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Linux Technical issues under Linux platform |
03-27-2011, 07:53 AM
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#1
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Master
Join Date: Jun 2007
Posts: 451
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Invisible Armors - Angle Dependent
Similar to previously reported bugs concerning costumes - specifically the skeleton suit - i have trouble with *all* armor pieces (including tunics) above level 50.
As before this is strongly viewing angle dependent, i can see the armors if i move the camera in a certain position. Unfortunately this position is hardly usable for playing, also enemies refuse to come only from the corresponding direction towards me.
This is not a problem on my side, i am apparently not missing any ressources.
While this was a nuissance with invisible lowlever armors and save guards, it became a pain with introduction of the skeletton costume. Now it starts to become unbearable: Barbs popping up next to me because i can only see a floating sword and a helmet greatly reduces the fun for me.
This seems to appear only on linux, i have never experienced this problem on windows - though i didnt try the opengl renderer there.
Z.
[now the tech line: core i5 2500, nvidia 430, arch linux x64, nvidia version 270.30]
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Based on facts, as I choose to see them.
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03-27-2011, 10:02 AM
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#2
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Baron
Join Date: Nov 2007
Location: Not where it looks like, to either of us.
Posts: 706
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Same problems here with ATi Radeon 4200, Debian sid (x86_64), AMD Catalyst driver 11.2
Although, I think it's more distance, ie. LoD, dependent. Lowest character details are visible, higher ones aren't.
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Arathael :: Wyrd Sceote :: Gwn M'ger — Soul Taker, Imperial Guard of Ignis
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03-27-2011, 10:47 AM
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#3
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Baron
Join Date: Sep 2007
Location: Rotterdam, The Netherlands
Posts: 626
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heard this before
it was something about the shader, but because i don't have this problem i forgat the solution
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Syrtis trade/fan forum
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03-27-2011, 12:18 PM
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#4
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Banned
Join Date: Nov 2008
Location: Holland
Posts: 226
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Same problem on my other pc here. Event tunic are not visible. Only the default gear. So for archers you only would see a helmet and a bow.
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03-27-2011, 12:18 PM
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#5
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Master
Join Date: Jun 2007
Posts: 451
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Quote:
Originally Posted by Quincebo
heard this before
it was something about the shader, but because i don't have this problem i forgat the solution
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Hm, indeed i can see the archer guards armor perfectly when in fixed pipeline. But its wrong with shader 2.0+ if the hardware skinning option is set.
Anyone a clue what this option does?
Z.
__________________
Based on facts, as I choose to see them.
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03-27-2011, 02:16 PM
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#6
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Count
Join Date: Jun 2007
Posts: 1,186
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Also shader 4/Linux, Skeleton/Alienware armor is invisible on bigger distance
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Inquisition
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03-27-2011, 03:35 PM
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#7
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Baron
Join Date: Dec 2008
Posts: 886
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Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
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03-28-2011, 10:51 AM
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#8
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Banned
Join Date: Nov 2008
Location: Holland
Posts: 226
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Quote:
Originally Posted by Kitsunie
Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
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And how do we do that?
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03-28-2011, 11:48 AM
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#9
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Baron
Join Date: Nov 2007
Location: Not where it looks like, to either of us.
Posts: 706
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Quote:
Originally Posted by OpperVaagheid
And how do we do that?
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It's under advanced options, but it's a disabled checkbox for shader model 2.0, suggesting it doesn't get used on it. Seeing as my GPU is integrated, I run at 3-4fps on SM3/4, so why do I have the problem if it's caused by it?
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If you can't detect sarcasm yourself, please pay attention when it's pointed out to you.
Arathael :: Wyrd Sceote :: Gwn M'ger — Soul Taker, Imperial Guard of Ignis
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03-28-2011, 02:21 PM
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#10
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Baron
Join Date: Dec 2008
Posts: 886
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Quote:
Originally Posted by Arafails
It's under advanced options, but it's a disabled checkbox for shader model 2.0, suggesting it doesn't get used on it. Seeing as my GPU is integrated, I run at 3-4fps on SM3/4, so why do I have the problem if it's caused by it?
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Shader Model 2 was the first version of completely reprogrammable shaders (pixel shaders) introduced with the GeForce FX, thus some things can't be enabled or disabled on it. The later revisions added more flexibility, at the cost of performance and requiring better hardware. To summarize; NGD would have to stop using whatever feature is causing it, as it can't be disabled directly, and seeing as how the skeleton and Alienware costumes still have bad rendering issues around the edges, they've shown zero interest in fixing them.
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