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Aurix Lexico
Slacker Industries The Boat Violencing Initiative
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Posted - 2009.02.27 02:04:00 -
[61]
Originally by: DoRamius I strongly recommend NOT doing this :) Unless you know exactly what they should be. And I'll be putting it back to the way it was and hoping for a fix eventually.
Mind telling me exactly what I'm not supposed to change in directx.c? You know, so I don't do it.
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DoRamius
Orcae Ita
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Posted - 2009.02.27 02:29:00 -
[62]
Sevarus James, or anyone else that has an 8x or 9x card. Do acceleration gates display?
I ran a mission or two to see what the FPS etc was like and other than dust clouds ... etc... the only thing that didn't render were the gates or any effects associated with them.
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DoRamius
Orcae Ita
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Posted - 2009.02.27 03:08:00 -
[63]
Quote: Mind telling me exactly what I'm not supposed to change in directx.c? You know, so I don't do it.
Kittens may die, your vid card / computer / house etc may burst into flames etc...
in dlls/wined3d/directx.c
find the line such that: gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
and change it to: gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - 1;
This will provide enough spare uniforms for the shaders to compile.
Replace your wined3d.dll.so with the newly compiled one (make a backup of your existing one). If your using a binary package it may be located in /usr/lib/wine.
** This will affect any other wine programs you run as your replacing this system wide.
Background:
I don't know enough to speak intelligently on this topic, but.... Your card, via the openGL spec, has a value for GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB. This value for 7x series cards is 1024. This is the number of uniforms that can be used by a single shader program.
Wine reserves a fixed number of these. gl_info->vs_glsl_constantsF == # of MAX_UNIFORM_ARBS from your HW (1024 on 7x series cards) divided by 4
The above on a 7x series card = 256 available vec4 uniforms.
so gl_info->vs_glsl_constantsF = 256 on a 7x card
MAX_CONST_B is the number of boolean uniforms to reserve. MAX_CONST_B is statically defined as 16, the divide by 4 is because the boolean size is 1 byte.
MAX_CONST_I is the number of integer uniforms to reserve. Here again the statically reserved # is 16. Each integer size is 4 bytes. << this is where you lose most of the space for the vec4 array.
And then -1 for another set of vars....
This leads to a max vec4 array size of 235. If any shader program indexes a vec4 array beyond this the shader will not compile. You get a glsl error from the compiler and no nothing is displayed when that shader is called for.
Since wine does not auto adjust how many bools or ints that are required for each shader. You get a hard limit of 235. Some shaders in the apoc client attempt to index up to 246 ... based on the DX9 to GLSL translation.
This means at a minimum you need the shader to be defined with a uniform vec4 VC[247]; as the initializaton portion. Otherwise bigger shaders will just not compile.
Removing the uniform INT reservation provides this room. Giving 235 + 16 = 251 available vec4's for the array.
Drawbacks: Scanning the shaders via the wine debug output no VI or VB declarations were found. As long as that continues to remain the case this *should* work for the short term.
If VI's exist (as not every shader is exposed to the client until its needed) then if enough of them + vec4 array indexes are used then you'd have an overwriting of the card memory. While it's unlikely it's possible that you could brick your card.
If its not a true HW limit .. nvidia could increase the available uniforms that are reported through glxinfo -l, or wine will have to change the implementation of the glsl dynamic reservation of ints and bools as they are used the shader. Which would allow the vec4 array to grow and shrink based on bool / int usage (per shader).
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Ravow
Minmatar Born-to-Kill Aeon Empire
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Posted - 2009.02.27 03:23:00 -
[64]
Same thing here, invisible acceleration gate.
ATI HD4870
Same fix but I keep 4 MAX_CONST_B and 4 MAX_CONST_I (I will try to lower those 4 byte long)
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DoRamius
Orcae Ita
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Posted - 2009.02.27 03:33:00 -
[65]
Originally by: Ravow Same thing here, invisible acceleration gate.
ATI HD4870
Same fix but I keep 4 MAX_CONST_B and 4 MAX_CONST_I (I will try to lower those 4 byte long)
In the wine bug report it was mentioned (as well as the eve ati fix thread) to set the MAX_CONST_I's in the .h files to 0. I did attempt this and while it does work, you subsitute one GL_INVALID error for another as wine uses the MAX_CONST_I for figuring out how many ints are allow for default shaders. These shaders don't require added glsl to work.
Partialy this is why I didn't suggest doing it that way. Removing the MAX_CONST_I reservation for the max uniforms allows up to 16 ints to be used on the default shaders, and only will cause a problem if there is a collision between a VI and vec4 declaration in a custom shader.
I spent probably a good hour + (didn't track the time) doing AE4. Had a 9gb shader.log when finished :P but it didn't crash and no other obvious anomalies.
30 - 50 fps in space with shaders set to high. All effects on, no shadows / HDR or bloom.
approx 33 fps in station.
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Ravow
Minmatar Born-to-Kill Aeon Empire
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Posted - 2009.02.27 03:44:00 -
[66]
So it will be better if I remove the MAX_CONST_I and kept B to 4?
Currently 85-95fps in space and 98-102 in station. High*2, HDR ON, Bloom Max, Shadow OFF
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DoRamius
Orcae Ita
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Posted - 2009.02.27 03:52:00 -
[67]
Originally by: Ravow So it will be better if I remove the MAX_CONST_I and kept B to 4?
Currently 85-95fps in space and 98-102 in station. High*2, HDR ON, Bloom Max, Shadow OFF
I just kept it in there to give the minimum to allow the shaders to compile. Since B / 4 is only 4, it wasn't enough. Neither bools nor ints were used in the shaders that I scanned. So it makes no difference in that respect.
I was merely noting that changing the definition of MAX_CONST_I & B to something other than 16 could cause other issues not related to not having a large enough vec4 array.
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Eoras Northwind
Gallente Center for Advanced Studies
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Posted - 2009.02.27 05:08:00 -
[68]
Hardware
2x nVidia GeForce 8600 GT in SLI mode 2,1GHz AMD Phenom(tm) 9550 Quad-Core Processor 4GB RAM broadband cable Internet
Software
openSUSE 11.1 x86_64 wine 1.1.15 opensuse.org Emulator repository nvidia binary drivers 180.29_2.6.27.7_9.1 (package:nvidia-gfxG02-kmp-default-180.29_2.6.27.7_9.1-0.1 ) alsa 1.0.18 via aoss wine with winecfg set to use OSS drivers, native d3dx9_35.dll and d3dx9_36.dll from http://www.dll-files.com
Patches with download from TQ->81170 here and 81170->81762 here with vcrun via 'wintricks winxp.'
run on fake wine desktop with aoss wine-pthread explorer /desktop=EVE3,800x600 "C:\Program Files\CCP\EVE_SISI\eve.exe" /server:87.237.38.50
Visible pausing. Over time ftps degrades from +80 fps to 'pulses' of <5 fps while in station, space or map view. seen here
Turning off cache reduces loss to pulses of 60 fps. seen here
Pinning to a cpu using taskset -p $CPU $PID_OF_EXEFILE.EXE does not prevent fps 'pulsing,' but does show EVE saturating the victim CPU (on TQ this results in no pausing during CPU switches and improve fps by 50%)
Tested with and without compiz 0.7.8 (no FPS difference)
More fps (max seen was 155 outside station) with registry entries from directx.reg:
Quote:
REGEDIT4 [HKEY_LOCAL_MACHINE\Software\Wine\Direct3D] "DirectDrawRenderer"="opengl" "VideoMemorySize"="640"
[HKEY_CURRENT_USER\Software\Wine\Direct3D] "OffscreenRenderingMode"="backbuffer" ;"OffscreenRenderingMode"="pbo" ;"OffscreenRenderingMode"="fbo" "UseGLSL"="enabled"
No problems with warping. Seeing new warp animations. High settings work. Shadows do not.
Sound is very quiet at max volume.
F10 map works find. Toggles back and forth. Can select objects in solarsystem map without getting 'blank map' bug. I have to select a scan range on a probe once it is launched to 'enable' the control cube. Cannot scan with probes, analyze button has no effect. Cannot destroy probes, both button and right click menu option fails.
At this point someone attacked me unprovoked and destroyed my ship outside in FD-MLJ.
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Gilbert T
Gallente Doom Guard
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Posted - 2009.02.27 05:42:00 -
[69]
Originally by: DoRamius
Quote: Mind telling me exactly what I'm not supposed to change in directx.c? You know, so I don't do it.
Kittens may die, your vid card / computer / house etc may burst into flames etc...
in dlls/wined3d/directx.c
find the line such that: gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
and change it to: gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - 1;
This will provide enough spare uniforms for the shaders to compile.
Replace your wined3d.dll.so with the newly compiled one (make a backup of your existing one). If your using a binary package it may be located in /usr/lib/wine.
** This will affect any other wine programs you run as your replacing this system wide.
Background:
I don't know enough to speak intelligently on this topic, but.... Your card, via the openGL spec, has a value for GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB. This value for 7x series cards is 1024. This is the number of uniforms that can be used by a single shader program.
Wine reserves a fixed number of these. gl_info->vs_glsl_constantsF == # of MAX_UNIFORM_ARBS from your HW (1024 on 7x series cards) divided by 4
The above on a 7x series card = 256 available vec4 uniforms.
so gl_info->vs_glsl_constantsF = 256 on a 7x card
MAX_CONST_B is the number of boolean uniforms to reserve. MAX_CONST_B is statically defined as 16, the divide by 4 is because the boolean size is 1 byte.
MAX_CONST_I is the number of integer uniforms to reserve. Here again the statically reserved # is 16. Each integer size is 4 bytes. << this is where you lose most of the space for the vec4 array.
And then -1 for another set of vars....
This leads to a max vec4 array size of 235. If any shader program indexes a vec4 array beyond this the shader will not compile. You get a glsl error from the compiler and no nothing is displayed when that shader is called for.
Since wine does not auto adjust how many bools or ints that are required for each shader. You get a hard limit of 235. Some shaders in the apoc client attempt to index up to 246 ... based on the DX9 to GLSL translation.
This means at a minimum you need the shader to be defined with a uniform vec4 VC[247]; as the initializaton portion. Otherwise bigger shaders will just not compile.
Removing the uniform INT reservation provides this room. Giving 235 + 16 = 251 available vec4's for the array.
Drawbacks: Scanning the shaders via the wine debug output no VI or VB declarations were found. As long as that continues to remain the case this *should* work for the short term.
If VI's exist (as not every shader is exposed to the client until its needed) then if enough of them + vec4 array indexes are used then you'd have an overwriting of the card memory. While it's unlikely it's possible that you could brick your card.
If its not a true HW limit .. nvidia could increase the available uniforms that are reported through glxinfo -l, or wine will have to change the implementation of the glsl dynamic reservation of ints and bools as they are used the shader. Which would allow the vec4 array to grow and shrink based on bool / int usage (per shader).
Thanks. I'll make sure not to try that either
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Gilbert T
Gallente Doom Guard
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Posted - 2009.02.27 06:13:00 -
[70]
BTW, what wine versions are you guys using? I'm switching to the git sources...
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Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.02.27 19:31:00 -
[71]
using 1.1.15 from source to answer the wine version question.
And.....I'm not seeing acceleration gates either. (8800gts.) There is also some serious flashing near a mission gate with objects around it. I've seen a few complaints about gfx from windows side users, so this might not be a wine issue.
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.02.28 01:00:00 -
[72]
(also posted to game dev forum):
From the woild o' wine which was just updated to 1.1.16 today:
Just did a TQ > SISI update and sound DOES work...sorta'. It functions, but is still slightly choppy, and weapons/missles sounds as well as warp/engines sometimes work...and sometimes not. Jukebox plays tunes, but again, there is a bit of choppiness to the output. Doesn't seem to effect fps on or off.
warp acceleration gates are invisible and there is a flashing of color (brown) around mission areas that reminds me of 2 or 3 builds ago around gate billboards and some planetary bodies.
Map works...better. flatten map flattens the systems horizontally however, which sorta' defeats the purpose. No more black screens.
wine 1.1.16 ubuntu 8.10 amd x2 3800 dualcore nvidia 8800GTS nvidia 180.35 drivers pulseaudio using OSS emulation (padsp prefix)
guessing tomorrow is another build, so more from the woild o' wine + linux after that happens. o7
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.02.28 17:35:00 -
[73]
Edited by: Sevarus James on 28/02/2009 17:37:19 New build 6.10.82390 is now out. The combined patcher works for the incremental upgrade from the game dev patches sticky.
No time to test right now, but a quick check shows game does come up, sound appears to be working, and character selection works.
edit----------WOOT!!!!!!! the f10 map is now working hella better! (flatten works, setting destination = check plus it doesn't black screen when leaving.
ubuntu 8.10 wine 1.1.16 nvidia 8800gts nvidia 180.35
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Gilbert T
Gallente Doom Guard
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Posted - 2009.03.01 00:43:00 -
[74]
For those who may care. I actually did do (sort of) the hack that was suggested we not do and it does seem to work (with the git sources at least). The method I used was changing the macro MAX_CONST_I to 0 in two places in the dlls/winedd3d/wined3d_private.h file. I'll be checking to see if I can see the gates and everything as soon as the latest patch finishes installing.
On the subject of the broken patcher, I've written a small shell script for this which may or may not be of any value to anyone but I am going to post it here anyway. If the location of the patches, the "6.10" in the filenames, or anything else like that changes, this will not work any more.
#!/bin/bash
read -p 'Current Release #: ' cur_rel read -p 'Desired Release #: ' des_rel
if [ -z "$cur_rel" -o -z "$des_rel" ]; then echo "Terminated" exit 1 fi
filename="EVEPREMIUM.6.10.${cur_rel}-6.10.${des_rel}_TEST.RTP"
cd "${HOME}/.wine/drive_c/windows/profiles/${USER}/Local Settings/Application Data/CCP/EVE/c_program_files_ccp_evesisi_87.237.38.50/cache/"
[ -f "${filename}" ] || wget "http://ccp.vo.llnwd.net/o2/test/${filename}"
if [ ! -f "${filename}" ]; then echo "Download Failed" exit 2 fi
wine "C:\\windows\\profiles\\${USER}\\Local Settings\\Application Data\\CCP\\EVE\\c_program_files_ccp_evesisi_87.237.38.50\\cache\\evepremiumpatch${cur_rel}-${des_rel}_test.exe"
# end of script
Also, this script ONLY downloads the RTP file and then reruns the patch. The way I do it is I wait for the broken installer to start and look for the place where it says downloading AAAAA-BBBBB patch, and then I run the script and enter the numbers when prompted (the AAAAA and BBBBB numbers). And then I kill the broken installer while it's downloading the patch. Hmm, maybe a little "killall the_long_list_of_processes_to_kill" line would be a nice addition... But anyway, there's my tiny contribution if anyone is interested who can't script themselves.
BTW, you will, of course, need to clean that up since the forums will undoubtedly wordwrap it and I'm not sure if there's anything like a <pre> tag I Can use here.
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Gilbert T
Gallente Doom Guard
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Posted - 2009.03.01 00:50:00 -
[75]
Originally by: Sevarus James Edited by: Sevarus James on 28/02/2009 17:37:19 New build 6.10.82390 is now out. The combined patcher works for the incremental upgrade from the game dev patches sticky.
I missed this before my last post, was this a hint that there is a way to get the installer to function now? A link please, anyone?
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Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.03.01 01:41:00 -
[76]
Originally by: Gilbert T
Originally by: Sevarus James Edited by: Sevarus James on 28/02/2009 17:37:19 New build 6.10.82390 is now out. The combined patcher works for the incremental upgrade from the game dev patches sticky.
I missed this before my last post, was this a hint that there is a way to get the installer to function now? A link please, anyone?
This thread: Apoc patches first post. There are two sections of patchers "Patches for xxxx". Those patchers are inclusive of the exe and the rtp file and internally unzip and run. I've tested em', and they work without a hitch as there is no bits download necessary. Just fyi.
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Mes Ren
No Trademark
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Posted - 2009.03.01 01:55:00 -
[77]
The patcher works for me, it just doesn't visually update correctly. If you change to a different desktop and back again, it shows you updated progress.
Also, I have also hacked the directx.c file to fix my Nvidia 7950GT issues. I've had no problems since. ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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deathlords
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Posted - 2009.03.01 07:52:00 -
[78]
I get a continually refreshing download screen for patches since about the 23rd. So, patcher broken for me now, unless the RTP file is downloaded manually...
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Draco Argen
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Posted - 2009.03.01 14:13:00 -
[79]
Tell you what, with the Shader bug and no visible ships, stations, etc...The FPS is fantastic lol Added my Vote to the logged Wine Bug.
Will of course not try the hack hardcoding fix either...honest I probably...will... :)
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Draco Argen
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Posted - 2009.03.01 19:37:00 -
[80]
Ok, made the oh so naughty dirty hack of directx.c and it works a charm so far. Managed to bump shaders up to medium but generally have used the performance preset. FPS aint bad for what i'm getting between about 35 or more in space and 25 to 30 in station. Better than i had on QR on premium and low settings. Have not tested max settings.
Warp effects works, Although subtle, gate jump mostly works, the effect on my own ship isnt fully functional but not bad. Gate fire is fine, and funky. Shield hardeners work as should do (Nice wrapped effect) cloak works on medium shader, although low shader just turns my ship into a glass house.
Map and probes work well. No glitches or crashes that i've found so far. (also no wormholes to fund or test lol) PVP combat was fairly smooth and easy (only vs 1 person) new web and scram effects work and are cool. T3 Tengu works and looks pretty. Fittings screen PIP works fine.
Sound was ok, but when i went to alter the audio level, to pump it up eve crashed out (On pressing audio tab), and then i couldnt get it working. I initially hadn't used padsp, but now what ever i do i cant get any sound back. Pulse is far from stable, but its currently functioning for other apps.
Remind me, in winecfg do i need Both or only one of OSS and ALSA enabled? I am finding that "padsp winecfg" is sometimes crashing out too. Not 100% sure of the cause or circumstances. This could all be very personal pulseaudio problems, but it worked first time off (and some seriously cool sounds, eg Jump gate has changed, plus warp sounds etc) So i'm really missing the sound now :P
NVidia 7600 wine 1.1.14 Nvidia driver 180.29 Fedora 10 1 Gig RAM AMD 1.8Ghz
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Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.03.01 20:25:00 -
[81]
Edited by: Sevarus James on 01/03/2009 20:27:37 New apoc version on SISI: 6.10.82565
Edited by: Sevarus James on 01/03/2009 20:21:55 from ze woild o' wine 1.1.16 + ubuntu 8.10+ nvidia 8800gts+ 180.35 drivers
The f10 map shows the stars.....as chunky squares. zoomed in or out. (which I suppose is better than not visible at all, eh?) zoom in/out works, flatten/unflatten appear to be functioning as they should.
warp acceleration gates are still not visible in deadspace areas, but I see no other gfx anomalies beside that at this point.
fps is slightly better in stations at this point.
views if yer interested: f10 map view via wine wine in station view
wine no accel gfx view
addition: draco, you only need one or the other for alsa/oss, but you CAN have them both enabled...but I wouldn't as it simplifies things when troubleshooting.
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Draco Argen
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Posted - 2009.03.01 21:42:00 -
[82]
Thanks, i'll pick and test. Oh and also, big chunky square blobs on map +1 me. So not to do with wine 1.1.16, as i'm still 1.1.14, something triggered by the last Apoc patch is my guess.
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.03.02 08:25:00 -
[83]
Originally by: Sevarus James Edited by: Sevarus James on 01/03/2009 20:27:37 New apoc version on SISI: 6.10.82565
Edited by: Sevarus James on 01/03/2009 20:21:55 from ze woild o' wine 1.1.16 + ubuntu 8.10+ nvidia 8800gts+ 180.35 drivers
The f10 map shows the stars.....as chunky squares. zoomed in or out. (which I suppose is better than not visible at all, eh?) zoom in/out works, flatten/unflatten appear to be functioning as they should.
warp acceleration gates are still not visible in deadspace areas, but I see no other gfx anomalies beside that at this point.
fps is slightly better in stations at this point.
views if yer interested: f10 map view via wine wine in station view
wine no accel gfx view
addition: draco, you only need one or the other for alsa/oss, but you CAN have them both enabled...but I wouldn't as it simplifies things when troubleshooting.
did you try to set texture quality to high ? I mean even if it is set like that in the menu after patching ... --- SIG --- CSM: your support is needed ! |
Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.03.02 21:56:00 -
[84]
I've played with all three settings. Makes no difference. The model doesn't appear (warp acceleration gates) on any setting. I am getting VERY good fps with the medium settings, but not enough of a drop to keep from using high settings.
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Draco Argen
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Posted - 2009.03.03 15:51:00 -
[85]
Personally have tried some variations on the available options. For those that havent got the latest SISI/Apoc up options are; * Cache Enabled (checkbox) - Trade RAM to improve performance * HDC enabled (checkbox) - Shiney stuff/surfaces * Bloom Enabled (checkbox) - Light effects on top of shiny stuff * Shadows Enabled (check-box) - ...erm shows shadows * Shader Quality (Low|Medium|high) - Setting that makes it Light or Premium, Low is for older GFX cards etc * Texture Quality (Low|Medium|high) - How pretty and detailed each surface looks
The old cache size seems to have gone, which is a shame, but I presume it just gorges out as much RAM as it needs.
I have settled on Cache enabled, HDC off, Bloom off, Shadows off, Shader Medium and Texture Medium. This gives me a decent FPS for my setup, averaging at about 35. Which is my preference to looking uber pretty. It's far from an amazing setup, so i'm happy with this.
I have tested HDC and higher Shader and textures, but shied away because it knocked my FPS down to 20-25, but they seemed to work without destroying anything. Using Low shader quality worked, and did improve FPS, but had a habit of doing odd things, like Cloak makes me look like a glass house, and various weapon and warp effects don't really look right. I should imagine these will improve by the 10th (not Linux specific).
I do get occasional crashes, but haven't consistently run the higher settings to be able to ascertain if the crashes are GL related. I think I tend to get them when under high load, and I hit escape, or bring up a new menu. Potentially disastrous when warping into a fleet battle, but it didn't crash at all during a sleeper fight, with above mentioned settings. So crashes are anecdotal ATM, not empirical.
I get very few GFX glitches that i've noticed. Cloak is ok, Warp looks nice, although it occasionally tries to do a watery effect which looks kinda wrong. But i don't think that's Linux specific, need to confirm. Missiles and textures look fine. Guns and Ewar and shields all work. (as previously mentioned).
Oh and FYI I gave up on PulseAudio, too many other problems outside Eve. Nice idea, but just not stable. Removed pulse-alsa and Pulse-kde packages. Alsa kicks arese yet again, works fine with Eve now. Apoc's sound is beautiful, personally love the new deep throated Stargate effect. ( I'm an audiophile not a GFX geek :) )
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Mes Ren
No Trademark
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Posted - 2009.03.03 17:18:00 -
[86]
Edited by: Mes Ren on 03/03/2009 17:23:33 Well, finally got into SISI last night (was having the same bug that windows users are having where you hang at entering game). First, the relatvent stuff:
AMD X2 4600+ 6GB RAM Nvidia 7950GT 512MB w/180.29 Wine 1.1.16 w/uniform hack Ubuntu 8.10 w/Pulseaudio SISI 82565
Graphics are real nice, I'm running no HDR, no Shadows, High/High. Getting about 60fps. I have the same System Map issue as Sevarus. I haven't checked warp gates, but most everything seems to be rendering correctly (at least as correctly as windows users are getting). I am having one game breaking issue: I can't move my probes within the scanning system. I see them just fine in the solar system map, but I can't grab and drag them, it just spins the map. I know that I'm getting the curser in the right place as it changes from a crosshair with a slightly larger box to a slight smaller box.
Sound seems to be working for me under pulseaudio.
________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Ravow
Minmatar Born-to-Kill Aeon Empire
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Posted - 2009.03.03 18:05:00 -
[87]
I have the same issues wuth the probes.
Sometime I can move them, sometime no... Like I launch 5 probe, I can move 2 and after I can't move them anymore.
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Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.03.03 18:46:00 -
[88]
You probably want to check the probe threads in the game dev section. I'm betting its not platform specific there.
Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
Mes Ren
No Trademark
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Posted - 2009.03.03 21:06:00 -
[89]
Originally by: Sevarus James You probably want to check the probe threads in the game dev section. I'm betting its not platform specific there.
Didn't see anyone complaining about having the same issue. :( ________________________
No Trademark -- Mes Ren, Mes Builder -- -- CEO --
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Sevarus James
Minmatar Gradient Electus Matari
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Posted - 2009.03.03 23:36:00 -
[90]
There are three pages in this thread currently and there ARE probe issues being mentioned. My suggestion is to report the 'glitches' you are encountering THERE without reporting platform. It is VERY probable that the probe issues aren't related to platform at all.
In fact I'm seeing issues being reported for windows that we AREN'T seeing under wine, or to a lesser extent in some cases.
My take on it anyway. beta beta beta. Updated Ubuntu Compiz-Linux Desktop+EVE Premium |
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