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Messages - tginick93

1
Actually...

Quote from: Eclipse on July 21, 2012, 04:01:36 am

I should note that I did not experience any problems with the pixel shaders used in the fog layers.  This laptop is a Lenovo x220 Tablet hybrid with an Intel HD Graphics 3000 (GT2+) GPU.



...^^;;

@Eclipse, try updating drivers?
2
Support for apple hardware on windows is VERY excellent. :) The mouse works like a piece of junk, just discovered the gpu drivers are crap and my brightness settings reset with every boot.

Anyway that's very good to hear ryex. But i imagine other mac users running windows will encounter the same problem?

It's almost as if apple DOESN'T want us running windows on our macs... ;)
3
Oh! Im so sorry I misunderstood you back there. I kept thinking that the problem was because my physical card (and not the driver) doesn't support whatever shader features you guys are using.  :^_^':

Guess I'll talk to apple about it when i have the chance. Thanks for clarifying.
4
Hmm i did notice that too in 0.9.4. However, I'm still worried about the compatibility ARC has with different GPUs. Obviously the nvidia 9300 is pretty much obsolete so rendering problems shouldnt be unexpected. But the Intel 4000 HD is a relatively new GPU (even though it's integrated) and is present in a lot of notebooks (macbooks).

Is there really no one else with this problem on a physical computer?  :???:
5
These graphics cards so finicky... >.>

But as I said in an earlier post, the cloud layer does render properly in any version before 0.9.6. Did a large change in graphics processing take place in the transition from 0.9.4 -> 0.9.6. The thread doesn't really give much information on that.
6
Sorry for double post, but my friend tried the engine and told me what happened.

On an integrated nVidia geforce 9300m (this is not an apple computer): same thing happens.
On an integrated Intel 4000 HD (on a recent Macbook air): crazy shit... along with the transparency problems.
Also my card (the GT 330m) is discrete, not integrated.

Spoiler: ShowHide





EDIT: I would like to point out that the transparency issues do NOT occur in v 0.9.4.620

7
I don't use a vm. This problem occurs when I run ARC on my physical machine (W7 dualboot config)
8
It's weird, nVidia says my card supports shader model 4 (this is a gt 330m) so there's probably something wrong with either the card or the driver. Color works fine, it's only the cloud layer that's rendering improperly which means pixel shaders are supported on my card (according to what you said). I'll have my friend check if this problem exists on inferior hardware.

Thanks for letting me know. Still looking forward to the final release :)
9
Fcking apple... Well thanks for the clarification :)
Can't wait for the first release!
10
I just have one question for the engine. Earlier I found that certain things were not rendering properly on my computer.
Quote from: tginick93 on May 20, 2012, 02:14:13 am

Spoiler: ShowHide




Does this mean that the engine will require a relatively new system (or gpu for desktops) to run properly on? I'm just curious about this because my computer is a mid-2010 model. It's relatively old yeah, but I can still run graphically intensive games like Assassin's creed with no problems other than lag on it.
11
That's what I figured. I just tried installing the latest nvidia driver from their website and all it did was break more than it improved. (e.g. arc now does not dispose certain images which didn't happen with apple's driver) >.>

Luckily I have a system restore point...
12
New Projects / Re: Alive
July 17, 2012, 04:51:59 am
Hey good job with this intro! I like your choice of bgm and the flashlight effect on the scene. Just a few things.

1. You seem to be missing an SE; game crashes in the main menu.
2. Few grammar problems but passable nonetheless.
3. I feel the intro has too many scenes. Although I get that you are trying to tell a complete backstory, I think if you combine some of the scenes together and get into the actual story quicker, it would make the intro stronger.

Obviously what you do regarding #3 is completely up to you, but that's just my 2 cents.
Good luck! :)
13
Has anyone with a Macbook pro (with an nvidia gpu) tried updating their graphics drivers? I haven't gotten a driver update from apple for quite a while and I suspect they are kind of outdated...
14
New Projects / Re: Alive
June 30, 2012, 10:36:48 pm
Yeah I agree with you on the title. I do like the slanting though, but maybe make it a little bigger? Just feel that since you got a whole bunch of lights from the middle to right that it kind of clashes with the title in terms of emphasis, but maybe you'll disagree?

Anyway, this project looks very interesting! Itching to play the demo :)
15
Entertainment / Re: Internet Speed
June 30, 2012, 10:30:50 pm
Looks like I've taken my home internet for granted. Studying abroad right now and I actually do get 2 MB/s (as in megabytes) back at my university ^^
16
Entertainment / Re: Internet Speed
June 30, 2012, 12:19:11 pm
That makes me so jelly T_T

Here in China, they say its 2MB/s but THEY LIED TO ME. (its more like 100 kB/s) -_-
had to use a vpn just to see your picture LOL

Wish i were back in the states where theyre sane about internet...
17
I think game_guy is probably referring to the possibility of name clashes. Since you're using a rather common word (weather) for your global variable, the possibility of name clashes with other scripts is higher. Generally, it's recommended to use more instance variables than adding more global ones.

Let's say someone was using their own custom scripts in their game and already defined a variable called $weather (it is far more likely that this would happen in this situation because a lot of times developers don't release their custom scripts). This would cause a lot of weird errors that the developer might not anticipate since a name clash does not necessarily lead to an error.

Of course, you can also remedy this by naming your variable to something far less common like $weather_thdks but that isn't the best way to go because it makes it hard for other people to use it.

Anyway that's just my 2 cents. I hope this was what game_guy was getting at. xD
18
First I would like to apologize for the double post. :)

Anyway, after Apple told me that my memory was fine, I tried again to find the cause of the crashing, and I think I came up with a probable culprit: the Ü character from Über potion.

I noticed that most of the message windows worked fine. For example, talking to Arshes again did not result in the crash. The crash did not happen if I skipped the chest and went directly into the next room. Thus, it seems that the crash only happens when opening the chest.

I tested this by downloading the original CoSLAL and modifying the chest event to show the acquisition of the Über potion twice, except in the first time, I used a "U" instead of a "Ü." (Of course I converted to ARC format first) The first message displayed fine, but as soon as I hit space, BAM crash.
In the event that it did not crash, the message appeared more like "Áber potion". Then, upon exiting the game, I get the standard application crash (i.e. Game.exe has stopped working blah blah blah). I would get a log, but since the VC++ runtime error happens far more often than the exit crash, it's hard to get a log :shy:. All I remember is that the last entry is
[atresttf] destructing atresttf (or something along those lines)

Anyway, I'm not sure why this would occur since I read that your hltypes should be able to work with these kinds of characters, but it seems that some heap corruption (correct term?) is occurring on my end.
Also, I'm not sure if anyone else is having the issue. (Someone else with a MacBook check :). If not, then my computer be fked up xD)

Hope this helps guys! Really hope I'm not too much of a bother :)
19
Who would have known. Memtest86+ returned thousands of errors on the first test -____-''. And this computer is relatively new too.

Long story short, the memory access violations are probably due to some faulty RAM on my side. I'm gonna go out and shop for new memory tomorrow and try to reproduce the error again, but new RAM should fix the problem. Sorry about for the false alarm blizz. :shy:
20
Hi Blizzard. I found the log:

Spoiler: ShowHide

[atres] initializing atres
[atresttf] initializing atresttf
[xal] initializing XAL
[xal] initializing DirectSound
[xal] audio system created: DirectSound
[xal] starting audio update thread
[zer0] initializing Zer0 Division Engine
[atres] registering font resource Arial
[xal] loading file Audio/SE/001-System01.ogg
[xal] loading file Audio/SE/003-System03.ogg
[atres] registering font resource Arial Bold
[xal] loading file Audio/SE/002-System02.ogg
[xal] loading file Audio/SE/028-Door05.ogg
[xal] loading file Audio/SE/030-Door07.ogg
[xal] loading file Audio/SE/056-Right02.ogg
[xal] loading file Audio/SE/044-Chest01.ogg


Unfortunately a quick look tells me that it isn't really useful to the problem at hand. So I took a quick look at Event Viewer and this is what I found. (I think it's slightly more useful! :D )
Spoiler: ShowHide

Faulting application name: Game.exe, version: 1.0.0.666, time stamp: 0x4fb751b9
Faulting module name: msvcr90-ruby192.dll, version: 1.9.2.180, time stamp: 0x4eec8da5
Exception code: 0xc0000005
Fault offset: 0x0002cb34
Faulting process id: 0xd44
Faulting application start time: 0x01cd364c3e27b5a4
Faulting application path: C:\Users\nick\Desktop\CoSLAL_on_ARC\Game.exe
Faulting module path: C:\Users\nick\Desktop\CoSLAL_on_ARC\msvcr90-ruby192.dll
Report Id: f9e59caf-a23f-11e1-8201-c8bcc8e14eb0


The only thing different between the logs (I have 2. Same fault offset.) are the process id and start time, which are probably irrelevant to the problem anyway. Hopefully this might help you guys with your debugging! (I really really hope it's not just me having this error -__-)

EDIT: So I checked and the exception code refers to a memory access violation. I'm going to check my RAM tonight and see if it's my computer that is causing the problem. If it is, well ram is cheap :P