installed at the moment, but I tried openDarkEngine and I could fly thru the level nicey with a very high FPS :cheeky:
bob_doe_nz on 2/1/2009 at 05:21
Is there a light_bright function in OPDE?
Volca on 2/1/2009 at 07:52
Thanks everyone!
Quote Posted by bob_doe_nz
Is there a light_bright function in OPDE?
Not yet, but it should be doable, I'll add it to the TODO list :)
I know about the problem with mouse/fly speed (it does this although the movement is scaled with frame's time) - but did not yet have time to look at that (the viewer is a obsolete piece of code so we only maintain it so it does not fail most of the time :D )
salass00 on 2/1/2009 at 10:53
@Haplo
After installing the VC8 package and updating DirectX openDarkEngine is now working :D. I've tried it with Thief Gold, TMA and System Shock 2.
Beleg Cúthalion on 2/1/2009 at 15:49
Quote Posted by Haplo
@Beleg Cúthalion, salass00 and leaf: I did some research, it seems you are missing some Microsoft Visual C runtime DLLs. I need to change the linking scheme to make sure all the Microsoft DLLs are statically linked. Meanwhile you should be able to rectify the problem by installing VC8 redist package from Microsoft:
Thanks, this thing and some directX files did the job. Looks great indeed.
2Dark on 2/1/2009 at 21:32
Tested Opde/renderer with one of the largest if not the largest Thief2 FM - namely "The Art of Thievery" (around 35000 polys and 3500 objects - 170ai:s among other things). Completely Subjective Assessment > Framerate bit better indoors and about same in crowded scenes as with original engine. Renderer seems stable. Object lights are a bit off, water has problems and other misc. things and in particular > AI:s are absent > only 3d triangles are shown. Is that a bug or state of things?
Trying to test some SS2 and/or ThiefDP/Gold missions next.
Haplo on 2/1/2009 at 23:26
Quote Posted by 2Dark
Tested Opde/renderer with one of the largest if not the largest Thief2 FM - namely "The Art of Thievery" (around 35000 polys and 3500 objects - 170ai:s among other things). Completely Subjective Assessment > Framerate bit better indoors and about same in crowded scenes as with original engine. Renderer seems stable. Object lights are a bit off, water has problems and other misc. things and in particular > AI:s are absent > only 3d triangles are shown. Is that a bug or state of things?
Trying to test some SS2 and/or ThiefDP/Gold missions next.
Assuming you have a powerful machine, in opde.cfg set MaxAtlasSize to 4096. You should see a reasonable increase (sometimes up to 40%) in frame rate.
Volca on 3/1/2009 at 07:38
Quote Posted by 2Dark
Object lights are a bit off, water has problems and other misc. things and in particular > AI:s are absent > only 3d triangles are shown. Is that a bug or state of things?
Trying to test some SS2 and/or ThiefDP/Gold missions next.
Hmm. Object lights indeed need a few fixes - radius is often too small or too large (those damned infinite radius lights :) )
If you don't see any AI meshes, it's most probably because you didn't include the mesh.crf in the resources config (resources.cfg or thief1/thief2.cfg/shock2.cfg if you specify game type as a first parameter to the opde binary). If this won't fix it please PM me the opde.log file. The ramp mesh is a default mesh shape, it seems to be built in to the original dark so I just made a simmilar shape (something like jorge, but for meshes).
Water is quite unfinished - we need flow management service (which should prepare the flow textures among other things), rendering hooks for underwater rendering, etc.
Let me know if you'll have problems in medsci1.mis (and shock in particular). I'm tracking a weird framerate drop that only so far happens on my linux setup, not even on other linux machines. It happens near the door the first hybrid you fight in the game runs from.
Also everybody probably noticed a small error in the lightmap placement - we're working on that as well (as well as Fogging for example). Displacer is busy gathering knowledge about these (and Physics).