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Author Topic: Whats in your RIG?  (Read 17192 times)
Slinger
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« Reply #330 on: February 09, 2010, 10:28:04 am »

Sorry for not posting for a few days... But now I wont be distracted by hl2 (finally managed to beat it on "hard", man I suck at FPS). Lets just hope I don't start playing episode1&2... Tongue

I have done some initial changes to the way rcx is compiled. I'm going to divide the files even more. Wink

I've also been looking at how to get that extra level of rice-burning performance out of VBO:
* use "static vbo"s
* materials can not be stored in vbo, instead store them in ram, and send each time. optimize: sort all parts of the model based on material, so each material is only sent once.
* don't store each model in a unique vbo, instead allocate a vbo around 8MB (or was it 4MB?), and fill it with models until no more space, then create one more (no unnecessary changing of vbos)
* interleave data (make the vbo contain an array of vertex data. each "block" of data contains one vertex, one lighting normal, one texture coordinate data, one parallax mapping data)
* each "block" in the vbo should be 64 bytes (add padding if needed)
* since interleaving, the system of indices from the obj file must be trashed: no indices, duplicate data where needed (might take up several more times of memory than with indices, but should give performance increases)

oh, well. the list of things to do never shrinks. Wink

---

About loading several cars: rcx can already spawn several cars if they are loaded separately (different cars or two copies of one car). The new system will allow one car to be loaded once, and then spawned several times (= several Venom in one track, but different players).

yeah, could use the number keys. Smiley

Quote
Maybe you should use a rescale on the mass and the drag, then. Wink if it'll make the conf file make more sense.
Unfortunately, it will just prevent them from getting more confusing... Grin

The thruster placement: I was hoping to make it possible to place them anywhere wanted (by specifying them in components.lst) so that they can match the car 3d model. And rcx would check (when loading car) that they are placed so that they can compensate for all rotations (if not, disable thrusters and warn). And the power of each thruster would be based on how far from the center of the car it would be placed (one far from center can add much torque with little force, so it doesn't need much power).

An alternative would to have 4 thrusters on each side, and specify their x and y positions much similar to how the wheel x and y position is specified in car.conf (in this case, the thruster_x+y should probably be placed in car.conf). But then all cars would be slightly similar. I know... all cars are limited to 4 wheels already, but, oh well. It would work for a start. Wink
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Gonads
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« Reply #331 on: February 09, 2010, 06:35:23 pm »

I keep meaning to play episode 1 & 2...hmmmm...http://www.synergymod.net/  Cheesy

My internet is bust at the moment and am rage-reformatting because something is wrong...don't know what...just feels bad

Also many people would feel my presence ruins their immersion. Is fun though. If other people wanted to play it then there could be a party on the horizon.

Possibly not the thread for it but I have wanted to post in this one for ages so took the opportunity...

Also ON TOPIC:
Quote
Just having a bit of fun, Tell us what you have in the RIG you use...

   
AMD Athlon(tm) 64 X2 Dual Core Processor 3800+, MMX, 3DNow (2 CPUs), ~2.0GHz

2GB DDR RAM.
   
1 GB WD caviar black
   
NVIDIA GeForce 7800 GT

IT IS ALL VERY OLD. Apart from the hard drive but I can transfer that over. Unless it completely blows up but that is hopefully not what the odd noises are indicating.
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« Reply #332 on: February 11, 2010, 02:46:24 am »

-does not understand how vbo's work, and just nods at slinger's list of things he wants to do- o.o

So long as it doesn't crash on windows and it works nice. maybe materials won't be much of an issue since they'll likely become obselete when texture support is added, but meh Tongue

Also what will happen if half a car model is stored in one vbo and the other half in another? will it still work fine? xD

@ gonads. be jealous of my system.

AMD Phenom X4 9950 @ 2.85Ghz (stock 2.6Ghz)
2 x 2GB DDR2 Kingstom 866Mhz
250GB SATA (forgot the manufacturer)
Gigabyte nVidia GTX275 Super OC Edition (2GB DDR3 - HELL YES)
Windows 7 Professional x64

Btw, a 3800+ clocked at 2Ghz? My old 3500+ was clocked at 2.2Ghz and was quite happy to work on 2.5Ghz even without a chassis fan O_o (just bogstandard cpu fan cooling). O/C that mofo lolz. Tongue

And... I'd O/C my cpu more, but I can't figure out how the bugger to stabilise it. overvoltaging seems to not work. =/


and I just discovered that this thread should have been closed years ago, due to Godwin's Law. XD

Quote from: Soul Singer
Mr. SS is going to get you on that one.

And yes, that was a reference to a certain open source nazi.

And yes, we just got hit by Godwin's Law.

http://en.wikipedia.org/wiki/Godwin%27s_law

edit

Slinger, current build does NOT compile. it got as far as car.cpp, then complained about practically every linked line in car.hpp and stopped.

In file included from shared/car.cpp:1:
shared/car.hpp:67: error: expected primary expression before "struct"
shared/car.hpp:67: error: "max_torque" was not declared in this scope
shared/car.hpp:67: error: "offsetof" was not declared in this scope

as an example.

edit again

Previous commit compiles. "most things in shared.hpp moved to individual files". so maybe you just need to rename a few things. lol.
« Last Edit: February 11, 2010, 02:56:34 am by Mac » Logged

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« Reply #333 on: February 11, 2010, 12:10:38 pm »

XD  I wish I said something which then gets its own wiki page!

I forgot I was going to o/c a bit to go with my new EXTRA GIG OF RAM YAY! Finally got over the fear of removing cpu fan. Now have a crappier fan but should be fine to o/c.

Ill do some browsing and look for a 'safe' one to go to.

Also *want new graphics card.
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« Reply #334 on: February 11, 2010, 12:28:23 pm »

Why remove a cpu fan to add a crappier fan? -does not make sense.-

And I forgot to mention, I have an OCZ Vendetta for CPU cooling.



<_< CPU never gets above 45*C even when being thrashed on GTA4. I could probably O/C it to 3.4Ghz without heating issues providing I worked out the correct voltages (and also which bloody ones I need to change -_- is it just vcore that affects the CPU? or do I need to change other things?)

really, unless your crappier fan is actually better, I don't see why you removed the other "better" fan. xD

Anyway .... safe o/c ... I'm guessing by the CPU that you should be able to get to 2.2 or 2.3Ghz without having to overvoltage ... it might become a tad unstable, but it won't produce any excess heat. Beyond that you will probably have to overvoltage the processor to get it to go higher, but I don't trust myself suggesting you do that in case you accidentally fry something. =/
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« Reply #335 on: February 12, 2010, 08:51:48 am »

That looks like the fan I was using. Same design but probably no where near as good what with the copper actually being in contact with the processor!

Yeah just a safe increase to 2.2 should be good. If not I can always go back...hopefully. Had a problem earlier which hopefully wasn't due to overheating...WHAAAAAAAAAAAAAAAT! My screen was all diagonal and BROKEN so I printscreened but the image is fine! Maybe I hallucinated...Maybe i have broken monitor connection a bit or something.

Needed new fan just so I could use two of ram slots. Don't know if it has made anything better...looks good having four in a row with flashing leds.   Cheesy
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« Reply #336 on: February 12, 2010, 11:38:11 am »

Unless you're using a 64-bit OS, there really isn't much point in having more than 4GB of RAM O_o;

and ... never heard of that as a problem. I have my own issues though; nVidia's drivers have disabled my TV from displaying certain resolutions (1600x900 at 60hz is impossible to get because the control panel refuses to let me set that as a resolution -_-). fortunately, forcing a resolution test and then KILLING the control panel gets the resolution I want ... but every time I restart my PC or change to a fullscreen app, it switches back to 50Hz ... makes playing gens+ impossible with vsync on ... and puts shitload of tearing in everything else. -.-'

THAT is annoying.

For you, I'm guessing your graphics card just had a spaz. Make sure the card itself isn't overheating and none of the heat from the cpu is being blown onto it (my rig is guilty of that tho, except heat from the gpu gets sucked up to the cpu because the fan is right above it -.-)

and maybe buy a new one. a 7800 is a good low-end card (used to have one) but the decent ones don't last too long. I blew mine up after a year, so work that out. Tongue

SLINGER, READ MY POST ABOVE ABOUT NOT BEING ABLE TO COMPILE. PLEASE FIX. =/
« Last Edit: February 12, 2010, 11:58:14 am by Mac » Logged

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« Reply #337 on: February 13, 2010, 03:07:34 am »

=/ BIG FONT IS COOL
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Slinger
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« Reply #338 on: February 13, 2010, 04:29:44 am »

Quote
Also what will happen if half a car model is stored in one vbo and the other half in another? will it still work fine? xD
It will not be possible... Tongue The game will warn about it and stop. Sad

SLINGER, READ MY POST ABOVE ABOUT NOT BEING ABLE TO COMPILE. PLEASE FIX. =/
ZOMG WERE ALL GONNA DIE! Grin

*will reboot into xp and try fixing compilation*

*will most likely start playing hl2ep1 instead*
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« Reply #339 on: February 13, 2010, 04:30:43 am »

No, you will not play half-life. fix RCX. >[

I want to know what's wrong. Tongue
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« Reply #340 on: February 13, 2010, 04:43:37 am »

Solved: I forgot to include "stddef.h" which defines the "offsetof" macro (causing every line with offsetof to give an error). I didn't notice this on my system because offsetof got defined anyway there... O_o
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« Reply #341 on: February 13, 2010, 04:50:19 am »

heh O_o

considering that the game broke AFTER you split shared.cpp/hpp up into even smaller files, I was thinking it was something related to that.

(...was it?)
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« Reply #342 on: February 13, 2010, 05:53:17 am »

Kinda. Since I split the shared.hpp into smaller files, many of the smaller files started sharing other small header files with common data definitions and inclusions. one of the (new) files (that would provide all data for making lists of values to load) didn't include a header it should. Earlier I just had a big block of inclusions in shared.hpp which included everything needed, but when dropping that approach, I forgot to check if all libraries were included (I simply included the stuff needed to compile on my OS, and for some reason the required library got included there anyway... probably through some other library somehow).
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« Reply #343 on: February 13, 2010, 06:14:34 am »

heh

I personally don't see the point in splitting all the files up into lots of really small files, unless it's to do with making it easier to recompile modifications and debug stuff.

o.o

either way it compiles now. and the wheel rotation limit in the air makes the car never get enough wheel rotation to nose up (= it almost always goes nose first into the ground after jumps XD)

I did get a warning though, something to do with Uint32 and 'double'. something to do with one being converted to the other or something. =/

I might go play GTA4 now. o.o dunno. lol.
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« Reply #344 on: February 13, 2010, 08:50:45 am »

Hmm... Well, c++ does warn more about those so called "type conversions". I guess that warning has to do with some part of the code making a simulation based on time (converting time from Uint32 variable to a Double variable,, to use in some other calculation). It shouldn't cause any problems. But you could type a "make -f Makefile.doze clean" to remove the compiled objects, and then a "make -f Makefile.doze" to compile them again - that way you will see the error again. It's just a minor notification, no real problem.
But if it's annoying, it can be fixed so c++ doesn't warn about it. If you happen to have the file, and line number in the file, just post it here. Wink


I too am a bit unsure if the work required for dividing files will be justified... But this way there's no chance of files getting way too big (the old "loaders" file is a notorious example of that, I guess). Plus, this way only the specific file that is affected by changes to the code will be recompiled (which will be a bit faster than the old approach of recompiling everything). Smaller files tends to make the code less distracting... Which might be good when adding new features.
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