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SA WIP
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Silent
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#361

Posted 08 August 2013 - 04:05 PM Edited by SilentPL, 08 August 2013 - 04:10 PM.

Sadly r57 still crashes. Can't debug it properly because the mod seems to refuse to start with windowed mode ASI confused.gif

EDIT:
OK, found another windowed mode, crashes here

CODE
g_Device->SetRenderTarget(0,rsTmpSurface[0]);


in CDeferredRendering.cpp, r57, Release mode (Debug seems uncompileable with current settings, have you ever guys used it?)


EDIT:
Corrected, my bad.

PetkaGtA
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#362

Posted 08 August 2013 - 04:13 PM

@SilentPL btw i'm recomend you to set visual fx quality in settings to low and antialiasing to off

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#363

Posted 08 August 2013 - 04:17 PM Edited by SilentPL, 08 August 2013 - 04:22 PM.

That didn't help. Still crashes on

CODE
g_Device->SetRenderTarget(0,rsTmpSurface[0]);


EDIT:

Debug (sorted it) crashes on
CODE
RwTexture *texture = g_DefaultRender_Atomic->repEntry->meshData.material->texture;


in CObjectRender.cpp due to repEntry not being initialised, what the hell is wrong with this code?

PetkaGtA
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#364

Posted 08 August 2013 - 04:22 PM Edited by PetkaGtA, 08 August 2013 - 04:27 PM.

@SilentPL strange try to change this string in deferred.fx
CODE
int PostProcessCount = 0;

to this
CODE
int PostProcessCount = 12;


EDIT:
QUOTE
what the hell is wrong with this code?

do you have any mods installed? cause i'm runing it on almost unmodded gta(almost... but with ~20 mods or something like it...)

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#365

Posted 08 August 2013 - 04:28 PM

...that's not how it's supposed to look, I guess?

user posted image

Shader alteration helped, but now... meh.

@up
Only Ryosuke's fastloader and CLEO4.

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#366

Posted 08 August 2013 - 04:33 PM

@SilentPL yep it how it looks(because i'm edited shaders, disenabled shadows and started to develop sky clouds) well also lighting is little bit wrong atm biggrin.gif and heat haze bug(but enough at night it looks better) and when we clean our messy code i will fix shaders

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#367

Posted 08 August 2013 - 04:38 PM Edited by SilentPL, 08 August 2013 - 04:50 PM.

Yay, so the compilation is done properly biggrin.gif

No wonder you didn't want anyone to host a compiled ASI, hah.

EDIT:
Apparently Debug mode LACK OF OPTIMISATIONS corrupt g_DefaultRender_Atomic repEntry field, can't find out why though.

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#368

Posted 08 August 2013 - 04:50 PM

QUOTE
No wonder you didn't want anyone to host a compiled ASI, hah.

yeah to buggy and has bugs(also i need to make shaders better)

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#369

Posted 08 August 2013 - 04:50 PM

May I ask, have you ever tried compiling it without optimizations/in Debug mode? They seem to uncover some code flaws optimizations seem to 'hide'.

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#370

Posted 08 August 2013 - 04:54 PM

QUOTE
in Debug mode?

tryed.. will try again(maybe i will find out why it failing)

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#371

Posted 08 August 2013 - 05:01 PM

The corrupted atomic takes me back to CEntity::Render... no idea what's wrong with it though.

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#372

Posted 08 August 2013 - 05:05 PM

I'm gonna try it out but if SlientPL having problems then i might have to wait.Hopefully you can fix the issues PetakaGtA.

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#373

Posted 08 August 2013 - 05:12 PM Edited by SilentPL, 08 August 2013 - 05:26 PM.

Oh, the crash reason was quite trivial.

You have stuff like

CODE
if(g_DefaultRender_Flags & (rpGEOMETRYTEXTURED | rpGEOMETRYTEXTURED2)){
RwTexture *texture = g_DefaultRender_Atomic->repEntry->meshData.material->texture;
device->GetTexture(0,&diffuse);
m_pEffect->SetTexture("gtDiffuse",diffuse);
}


in the code twice and RwTexture* texture is unused in both cases - optimizations remove it, but Debug mode does not - and that code is wrong. Remove it and it should be fine.
Not sure what did you want to use that texture for, but I think the proper way would be to use RpGeometryForAllMaterials on that atomic.

Next time don't ignore compiler warnings about vars wink.gif


EDIT:

Sunburnt Los Santos looks pretty cool biggrin.gif

user posted image

PetkaGtA
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#374

Posted 08 August 2013 - 05:27 PM

@SilentPL oh yeah biggrin.gif my bad... well i will fix all bugs that appears in debug mode and update code

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#375

Posted 08 August 2013 - 05:28 PM

These two are the only issues I found when playing, luckily smile.gif

You should use environment variables for directX SDK though, it'll increase code portability.
If you'd need any feedback, PM me smile.gif

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#376

Posted 08 August 2013 - 05:30 PM

Lol, a few or day one and silentPL already did it.
Nice screenshot! Did you used colormod or the high intense colors are from SA Render?

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#377

Posted 08 August 2013 - 05:31 PM

My SA is clean (apart from CLEO, fastloader and my RoadRef fix), so everything you see comes from SA::Render.

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#378

Posted 08 August 2013 - 05:33 PM

Looks really nice. You can see the sun is shining directly to the walls and the other side is with shadows.

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#379

Posted 08 August 2013 - 05:48 PM

Windows 2000 can be targetted without problems too, the fixes work well smile.gif

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#380

Posted 08 August 2013 - 05:54 PM

Ugh, those trees. biggrin.gif Is this the only setting? No config files at this moment? How much FPS drops?

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#381

Posted 08 August 2013 - 06:02 PM

So i don't screw up how do i do this i compiled it and got asi is that all or i need shaders in SA?

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#382

Posted 08 August 2013 - 06:03 PM

well if someone who compilled find issues. open it here https://code.google....der/issues/list so we can take a look and fix it smile.gif

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#383

Posted 08 August 2013 - 06:03 PM

QUOTE (MrMateczko @ Thursday, Aug 8 2013, 19:54)
How much FPS drops?

With these (unfinished) shaders performance loss is pretty significant.

Without SA::Render - 350-360FPS
With SA::Render - 50-60FPS

It'll probably change when shaders are finished though.

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#384

Posted 08 August 2013 - 06:07 PM

@SilentPL yeah and idk why(whith shadows i have 25 fps) and if you set postprocessing to off it can be better...(well without sa::render i have 120 fps which is strange for me)

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#385

Posted 08 August 2013 - 06:13 PM Edited by SilentPL, 08 August 2013 - 06:16 PM.

Setting PostProcessCount to 0 still crashes though, tested with r62.

EDIT:
You really should switch to /MT and /MTd. You'll remove lots of DLL dependencies then. Also, D3DDeviceReset could be integrated with the code.

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#386

Posted 08 August 2013 - 06:21 PM

That's an insane huge difference from 350FPS to 50-60FPS! cry.gif
Imagine us trying to play with sh*t pc's.

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#387

Posted 08 August 2013 - 06:47 PM Edited by Blaster_pl, 08 August 2013 - 06:50 PM.

I've launched game with compiled asi and with shaders but when i loaded game it says:

CODE
CVehicleRender::Setup: D3DXCreateEffectFromFile() - failed while compiling


Maybe's there more but if i skip it then game loads it crashes so what could be the problem?

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#388

Posted 08 August 2013 - 06:59 PM

@Blaster_pl try to rename deffered.fx to deferred.fx

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#389

Posted 08 August 2013 - 07:15 PM

I think it's the right time that you incorporate SilentPL into the team. Of course I know he's working at other stuff as well, the III Aircraft and VCS PC, but as you can see, he's got dem skillz.

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#390

Posted 08 August 2013 - 07:18 PM

QUOTE (MrMateczko @ Thursday, Aug 8 2013, 19:15)
I think it's the right time that you incorporate SilentPL into the team. Of course I know he's working at other stuff as well, the III Aircraft and VCS PC, but as you can see, he's got dem skillz.

+1

That is of course, if he wants to join.




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