FoFiX v3.1xx development thread

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fenolftalein
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Tue May 26, 2009 9:01 pm

cmsk8ter wrote:nope but i have python 2.6 i cant find ctypes for python 2.6


If you don't want to get errors related to shaders, you may find this line in fofix.ini:

Code: Select all

shader_use = True

and replace it with:

Code: Select all

shader_use = False

If you don't nave fofix.ini, create a blank file with this name.
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Tue May 26, 2009 9:03 pm

Did anyone noticed that you can activate starpower or overdrive if you full sp/od? Its odd.
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Tue May 26, 2009 9:05 pm

acrox999 wrote:Did anyone noticed that you can activate starpower or overdrive if you full sp/od? Its odd.

What's wrong?
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Re: FoFiX v3.1xx development thread

Postby cmsk8ter » Tue May 26, 2009 9:07 pm

fenolftalein wrote:
cmsk8ter wrote:nope but i have python 2.6 i cant find ctypes for python 2.6


If you don't want to get errors related to shaders, you may find this line in fofix.ini:

Code: Select all

shader_use = True

and replace it with:

Code: Select all

shader_use = False

If you don't nave fofix.ini, create a blank file with this name.


I don't get errors. I don't get anything. it works normal, but I don't have it setup for normal I want the shaders.
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Tue May 26, 2009 9:08 pm

fenolftalein wrote:
acrox999 wrote:Did anyone noticed that you can activate starpower or overdrive if you full sp/od? Its odd.

What's wrong?

Oh wait. I forgot one word there. :tongue2: I mean try activate sp/od many times when you have full sp/od.
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Re: FoFiX v3.1xx development thread

Postby weirdpeople » Tue May 26, 2009 9:12 pm

acrox999 wrote:
fenolftalein wrote:
acrox999 wrote:Did anyone noticed that you can activate starpower or overdrive if you full sp/od? Its odd.

What's wrong?

Oh wait. I forgot one word there. :tongue2: I mean try activate sp/od many times when you have full sp/od.

yeah that was apparently fixed but it really wasnt and i keep forgetting to report it
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Tue May 26, 2009 9:17 pm

cmsk8ter wrote:I don't get errors. I don't get anything. it works normal, but I don't have it setup for normal I want the shaders.

it looks like your videocard does not support ARB extensions.
John Stumpo is working on OpenGL 2.0 shaders compile code.

Here's a program to check, what extensions your videocard has.
http://www.realtech-vr.com/glview/download.html
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Tue May 26, 2009 9:20 pm

fenol, I don't see any differences between metal notes and normal one. How to use it? And what is it?
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Tue May 26, 2009 9:33 pm

It's a very simple lighting module for 3D notes.
Notes with shaders are a little bit... well... shady =)

I'm going to make a good lighting model for guitarscene after next beta. It will affect 3D notes and 3D frets. Plus, with shaders i can make a good per-pixel lighting.
Present lighting model is very simple, just a small ambient light, no spotlights. Lighting disabled for notes.
Will be: a small ambient light, bright light on top of fretbuttons, two lights on board sides for SP/od/bre effects/open note hit effects. And one light per fret, activated only on note hit for a short period of time.
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Re: FoFiX v3.1xx development thread

Postby cmsk8ter » Tue May 26, 2009 9:34 pm

fenolftalein wrote:it looks like your videocard does not support ARB extensions.
John Stumpo is working on OpenGL 2.0 shaders compile code.

Here's a program to check, what extensions your videocard has.
http://www.realtech-vr.com/glview/download.html


thanks i checked and there was a part that said shading language N/A

then there was a part where i did have a lot of ARB stuff but towards the bottom it said tht my video card is not the latest version and it had ARB stuff and said right by it not found. what does it mean?

found another part that said no opengl shading language support
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Tue May 26, 2009 9:37 pm

cmsk8ter wrote:
fenolftalein wrote:it looks like your videocard does not support ARB extensions.
John Stumpo is working on OpenGL 2.0 shaders compile code.

Here's a program to check, what extensions your videocard has.
http://www.realtech-vr.com/glview/download.html


thanks i checked and there was a part that said shading language N/A

then there was a part where i did have a lot of ARB stuff but towards the bottom it said tht my video card is not the latest version and it had ARB stuff and said right by it not found. what does it mean?


That means that you should buy newer videocard to use shaders.
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Re: FoFiX v3.1xx development thread

Postby cmsk8ter » Tue May 26, 2009 9:50 pm

well that sucks do you think they will make something later to help ppl like me tht dont support shaders
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Tue May 26, 2009 9:58 pm

fenolftalein wrote:It's a very simple lighting module for 3D notes.
Notes with shaders are a little bit... well... shady =)

I'm going to make a good lighting model for guitarscene after next beta. It will affect 3D notes and 3D frets. Plus, with shaders i can make a good per-pixel lighting.
Present lighting model is very simple, just a small ambient light, no spotlights. Lighting disabled for notes.
Will be: a small ambient light, bright light on top of fretbuttons, two lights on board sides for SP/od/bre effects/open note hit effects. And one light per fret, activated only on note hit for a short period of time.

YAY! We can ahve ambient light on the stage like the original FOF! This is really great. Why don't you think of shaders before? :tongue2: :2thumbsup:
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Re: FoFiX v3.1xx development thread

Postby cmsk8ter » Tue May 26, 2009 10:02 pm

mine doesnt support shaders or pixel buffer :mad: :angry: :sad: uhh this sucks
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Re: FoFiX v3.1xx development thread

Postby Legwon » Tue May 26, 2009 10:07 pm

fenolftalein wrote:
cmsk8ter wrote:I don't get errors. I don't get anything. it works normal, but I don't have it setup for normal I want the shaders.

it looks like your videocard does not support ARB extensions.
John Stumpo is working on OpenGL 2.0 shaders compile code.

Here's a program to check, what extensions your videocard has.
http://www.realtech-vr.com/glview/download.html

alright i checked this out...
says i have 150 ext that my card can read...
and 2.1 opengl and shader vs and ps 3.0

Code: Select all

Renderer: GeForce 6600 GT/AGP/SSE/3DNOW!
Vendor: NVIDIA Corporation
Memory: 128 MB
Version: 2.1.2
Shading language version: 1.20 NVIDIA via Cg compiler


Max texture size: 4096 x 4096
Max texture coordinates: 8
Max vertex texture image units: 4
Max texture image units: 16
Max geometry texture units: 0
Max anisotropic filtering value: 16
Max number of light sources: 8
Max viewport size: 4096 x 4096
Max uniform vertex components: 1024
Max uniform fragment components: 1024
Max geometry uniform components: 0
Max varying floats: 32
Max samples: 16
Max draw buffers: 4


Extensions: 145

GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_Cg_shader
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle


but yet once i turn off shaders, fofix fired up right away :glare:

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