OBGE-Oblivion Graphics Extender

Post » Tue Nov 17, 2009 9:21 am

I'm asking because I just downloaded scanti's OBGE stuff... did all the shader installing business... but that isn't important because no matter how many shaders I write into the shader list (even if the list is completely empty), I get http://img72.imageshack.us/img72/7386/oblivion200911221226313.jpg.
I was just about to post a very similar problem-- My main menu does appear, but as soon as I mouse over any of the buttons, the mouse essentially erases the graphics of the buttons (they still work, though). The fonts in the loading screen are "not right" (the text appears normally, but it is fuzzy and outlined), and the loading bar doubles the slider over the actual progress bar (which red area does not appear, because the gold slider, multiplied, is not being correctly redrawn). In game, before I even enter the console, my crosshair does not appear, and any use of Tab or ESC does not show the expected graphics (though the play screen goes sepia like it's supposed to), so I can't use the main menu (doesn't appear) or my inventory (doesn't appear), or open a container (container menu doesn't appear).

The console also does not appear, but does work correctly (I can save a game, and I can qqq out).

Obviously, this is completely not on, but I can't imagine what is wrong, unless, as suggested there's some DirectX file or some such needed (I'm running OB under Linux, using Wine, and do not have DX installed, though that is an option if necessary).

DepthShader.log isn't much help (unless the lack of initialization of the Godray shader is a hint):
Ingnoring message

Depth buffer texture (INTZ) (1024,768) created OK.

Depth buffer attached OK.

Ingnoring message

Creating vertex buffers.

Creating screen texture.

Width = 1024, Height = 768

Setting screen surface.

Setting depth texture.

Loading the shaders.

Loading shader (data\shaders\DepthOfField.fx)


This session, the game crashed (with a Wine/Windows error dialog saying that OB "has encountered a serious problem and needs to close"), directly after I had typed "showtestshader 1" in the console.

So you tell me-- is it me, is it the shaders, is it OBGE, or should I just uninstall and resign myself to no godrays :) ?
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John N
 
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Post » Tue Nov 17, 2009 3:17 pm

wmj, you might want to wait with installing godrays until vtastek has posted his work :hubbahubba:
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Adriana Lenzo
 
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Post » Tue Nov 17, 2009 2:26 pm

I don't even have a depthshader.log generated, so can't check it.

Well at least I'm not alone - there is an issue with install or compatibility or something.
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Megan Stabler
 
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Post » Tue Nov 17, 2009 6:17 am

So... does all this OBGE stuff need some special DirectX files, or anything like that? I'm using Windows 7, and I remember having problems with MGE because I had Vista back then (and Vista and Windows 7 aren't that different, I guess). Or are there any requirements to the graphic card?
I'm asking because I just downloaded scanti's OBGE stuff... did all the shader installing business... but that isn't important because no matter how many shaders I write into the shader list (even if the list is completely empty), I get http://img72.imageshack.us/img72/7386/oblivion200911221226313.jpg.

DepthShaderTest.log says:
Ingnoring messageFailed to create buffer texture (INTZ).Failed to create buffer texture (DF24).Failed to create buffer texture (DF16).Depth buffer texture (RAWZ) (1440,900) created OK.Depth buffer attached OK.



I'm guessing it's his own. At least the street and the sidewalk and the tree, I think.


You do need the direct 3d extensions dll's but Windows 7 should have them already installed.

Hmm. It looks like the game engine doesn't like the RAWZ depth buffer format. It thinks the z buffer is invalid and disabling z sorting. The menu buttons are still there. They are just behind the background. What graphics card do you have? Only the older nvidia cards should only use the RAWZ format. If it's an older card then the windows 7 drivers might not support your card fully. I'll try and see if I can replicate the problem on my other (nvidia based) laptop.


Fearabbit-

Where does one find the depthshader test log?

I'm on Vista - maybe that has an effect on my not being able to initialize the dll.

Still no other answers to my question above??? :(


Are you using the latest version of Oblivion (version 1.2.0.416)? This plug-in will only work with that version of the game's engine.

OK this may seem like a stupid question next but are you starting oblivion using the obse loader? i.e. running obse_loader. If not then there's your problem.

If you are using the latest version you should have an obse.log file in your oblivion directory. If the plug-in is loading properly then you should have something like these lines of text in it:

checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\DepthTest.dll
SetOpcodeBase 0000259E
RegisterCommand ShowShaderDebugInfo (259E)
RegisterCommand ShowTestShader (259F)
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\DepthTest.dll (00000001 DepthShaderTest 00000003) loaded correctly
patched

If it says something else then post your obse.log file.
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Sebrina Johnstone
 
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Post » Tue Nov 17, 2009 3:16 pm

I was just about to post a very similar problem-- My main menu does appear, but as soon as I mouse over any of the buttons, the mouse essentially erases the graphics of the buttons (they still work, though). The fonts in the loading screen are "not right" (the text appears normally, but it is fuzzy and outlined), and the loading bar doubles the slider over the actual progress bar (which red area does not appear, because the gold slider, multiplied, is not being correctly redrawn). In game, before I even enter the console, my crosshair does not appear, and any use of Tab or ESC does not show the expected graphics (though the play screen goes sepia like it's supposed to), so I can't use the main menu (doesn't appear) or my inventory (doesn't appear), or open a container (container menu doesn't appear).

The console also does not appear, but does work correctly (I can save a game, and I can qqq out).

Obviously, this is completely not on, but I can't imagine what is wrong, unless, as suggested there's some DirectX file or some such needed (I'm running OB under Linux, using Wine, and do not have DX installed, though that is an option if necessary).

DepthShader.log isn't much help (unless the lack of initialization of the Godray shader is a hint):


This session, the game crashed (with a Wine/Windows error dialog saying that OB "has encountered a serious problem and needs to close"), directly after I had typed "showtestshader 1" in the console.

So you tell me-- is it me, is it the shaders, is it OBGE, or should I just uninstall and resign myself to no godrays :) ?


I don't really know much about wine/linux but try installing http://www.microsoft.com/downloads/details.aspx?familyid=04AC064B-00D1-474E-B7B1-442D8712D553&displaylang=en if you can. Other than that I can't really help as I believe wine is converting all the direct x graphic commands into open gl commands.
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JESSE
 
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Post » Tue Nov 17, 2009 7:33 am

You do need the direct 3d extensions dll's but Windows 7 should have them already installed.

Hmm. It looks like the game engine doesn't like the RAWZ depth buffer format. It thinks the z buffer is invalid and disabling z sorting. The menu buttons are still there. They are just behind the background. What graphics card do you have? Only the older nvidia cards should only use the RAWZ format. If it's an older card then the windows 7 drivers might not support your card fully. I'll try and see if I can replicate the problem on my other (nvidia based) laptop.

I have a NVidia GeForce Go 7900 GS (256 MB VRAM). It's a laptop graphics card.

edit: I just checked and noticed that NVidia recently released new drivers for this series of cards for Windows 7. Quite surprising, but cool. However, installing those didn't help me with my problem here. Same log file, same main menu.

And another edit:
Okay, it's working now. I needed to disable Anti Aliasing, but now everything is fine. The godrays look great.
As for the SSAO shader, it puts some strange black lines on every surface and absolutely kills my framerate... will have pictures soon.
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Taylah Haines
 
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Post » Tue Nov 17, 2009 7:37 am

Hmm. It looks like the game engine doesn't like the RAWZ depth buffer format. It thinks the z buffer is invalid and disabling z sorting. The menu buttons are still there. They are just behind the background. What graphics card do you have? Only the older nvidia cards should only use the RAWZ format.

7900GS (mis-detected by the game as a 7800GS, suddenly-- my last install, the card was correctly detected). But I suppose that in this instance, both cards are considered "old" by current standards, so presumably the slight mis-detection isn't very relevant.
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Veronica Martinez
 
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Post » Tue Nov 17, 2009 2:56 pm

Allright, you guys don't need to install the old OBGE from tesnexus or whatnot... the TestShader package is the latest OBGE. Scanti's tweak of vstatek's Godrays shader is not included in said package. You should not rename any .fx file to godrays.fx... scanti's tweaked version is already called godrays.fx. So, either you installed it wrong, or you haven't installed it at all (if you don't have a file called godrays.fx).

If I remember correctly, you should installed the TestShader package (the latest obge build) in your base oblivion folder, not Data. shaderlist.txt and any .fx file (these are the actual shaders) should go in data/shaders/.
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pinar
 
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Post » Tue Nov 17, 2009 4:00 am

Okay, for some strange reason, the godrays don't look so great anymore. Maybe it's just coincidence, but when I first tried out the godrays, they seemed to look different than now. Now the sun looks like a searchlight.
http://img260.imageshack.us/img260/8940/godrays2.jpg
http://img524.imageshack.us/img524/5446/godrays3.jpg

I don't have a good screenshot of what it looked like before, and if there was a difference at all... I only have this one which has a very nice godrays-effect, one which I can't seem to get in this way again with the new searchlight sun.

http://img688.imageshack.us/img688/2333/stripes2andgodrays.jpg

The black stripes are from the SSAO shader. http://img149.imageshack.us/img149/1605/stripesk.jpg They move over the surfaces when I move the camera. My framerate in New Sheoth is usually around 25, but with the SSAO shader (also if I disabled the godrays) I got 2-4 FPS.
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FLYBOYLEAK
 
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Post » Tue Nov 17, 2009 7:36 am

It depends on the weather. For mainly clear weathers, the godrays appear as a searchlight. The Godrays Shader is best displayed on cloudy weather types. In some cases, you even get rays coming from clouds and the horizon fog.
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Jade MacSpade
 
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Post » Tue Nov 17, 2009 4:54 pm

Hi friends:

I've got depth-of-field and godrays working... great job everyone. Quite lovely on both counts.

However, antialiasing (through nvidia control panel) no longer works. Even if I disable the new shaders via "showtestshader 0" anti-aliasing is still off.

Strangely, if I then try to disable HDR & Bloom and use AA from within Oblivion Launcher, then when I load through obse-loader I have no main menu... just the background screen. Tough to navigate. If I then re-enable HDR and disable AA, my main menu comes back.


I know it's all pre-beta and we're all having fun testing, but I thought it was an interesting issue. DOF + Godrays + AA would be extraordinary.

Thanks for all you hard work!
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Sweet Blighty
 
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Post » Tue Nov 17, 2009 2:43 pm

First, I created a lot of chaos here. Praise Professor Chaos. :P

Particle fx creating extra rays,
I mentioned the problem in my previous post, I don't think it is a big problem. In Morrowind we had a similar issue: SSAO lines seen though particle fx. The problem is still there in fact, but it never bothered me this much.

Searchlight sun,
to get the proper effect, nailing sun position in screen space is a key factor. I believe Scanti's tweaked version is nailing it. But you should set your FOV in shader to match your ingame FOV. The defined value is 75 in the shader. I can see those videos and pics are taken with high FOV. You can tweak fx files with text editors.(I use Notepad++)
#define fov 75


Here some links:
http://dl.dropbox.com/u/519253/NoGlare.7z
Sun glare messing godrays would be fixed with this.

http://dl.dropbox.com/u/519253/Godrays.fx(right-click save-as) of godrays/sunshafts/jacob's ladder/huzme shader.

http://www.oblation.eu/downloads/obge/TestShaderv3.7z

Clear inside the shaderlist.txt file and add DoF, godrays, SSAO shader file names there. Run the game through OBSE loader and type showtestshader 1.

PS. Rays coming off-screen. It is doable. In fact one shader(written by a much more knowledgeable person than me, also the source for sun position codes ;)) for MGE is already doing it. That shader needs additional variables like sun color and sun visibility; being a more complex shader. I plan to add those functions in my Godrays shader too. :)

PPS. Dof and SSAO looks really cool, it is a shame I can't play the game right now. :evil:
PPPS. AA problems, fog messing SSAO shader, ATI-NVIDIA conflicts... Those are all familiar obstacles to me from the MGE development. Adding fogrange variable and cracking the fog algorithm used in game will fix fog related problems. :) For MGE fog algorithm is not only found, it has also changed.

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc07/MGE-crysisnot.jpg

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc07/MGE-guar.jpg
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Brandon Bernardi
 
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Post » Tue Nov 17, 2009 8:52 am

I know the SSAO shader is very early WIP, but is it possible to optimize it a bit? It eats my framerate from 60~ fps to 20~ fps and makes my graphics card sometimes make strange buzzing noises.
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Ashley Campos
 
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Post » Tue Nov 17, 2009 3:28 pm

Code development (in this case at least) can be split into two steps:

1. Getting it working.
2. Getting it optimised.

Seeing as it's only a little bit through 1., I don't think now would be the time to even mention performance. Have a bit of patience, if you don't want to work on it yourself, you probably shouldn't be using it yet. I'd wait till it's a bit more ironed out.
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Lexy Dick
 
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Post » Tue Nov 17, 2009 9:01 am

Code development (in this case at least) can be split into two steps:

1. Getting it working.
2. Getting it optimised.

Seeing as it's only a little bit through 1., I don't think now would be the time to even mention performance. Have a bit of patience, if you don't want to work on it yourself, you probably shouldn't be using it yet. I'd wait till it's a bit more ironed out.



i don't have any impact .. bought an ati 5870 :celebration:

btw could "someone" post an updated version of SSAo ... trying to tweak the godrays (no idea what i'm doing) make it .. hmm .. how should i put this .. less intense with hdr during the day .. you know that bright blue screen ...when turning ... kind of managed .. but the lightning is still too bright

my screens :D
http://i284.photobucket.com/albums/ll7/alexscorpion_2008/Oblivion2009-11-2220-51-05-98.jpg
http://i284.photobucket.com/albums/ll7/alexscorpion_2008/Oblivion2009-11-2220-52-59-56.jpg
http://i284.photobucket.com/albums/ll7/alexscorpion_2008/Oblivion2009-11-2220-50-35-33.jpg
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Georgine Lee
 
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Post » Tue Nov 17, 2009 5:40 am

trying to tweak the godrays (no idea what i'm doing) make it .. hmm .. how should i put this .. less intense with hdr during the day .. you know that bright blue screen ...when turning ... kind of managed .. but the lightning is still too bright


I have been tweaking the settings myself to get rid of the bright blue to white

and

here is my result with Shader 3.0, HDR enabled and Vibrant Sun with Glare Effect, Anti Aliasing 4x and AF 16x..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot399.jpg

My tweaked settings where that I changed this part in godrays.fx and this got rid of blinding white to blue at least to where it was bearable..


//edit for light colorness, lower the value for desaturated colors...
static const float saturate = 0.100f;

will post some more pics now that I think I have got it ..
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adame
 
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Post » Tue Nov 17, 2009 1:13 pm

snip

The bright blue tint is a problem with the shader. Vtastek had the same problem with his first godrays version for morrowind. (I think it was fixed before version 2 came out by disabling the suns glareview setting in the morrowind ini) So maybe we can try to find a way like that for oblivion. Could help with the blue tint during the day.

I also did some tweaking and here are a few pics with just Godrays Enabled.

http://img696.imageshack.us/img696/3659/tweaksrays01.jpg
http://img690.imageshack.us/img690/7747/tweakrays02.jpg
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Javaun Thompson
 
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Post » Tue Nov 17, 2009 2:29 pm

and also so the rain doesn't go through roofs when their interior is in the world cell?

Rain/snow collision was done for Morrowind by the Morrowind Code Patch with some alterations to the morrowind.exe, I don't know if the graphics extender could do it for Oblivion.
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Anna Kyselova
 
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Post » Tue Nov 17, 2009 5:18 pm

So Couple of things. Seems no one answered my question above http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&view=findpost&p=15344945 about whether the source code aspects of OBGE are required as AmpolX asserted - and if so where do they go.

This is further compounded and confused by Noceur: http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&view=findpost&p=15345319 who stated that the old OBGE was not even needed (which is what I first thought was the case).

So which is it?

Next for Scanti et al and his reply here http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&view=findpost&p=15345285
Yes I've only ever had the last version of Oblivion - GOTY edition in fact.
Yes I've been using the OBSE launcher for about a year now and have used many obse plugins in the past.

Here is the OBSE log from attempting to initialize the dll:
OBSE: initialize (version = 18.4 010201A0)oblivion root = I:\Games\Oblivion\plugin directory = I:\Games\Oblivion\Data\OBSE\Plugins\checking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dllSetOpcodeBase 000025A0RegisterCommand Scribe (25A0)RegisterCommand RegisterLog (25A1)RegisterCommand UnregisterLog (25A2)RegisterCommand GetRegisteredLogName (25A3)plugin I:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000006) loaded correctlychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\DepthTest.dllcouldn't load plugin I:\Games\Oblivion\Data\OBSE\Plugins\\DepthTest.dllchecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dllplugin I:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctlychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dllplugin I:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctlychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\obge.dllSetOpcodeBase 00002100RegisterCommand GetAvailableGraphicsMemory (2100)RegisterCommand GetScreenWidth (2101)RegisterCommand GetScreenHeight (2102)RegisterCommand LoadShader (2103)RegisterCommand ApplyFullscreenShader (2104)RegisterCommand RemoveFullscreenShader (2105)RegisterCommand SetShaderInt (2106)RegisterCommand SetShaderFloat (2107)RegisterCommand SetShaderVector (2108)RegisterCommand SetShaderTexture (2109)RegisterCommand ForceGraphicsReset (210A)RegisterCommand LoadTexture (210B)RegisterCommand FreeTexture (210C)RegisterCommand CreateHUDElement (210D)RegisterCommand SetHUDElementTexture (210E)RegisterCommand SetHUDElementColour (210F)RegisterCommand SetHUDElementPosition (2110)RegisterCommand SetHUDElementScale (2111)RegisterCommand SetHUDElementRotation (2112)RegisterCommand PurgeManagedTextures (2113)plugin I:\Games\Oblivion\Data\OBSE\Plugins\\obge.dll (00000001 obge 00000001) loaded correctlychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dllplugin I:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 00000062) loaded correctlychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_1_0_511.dllplugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_1_0_511.dll (00000001 Tibixes_String_Function_Collection 00000001) reported as incompatible during querychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_2_0_214.dllplugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_2_0_214.dll (00000001 Tibixes_String_Function_Collection 00000001) reported as incompatible during querychecking plugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_2_0_416.dllSetOpcodeBase 00002200RegisterCommand StrNew (2200)RegisterCommand StrDel (2201)RegisterCommand StrSet (2202)RegisterCommand StrCopy (2203)RegisterCommand StrPrint (2204)RegisterCommand StrCompare (2205)RegisterCommand StrSetName (2206)RegisterCommand StrGetName (2207)RegisterCommand StrGetModelPath (2208)RegisterCommand StrGetModelPath (2209)RegisterCommand StrGetMaleBipedPath (220A)RegisterCommand StrGetFemaleBipedPath (220B)RegisterCommand StrGetModelPath (220C)RegisterCommand StrGetFemaleGroundPath (220D)RegisterCommand StrGetMaleIconPath (220E)RegisterCommand StrGetFemaleIconPath (220F)RegisterCommand StrSetModelPath (2210)RegisterCommand StrSetModelPath (2211)RegisterCommand StrSetMaleBipedPath (2212)RegisterCommand StrSetFemaleBipedPath (2213)RegisterCommand StrSetModelPath (2214)RegisterCommand StrSetFemaleGroundPath (2215)RegisterCommand StrSetMaleIconPath (2216)RegisterCommand StrSetFemaleIconPath (2217)RegisterCommand StrReplace (2218)RegisterCommand StrIDReplace (2219)RegisterCommand StrCat (221A)RegisterCommand StrExpr (221B)RegisterCommand StrAppend (221C)RegisterCommand StrSetNthEffectItemScriptName (221D)RegisterCommand StrGetNthEffectItemScriptName (221E)RegisterCommand StrSave (221F)RegisterCommand StrLoad (2220)RegisterCommand StrLength (2221)RegisterCommand StrMessageBox (2222)RegisterCommand StrClear (2223)RegisterCommand StrClearLast (2224)RegisterCommand StrDeleteAll (2225)RegisterCommand StrAppendCharCode (2226)RegisterCommand StrGetRandomName (2227)RegisterCommand StrGetNthFactionRankName (2228)RegisterCommand StrAddNewLine (2229)plugin I:\Games\Oblivion\Data\OBSE\Plugins\\TSFC_1_2_0_416.dll (00000001 Tibixes_String_Function_Collection 00000001) loaded correctlypatchedDoLoadGameHook: C:\Users\Satanael\Documents\My Games\Oblivion\Saves\John 2 Main\Save 377 - John Patmos - Fighter's Guild, Level 17, Playing Time 167.44.50.essloading from C:\Users\Satanael\Documents\My Games\Oblivion\Saves\John 2 Main\Save 377 - John Patmos - Fighter's Guild, Level 17, Playing Time 167.44.50.obseLoading stringsLoading array variablesDone loading array variables**Dumping Array #1856 **Owner 27: Enhanced Economy.esp[ 0.000000 ] : (Array ID #3676)[ 1.000000 ] : (Array ID #3641)[ 2.000000 ] : (Array ID #3524)[ 3.000000 ] : (Array ID #3619)[ 4.000000 ] : (Array ID #3626)[ 5.000000 ] : (Array ID #3627)[ 6.000000 ] : (Array ID #3634)[ 7.000000 ] : (Array ID #4089)[ 8.000000 ] : (Array ID #4103)[ 9.000000 ] : (Array ID #4110)[ 10.000000 ] : (Array ID #4107)[ 11.000000 ] : (Array ID #4173)[ 12.000000 ] : (Array ID #4187)[ 13.000000 ] : (Array ID #4400)[ 14.000000 ] : (Array ID #4431)[ 15.000000 ] : (Array ID #4445) 
Which does show the depthTest.dll not loading and of course the register commands are not showing. Here is - once again the conlogger log showing my attempt to initialize:
 Game Instance : 1 | Time : 11-22-2009 02-34-45 PM==================================================Enchantment Mastery: Initialized!PiiiP : INI Initialized !ALCH GAMERST: Starting ...ALCH GAMERST: doneabout to read keys from iniadding key with code 42,  wheel 1,   mode 0adding key with code 56,  wheel 2,   mode 0Total modifier keys: 2Assigned string >> "DLTIC-1-6.esp"Assigned string >> "005187"RF: RealisticFatigue.ini loadedMMO:Updated values from ini file in data\.Frostcrag Reborn: no sound plugins activeEE:Updated values from ini file in data\.** Dumping Array #1856 **Owner 27: Enhanced Economy.esp[ 0.000000 ] : (Array ID #3676)[ 1.000000 ] : (Array ID #3641)[ 2.000000 ] : (Array ID #3524)[ 3.000000 ] : (Array ID #3619)[ 4.000000 ] : (Array ID #3626)[ 5.000000 ] : (Array ID #3627)[ 6.000000 ] : (Array ID #3634)[ 7.000000 ] : (Array ID #4089)[ 8.000000 ] : (Array ID #4103)[ 9.000000 ] : (Array ID #4110)[ 10.000000 ] : (Array ID #4107)[ 11.000000 ] : (Array ID #4173)[ 12.000000 ] : (Array ID #4187)[ 13.000000 ] : (Array ID #4400)[ 14.000000 ] : (Array ID #4431)[ 15.000000 ] : (Array ID #4445)EE: Initialized Merchant list with 16 merchantsInitialising PowerAttack Voicemod v1.31 - The Shivering Isles...PowerAttack Voidemod v1.31 - The Shivering Isles is ready for action!All Natural SI: InitializedAll Natural Tamriel: InitializedSupreme Magicka Initialised SuccesfullySpell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosSpell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosShowTestShader 1Script 'SysWindowCompileAndRun', line 1:Script command "ShowTestShader" not found.
So what have I done wrong?

using OBSE 18b5
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Alan Cutler
 
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Post » Tue Nov 17, 2009 4:26 am

I don't want to come off as harsh but unless you are contributing to the development of the project, perhaps it's wiser for us to wait until the gurus come up with a proper release, before asking for trouble shooting help.
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Zoe Ratcliffe
 
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Post » Tue Nov 17, 2009 5:03 pm

I don't want to come off as harsh but unless you are contributing to the development of the project, perhaps it's wiser for us to wait until the gurus come up with a proper release, before asking for trouble shooting help.

Actually asking for trouble-shooting help on the test is welcome as it helps us solve problems and make way for a proper release ;)
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Lloyd Muldowney
 
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Post » Tue Nov 17, 2009 4:39 am

That was my initial thought too - however as AmpolX stated: http://www.gamesas.com/bgsforums/index.php?showtopic=1056861&view=findpost&p=15344916
No need to give up and have that attitude. We will help you to our fullest ability here (IMG:http://style_emoticons/default/smile.gif)
What if on the other hand there is an issue with it not initializing for some - maybe that is part of development?

If I get no where though - rest assured - I will be going away with a quickness.

====

oh AmpolX ninjad
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hannah sillery
 
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Post » Tue Nov 17, 2009 8:22 am

Look at the activity ! The thread now has watchdogs :P

I *might* have a bug report, scanti. Subscripting the f4Time variable doesn't seem to return correct values ( or did I read the readMe wrong ?). Works fine with swizzles.
return tex2D( smpThisFrame, IN.UVCooord) * (f4Time[3]/60)
Gives me a black screen all the time.


@wrinklyninja:(about time-based DoF) Calculate blur and blend it (lerp) for the duration of eye adaption. But you'll still need a setShaderFloat-like function to give it proper values
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Samantha Jane Adams
 
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Post » Tue Nov 17, 2009 11:00 am

Been lurking in this thread up 'till now and just want to say THIS IS AWESOME. Beautiful work. :)
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Josh Sabatini
 
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Post » Tue Nov 17, 2009 8:22 pm

snip

I highly doubt this but could it a problem with an ATI card (if your using one?)

The Godrays is PS 3.0 shader. If your card doesn't support PS 3.0, then it probably will not work.

Did you try testing the depth.fx and testshader.fx to see if they work (result should be a grainy black and white scene.) If they work, then your doing everything fine and its a Godrays Error on your part. But since you said the ShowTestShader command didn't work, im guessing you couldn't test the default shaders either.

Would it be possible that you would need any version of DX? I have the DX9 required by MGE SVN Build 118 on my vista system. These are just theories though so I wouldn't know if they will solve the problems or not.
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Craig Martin
 
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