Force of Arms

*
 
  FOA Portal Home Help Login Register  
Welcome, Guest. Please login or register.
May 22, 2013, 12:54:20 AM

Login with username, password and session length
Search:
    Advanced search
Automatic Registration is in effect (no e-mail verification).
Heck, Spambots easily defeat such checks, so why make it harder for you.
9,581 Posts in 1,080 Topics by 3,133 Members
Latest Member: Einherjar
Pages: 1 [2] 3 4   Go Down
  Print  
Author Topic: WIP2 Bug Reporter and Tracker  (Read 4230 times)
Agamemnon
Wardog
Field Commander
*****

Karma: +9/-0
Posts: 823



« Reply #15 on: October 09, 2009, 12:58:06 PM »

Im not sure if this is supposed to happen or not but I took out both blackfangs with my bare hands in a few seconds near the dome outpost lol.

They just stand there not moving playing the running animation.

Yeah I've made it easy for you just for this demo...You can expect you won't be able to "beat up" a real backfang with your bare hands..lololol....also, yes they're animations are not completed so instead of the death (i.e. blowing apart) you will see it run in place...
Logged

There are 10 kinds of people in the world. Those that understand binary and those that do not.
Mazzdreg
Mech Pilot
**

Karma: +0/-0
Posts: 27



« Reply #16 on: October 10, 2009, 04:32:00 PM »

10-10-09 Bug Report (playing Male Character on this report)

1.   Improved but still jumpy when turning. In areas with little to no facilities or other object the performance is better.  When turning with the mouse while holding the right button down, it does not jump.  Running 55-63 fps on average.
2.   Same ? Response noted
3.   Same ? Response noted
4.   Same ? Response noted
5.   Same
6.   Same ? Response noted
7.    Appears to be fixed
8.   Same ? Response noted
9.   XP increased for each kill by 20.  It started at 40, then to 60, then to 80, ect?.  Only thing being killed was the blackfangs.  Not sure if this is planned or not.
10.   Reached lvl3 on toon (so far) not sure if any character improvements are implemented as of yet since the toons are slated to get an FoA makeover.
11.   There is a blackfang (dead) floating in the sky near the dome base camp. The client crash removed all dead mechs and reset them for me.
12.   The ?square legs? on the dome camp will not let you walk up to them.  The rest of the facilities work correctly, but the legs seem to have a 10 ft boundry around them.
13.   I am able to climb near vertical (finished) terrain as well as not ?falling? off the same terrain.  Same applies to the unfinished terrain.  While running down a particularly high unfinished terrain part the client crashed ? Error Message = ?Attempted to divide by zero?
14.   The follow camera adjusts when in 3rd person to upward vertical changes in terrain but does not re-adjust to the previous camera position prior to auto moving up.
15.   Unable to separate the chat windows
16.   When approaching a known base location, the graphics do not draw until you get almost on top of it and then it all but freezes my machine down to 1-2 fps for about 1-2 seconds then it moves forward after drawing the full base.  The personnel are visable long before the base is.  Example: From the Commander Ag. Base I can see the people at the major?s base, but no base.
17.   After killing a floating drone, it stays floating in the air. ? Well 1 drone did this ? the rest seem to be falling down
18.   There is no loot window to allow what loot to grab atm.  It grabs everything from the drones.
19.   Only 1 drone has the word ?drone? underneath it, until combat is engaged.  Actually it appears that there is 1 model with the drone word when it spawns and 1 model that does not have drone when it spawns.
20.   XP Still climbing on the drone units, +20 per kill
21.   Once the backpack is full, I get no errors when looting and the items do not stack (of the same items)
22.   The stationary missile batteries are not moving (as if scanning for a airborne threat) Not sure if this is supposed to happen or not.
23.   I am guessing that no shortcut keys have been implemented as of yet?
24.   The landing pad appears to have the same 10? boundry as mentioned above for the dome base.
25.   I see no experience given for the quests completed.
26.   I have to right click on the person in question twice to get the quest text to come up.  A single click just gives me the concludes part but the second click gives me the concludes and the text window.


I don?t plan to do this all the time but here is a partial dxdiag log file:

------------------
System Information
------------------
Time of this report: 10/10/2009, 18:23:30
       Machine name: MAIN
   Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090206-1234)
           Language: English (Regional Setting: English)
System Manufacturer: GBT___
       System Model: NVDAACPI
               BIOS: Award Modular BIOS v6.00PG
          Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+,  MMX,  3DNow (2 CPUs), ~2.2GHz
             Memory: 3584MB RAM
          Page File: 2295MB used, 3170MB available
        Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
     DxDiag Version: 5.03.2600.5512 32bit Unicode

------------
DxDiag Notes
------------
  DirectX Files Tab: No problems found.
      Display Tab 1: No problems found.
      Display Tab 2: No problems found.
        Sound Tab 1: The file cmuda3.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL).  You may be able to get a WHQL logo'd driver from the hardware manufacturer.
        Sound Tab 2: No problems found.
        Sound Tab 3: No problems found.
          Music Tab: No problems found.
          Input Tab: No problems found.
        Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D:    0/4 (n/a)
DirectDraw:  0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay:  0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow:  0/6 (retail)

---------------
Display Devices
---------------
        Card name: NVIDIA GeForce 7900 GS
     Manufacturer: NVIDIA
        Chip type: GeForce 7900 GS
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0292&SUBSYS_0429196E&REV_A1
   Display Memory: 256.0 MB
     Current Mode: 1680 x 1050 (32 bit) (60Hz)
          Monitor: Default Monitor
  Monitor Max Res:
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0011.7813 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 9/17/2008 23:55:00, 6057472 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 9/17/2008 23:55:00, 6132576 bytes
Device Identifier: {D7B71E3E-41D2-11CF-5B64-222400C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x0292
        SubSys ID: 0x0429196E
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
 Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
                   {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
                   {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
         Registry: OK
     DDraw Status: Enabled
       D3D Status: Enabled
       AGP Status: Enabled
DDraw Test Result: Not run
 D3D7 Test Result: Not run
 D3D8 Test Result: Not run
 D3D9 Test Result: Not run

        Card name: NVIDIA GeForce 7900 GS
     Manufacturer: NVIDIA
        Chip type: GeForce 7900 GS
         DAC type: Integrated RAMDAC
       Device Key: Enum\PCI\VEN_10DE&DEV_0292&SUBSYS_0429196E&REV_A1
   Display Memory: 256.0 MB
     Current Mode: 1280 x 1024 (32 bit) (60Hz)
          Monitor: Default Monitor
  Monitor Max Res:
      Driver Name: nv4_disp.dll
   Driver Version: 6.14.0011.7813 (English)
      DDI Version: 9 (or higher)
Driver Attributes: Final Retail
 Driver Date/Size: 9/17/2008 23:55:00, 6057472 bytes
      WHQL Logo'd: Yes
  WHQL Date Stamp: n/a
              VDD: n/a
         Mini VDD: nv4_mini.sys
    Mini VDD Date: 9/17/2008 23:55:00, 6132576 bytes
Device Identifier: {D7B71E3E-41D2-11CF-5B64-222400C2CB35}
        Vendor ID: 0x10DE
        Device ID: 0x0292
        SubSys ID: 0x0429196E
      Revision ID: 0x00A1
      Revision ID: 0x00A1
      Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
Logged
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #17 on: October 10, 2009, 09:34:35 PM »

Thanks for that detailed report.  Yeah, no need for the DX-report as of yet.  I will go over some of the items that are being addressed.

1 - Performance Issues.  Nearly all of the models presented do not have LOD's (Level of Detail) in terms of meshes, textures and shaders.  LOD's are used to provide different levels of quality when used at different visual ranges.  The closer something is, the higher the quality/detail, whereas something that is further away does not need to be of high quality.
With LOD's in use, the performance should improve and have less jumping.

Additionally, Multiverse is providing a new update for both the client and server.  Unfortunately I do not have an ETA for this.

9-10 - Character System.  Yeah all that is going to get redone as it is not the HERO System.  However with Cryptic acquiring Champions (but Hero Games still retains the Hero System), the licensing agreement may change for us.  We have a Mutual Agreement of Understanding (MAU), but not an official license.  If for some reason a license is not possible, we have two backups in reserve, the Action System and my old system.  Both are similar to the Hero System and neither uses levels.

16 - This should be solved when the LOD's are put into place.  Notice the key word... "should"
There may be a problem with the visibility range of the base models and that would be easy to correct.

22 - Missile Battery.  Dang, I am surprised this was noticed...  Ok here is the deal with this one.  The Missile Battery is a static mesh, essentially a building.  That is why it is not moving.  I am working on that one, for not only for LOD purposes, but also as a static MOB.  It is the same model, but that location will become a spawn point for the 12-pack missile turret.  I doubt it will even move as it will not be animated.  It would only go into action if engaging a hostile.  The reason is, there would be no animations for combat, the bones would be tracking the hostile.
But seeing turrets not move would look dull (even though realistic)...  so perhaps an idle animation of say a "systems check" will take place from time to time.
This also goes for all other turrets.
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
AkomoCombine
Mech Bait


Karma: +0/-0
Posts: 3



« Reply #18 on: October 11, 2009, 05:56:38 PM »

Ok i logged in for the first time tonight. I did the courier quest chain no problem.
However when i try to jump i get "gotJump"
Each quest would post twice including starting and finishing the quest in the log.
I managed to actually group with someone and showed him around. Main chat box worked good.
Im not sure if it was his end or the server but he was doing the moonwalk across the landscape. I. E sliding across terrain. I wasnt sliding though.
Oh yes when i would take a quest,i left click to select the NPC then had to right click twice to actually see the quest instructions.
I had one client crash but i was experimenting with the keyboard commands so that might have been my own action. Ill record what i do to be sure.
Two Mechs moving near the Dome base looked good!

Logged
Fritzgryphon
Mech Pilot
**

Karma: +0/-0
Posts: 46



« Reply #19 on: October 11, 2009, 10:18:49 PM »

Im not sure if it was his end or the server but he was doing the moonwalk across the landscape. I. E sliding across terrain. I wasnt sliding though.

Ditto this one.  Watching other players move around, they show only idle animation.
Logged
Mazzdreg
Mech Pilot
**

Karma: +0/-0
Posts: 27



« Reply #20 on: October 13, 2009, 12:18:02 PM »

Thanks for that detailed report.  Yeah, no need for the DX-report as of yet.  I will go over some of the items that are being addressed.

1 - Performance Issues.  Nearly all of the models presented do not have LOD's (Level of Detail) in terms of meshes, textures and shaders.  LOD's are used to provide different levels of quality when used at different visual ranges.  The closer something is, the higher the quality/detail, whereas something that is further away does not need to be of high quality.
With LOD's in use, the performance should improve and have less jumping.

Additionally, Multiverse is providing a new update for both the client and server.  Unfortunately I do not have an ETA for this.

9-10 - Character System.  Yeah all that is going to get redone as it is not the HERO System.  However with Cryptic acquiring Champions (but Hero Games still retains the Hero System), the licensing agreement may change for us.  We have a Mutual Agreement of Understanding (MAU), but not an official license.  If for some reason a license is not possible, we have two backups in reserve, the Action System and my old system.  Both are similar to the Hero System and neither uses levels.

16 - This should be solved when the LOD's are put into place.  Notice the key word... "should"
There may be a problem with the visibility range of the base models and that would be easy to correct.

22 - Missile Battery.  Dang, I am surprised this was noticed...  Ok here is the deal with this one.  The Missile Battery is a static mesh, essentially a building.  That is why it is not moving.  I am working on that one, for not only for LOD purposes, but also as a static MOB.  It is the same model, but that location will become a spawn point for the 12-pack missile turret.  I doubt it will even move as it will not be animated.  It would only go into action if engaging a hostile.  The reason is, there would be no animations for combat, the bones would be tracking the hostile.
But seeing turrets not move would look dull (even though realistic)...  so perhaps an idle animation of say a "systems check" will take place from time to time.
This also goes for all other turrets.


Well the overall purpose was to just "start the list" so that when things are addressed it could be used as a referance point instead of the "I know there was another issue, I just can't think of it now" situation.

I figured the graphics and toons would all be revamped anyway but I am unsure as to how they interact with the enviroment so I didn't know if it was a "toon" issue directly or an interation with the "subroutine" that may be the concern, (again pending the overall interaction with the coding).

In the end though, You guys are doing a great job and it is really appreciated, especially from me.  I've canned 2 online games in anticipation for this one, even though I know it won't be released tomorrow  Shocked  I am sure there are others as eager as I am.  Just let me know if I get carried away...
Logged
Kellzz
Special Agent
Commander
*****

Karma: +8/-0
Posts: 594



« Reply #21 on: October 17, 2009, 05:18:43 PM »

Was going to post this earlier but had issues with my hosting service.


http://www.retrorpg.net/foatest/FOAtest1.wmv

Im sure this could be solved with fog, but even with fog, that seems like a very close distance for it.
Logged

Always remember to pillage BEFORE you burn

www.retrorpg.net (retro rpg podcast)
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #22 on: October 17, 2009, 09:27:42 PM »

Yeah Fog would solve it, but if I remember right, Fog is set a ways out there, beyond 3km.  But what does happen as seen is popping up of static models due to their visibility being set closer than when fog kicks in.  The preferred solution is to use LOD's so that at 3km to 10km (not certain at this time) for large objects (such as buildings) can be seen, although they would be just low-rez boxes.

As of now, most of the models shown have no LOD's (other than the Conquistador Mech shown as the Char Gen sceen).  So the visibility setting is used.  Otherwise if the visibility setting is used for farther away viewing, then those models will still be taking up the same amount of video resources, even if they were 2px by 2px.

Going to be plugging in the Dome soon (yes soon) which will have LOD's applied.  Right now testing of the best manner for LOD use.  Looking at the staggering approach, that is a combination of mesh, texture, and shader reduction, but not all done at the same time.

Example: The Hi-Rez Mesh may be used for three segments, while texture is reduced by one, followed by shader.  If I can explain it right:
Hi-Rez1 = Hi-Quality Mesh, 1024x1024 Texture File, High Shader
Hi-Rez2 = Hi-Quality Mesh, 1024x1024 Texture File, Mid Shader
Hi-Rez3 = Hi-Quality Mesh, 512x512 Texture File, Mid Shader
Med-Rez1 = Med-Quality Mesh, 512x512 Texture File, Mid Shader
etc

So you could say, there are there Sub-LOD's per LOD category.  I'm hoping this corrects a situation of making the changes of LOD's appear smoothly rather than a very slight (but noticeable if you look for it) change of appearance when the LOD's change based on range.

LOD reduction is easy, except time consuming for the Mesh Reduction.  Instead of focusing on Mech Reduction for LOD and improved performance, I'm hoping the stagger method will do just as good.  Example: Takes time to go from a 5,000 triangle Mesh down to 3,000 triangles, 2,000 triangles, 1,000 triangles, 250 triangles.

Then there is the very low rez ones...  the billboards.  Going to see how that works.  Hoping for the best, this would allow non-animated models to be viewed to who-knows how far.

Something I would like to ask, would this be considered acceptable or immersion breaking?
To be able to see Mechs out to 10k, except from 3km to 10km they do not appear to be moving or maybe cheezy like, such as lifting legs up and down (of course not at the same time).  Imagine seeing the graphics back of the Atari 2600 days... except these models would be about 5px tall (or say half the size of those emoticons above).  Some of the images could be miss-leading as these models/images may not be the same config as the actual model.

Or preferred to just see Mechs out to no more than 3km?

Basically, is it ok to see a "generic Mech" represent Mechs from ranges 3km to 10km?  (And remember it will be smaller than those faces above)
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Helphyre
Special Agent
Mekkor Apprentice
*****

Karma: +1/-0
Posts: 115



« Reply #23 on: October 18, 2009, 02:54:55 PM »

I have no function past the entry screen of the Genoma Mech MK 1 no keys work, but mouse can move.... nothing to click on though... Any ideas what the issue is?

Thanks,

Helphyre
Logged
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #24 on: October 20, 2009, 10:14:17 AM »

Possible you can provide a screenhost?

Are you able to see any of the buttons of the UI?

Unfortunately there isn't anything that can be done with the Genoma MK:I Mech as it is there for representation of Mech Selection.  The idea of letting a player customize a character, but also select and have some limited customization with the starting Mech.
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Helphyre
Special Agent
Mekkor Apprentice
*****

Karma: +1/-0
Posts: 115



« Reply #25 on: October 20, 2009, 05:29:37 PM »

Here is the screen shot. At this point i cannot click on anything and none of the keys work. Any Ideas
Logged
Helphyre
Special Agent
Mekkor Apprentice
*****

Karma: +1/-0
Posts: 115



« Reply #26 on: October 20, 2009, 06:08:15 PM »

On a side note i tried to down load the .tga work arouns to the location as specified

C:\Documents and Settings\USERNAME\My Documents\Multiverse World Browser\Worlds\foaoffline\Imagefiles

but the \foaoffline\ location does not exist, instead I see \force_of_arms\

This was the file automatically created by Multiverse. Not sure if its related?

Thanx again. Oh and when I moved the window showing the lock of screen above I got a pop up error from

[top of window] "Multiverse World Browser"

(See Image) Also gunna copy paste detailed error.

I have it pasted in a note pad file.  I changes the extension to a .jpg to attach it down load the file then change the extension  to .txt. lemme know if it works or not.

Thanx

« Last Edit: October 20, 2009, 06:13:42 PM by Helphyre » Logged
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #27 on: October 20, 2009, 08:03:40 PM »

I do not see the image.

What can be done for posting screenshots here is to use the ImageShack (Advertisement at work there) Toolbar below (or above the Post/Preview buttons).  Once it is uploaded there, just copy the URL and paste it in here.


The FOAMainScreen.tga file has been corrected with a renaming and a replacement file.  And yeah, disregard the foaoffline information.
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #28 on: October 23, 2009, 08:23:33 PM »

From another person who is also having the same problem...

Is your video resolution set to 1024x768 or 800x600?
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Neereus
Special Agent
Mech Pilot
*****

Karma: +0/-0
Posts: 19



« Reply #29 on: October 24, 2009, 01:16:59 AM »

Having the same problem. I've tried every rez available, 800x600, 1024x786, ans so on. As well in full screen and windowed.

Funny part is, I had the problem the first time I tried it. Then you guys did the resizing thing so I re-downloaded everything, and that time it worked fine. Then after that time it stopped working.

Here is the screen I get to:



Another link if that one don't work:

Link



Logged
Pages: 1 [2] 3 4   Go Up
  Print  
  
Jump to: