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New test build - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: New test build (/showthread.php?tid=1816) |
New test build - NaN - 06-23-2014 Windows build vdrift-test-2014-06-23.7z: http://sourceforge.net/projects/vdrift/files/vdrift/nightly%20builds/ This is a graphics code test build. The code is not in master yet due to the amount of changes. So Linux/OSX will have to wait a bit. I'll be pushing it into vertex branch soon though. Test procedure: 1. Start vdrift_d_vbo.exe (if it crashes report here). 2. Set Options/Graphics/Renderer to gl2 deferred (or gl2 basic). 3. Set Options/Display/Framerate Counter On. 4. Restart the game. 5. Start vdrift_d_vao.exe. 6. If vdrift_d_vao crashes, try vdrift_d_vao_broken.exe. 7. For the versions that not crash, try their vdrift_r variants. 8. Compare frame rates of vdrift_r_vao.exe with vdrift_r_vbo.exe on all included tracks with 2-3 opponents. 9. Report your results here (also your hardware: cpu/gpu). RE: New test build - NaN - 06-24-2014 For Linux testers Source: https://github.com/VDrift/vdrift.git Branch: vertex Data: svn+ssh://svn.code.sf.net/p/vdrift/code/branches/vdrift-data-vertex Or alternatively the tarball: http://sourceforge.net/projects/vdrift/files/vdrift/nightly%20builds/vdrift-test-2014-06-23.tar.bz2 RE: New test build - CrystalH - 06-25-2014 Ok. Seems working to me. None crashed. Tested gl2 deferred, gl3 deferred. I've set to rather high settings. So far I've seen didn't drop below 60fps. Win7 64bit, i7 2600k, GTX 560 Ti Bugs found: XM handbrake doesn't work at all, TC6 either or is very weak for M3D if you change wheels type, then front right wheel rim is 2x bigger, weird Suggestions: 1. Could you pls finally make the default binding keys, make auto set: Held, Down for car input and Once, Down for rest,menu etc, where appropriate. It's really annoying to set it always with each key bind. I have to set like 8 keys at start. And which new user will know that they need to set it so, really ? 2. By default there is no key assigned to reverse and forward, so basically if you hit a wall you're screwed. I see this as a fun killer for most users especially new ones. Could you implement auto reverse gear ? I think its quite standard and expected. If not then bind keys by default, maybe even show: R- reverse after hit. 3. I maybe even like the Gui (way easier than mine), but I would really like if the Back (and maybe OK,Cancel too) were always at top (above rest of menu items), so they're always in the same place and easier to press, no need to find them all the time. Or just make them orange or any other color, not white like rest. Or at least an empty line for separation. 4. Lastly: gauges. Would be nice really. Was the 1st thing I added long time ago. Sorry to ruin your day. If you still read this, there is a very disappointing video: https://www.youtube.com/watch?v=QuTT4rkIlKA I do believe this is how most new users see the game. Sorry again. Just my 128 cent on the topic. Feel free to crash on SR forum and point out anything wrong if you like. RE: New test build - NaN - 06-25-2014 Thanks for the feedback CrystalH. And no you didn't ruin my day. I am working on vdrift because I enjoy it, and not to please someone else. I know it might sound selfish, or be the wrong attitude. But that is how it is. At times I've actually considered to put vdrift into bugfix mode, and stick to my fork where I can do things that brought me to vdrift in the first place: playing around with the code, trying out things, and breaking stuff occasionally. Btw I found the video quite informative. He didn't get gl3 renderer running (broken fxaa nvidia shader I guess). Coincidentally I've also ran into the opponent car selection bug yesterday, wish we had this feedback two years ago. Regarding, your suggestions. I'll put them into the bug tracker, but no promises though. There are a lot areas in vdrift, which I would consider broken and which could use some work. RE: New test build - NaN - 06-30-2014 Default key trigger settings and controls mappings are in master. M3D wheel issue is also fixed (was a remainder from testing). The gui and auto-reverse changes would need more work, are logged in the issue tracker. RE: New test build - zatri - 07-01-2014 Hi NaN! All works smooth. Compiled the tarball for GNU/Linux on Trisquel 7.0 (Ubuntu 14.04.1 packages) and installed with scons. Briefly tested one lap with default graphics options, but both renderers - gl2 & gl3 for each of three maps and with three oponents. With re-branded Nvidia GT330M and Nouveau KMS driver (1.0.10) && Mesa GL (10.1.3) I got 30 FPS all the time with 1280x960 res. Seemed like there's a framebuffer limit. Sorry for lameness of this feedback. If there is anything I can do, just ask me. Thanks for your effort with making this build available. Greetings from Slovakia. RE: New test build - NaN - 07-01-2014 (07-01-2014, 10:21 AM)zatri Wrote: Hi NaN! Thanks Zatri. I've tested Intel and AMD, so we should have everything covered. There might be another ( simpler ) test round soon. The only problematic configuration seem to be Intel OpenGL drivers for older GEN4/5 hardware on Windows (they don't implement vertex array objects correctly). Luckily their Linux drivers are in much better shape. RE: New test build - NaN - 07-09-2014 Working on the vertex code, run into a bug in the model bounding box (are used to speedup rendering by culling objects outside of the view) calculation introduced by myself two years ago... :| |