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Old 03-27-2011, 07:53 AM   #1
Zordak
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Default 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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Old 03-27-2011, 10:02 AM   #2
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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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Old 03-27-2011, 10:47 AM   #3
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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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Old 03-27-2011, 12:18 PM   #4
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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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Old 03-27-2011, 12:18 PM   #5
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Quote:
Originally Posted by Quincebo View Post
heard this before
it was something about the shader, but because i don't have this problem i forgat the solution
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.
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Old 03-27-2011, 02:16 PM   #6
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Also shader 4/Linux, Skeleton/Alienware armor is invisible on bigger distance
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Old 03-27-2011, 03:35 PM   #7
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Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
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Old 03-28-2011, 10:51 AM   #8
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Quote:
Originally Posted by Kitsunie View Post
Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
And how do we do that?
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Old 03-28-2011, 11:48 AM   #9
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Quote:
Originally Posted by OpperVaagheid View Post
And how do we do that?
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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Old 03-28-2011, 02:21 PM   #10
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Quote:
Originally Posted by Arafails View Post
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?
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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