Oblivion Graphics Extender, Thread 12

Post » Sat Dec 11, 2010 11:04 pm

Go post your shaderlist again, what's that like now?
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sat Dec 11, 2010 11:01 am

Go post your shaderlist again, what's that like now?


Here you go.

***********Shaderlist.txt***********DepthOfField.fxtimelygodraysv3.fxCelShader+EdgeAA.fxobsharpen.fxColorEffects.fxColorMood.fx

User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sat Dec 11, 2010 9:36 am

Hmm, that looks fine too. I don't know why you're crashing, maybe Scanti could have an idea?

EDIT: You're not using DepthTest.dll or obge.dll at the same time as OBGEv2.dll are you?
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Sat Dec 11, 2010 2:12 pm

Hmm, that looks fine too. I don't know why you're crashing, maybe Scanti could have an idea?

EDIT: You're not using DepthTest.dll or obge.dll at the same time as OBGEv2.dll are you?


OBGEv2.dll is the only file that's inside the "plugins" folder for OBSE. I wonder if it that my video card is just too crappy or something. I should be getting my GTX 280 back in about a week or so.

EDIT: Here's a dumb question, does this mod require DX10? Because my card might not support it.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sat Dec 11, 2010 11:43 am

No its developed on DX9, and I'm running it on a crappy 7800 AGP card, but scanti also sent a a dev build.
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sat Dec 11, 2010 2:13 pm

Hey after a long discussion with vtastek and testing and stuff i had to replace all "Density" in my timelygodraysv3.fx with the word "dens"..we don't still know why that changed anything but hey,made it work for me lol
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat Dec 11, 2010 8:32 am

Hey after a long discussion with vtastek and testing and stuff i had to replace all "Density" in my timelygodraysv3.fx with the word "dens"..we don't still know why that changed anything but hey,made it work for me lol

After some investigation, we found the shader is active in all passes. But it fails to draw rays. After getting confirmation that, he has an Nvidia card, I was sure there must be another problem. :P I decided to check his old OGE logs.

 Ingnoring message.RESZ not supported.Depth buffer texture (INTZ) (1280,1024) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1280, Height = 1024Setting screen surface.Setting depth texture.Loading the shaders.Added to list OK.Loading the shaders.Save file links 0 textures.Shader Index = 9Shader num = 1Filename = DepthOfField.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000781(1)Float f4Time = 40167.910156(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader num = 2Filename = timelygodraysv3.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float morningshaftex = 0.040000(1)Float eveningshaftex = 0.200000(1)Float goldendecay = 0.990000(1)Float noonshaftex = 0.490000(1)Float noondecay = 0.630000(1)Float moonshaftex = 0.090000(1)Float moondecay = 0.880000(1)Float startsunrise = 4.000000(1)Float endsunrise = 10.000000(1)Float startevening = 17.000000(1)Float endevening = 21.000000(1)Float Density = 0.000000(1)Float Weight = 0.440000(1)Float m44view = 0.813967(1)Float f3EyeForward = 0.389765(1)Float f4SunDir = 0.316862(1)Float rcpres = 0.000781(1)Float f4Time = 40167.910156(1)Float t = 0.767327(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader num = 3Filename = CelShader+EdgeAA.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000781(2)Float edgeStrength = 20.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 4Filename = ColorEffects.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.250000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 40167.910156(1)Float greyscale = 0.299000(1)Float rcpres = 0.000781(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 5Filename = ColorMood.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 6Filename = obsharpen.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 10.000000(1)Inserting the shader into the list.Shader num = 8Filename = ssao_perf.fxEnabled = 1RefID = 8A000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Float rcpres = 0.000781(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader (ssao_perf.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 8a000800  Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Shader (DepthOfField.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (CelShader+EdgeAA.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 8a000800  Loading shader that already exists. Returning index of existing shader.Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 41545.750000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.993538Found float: name - f3EyeForward, size - 1, data[0] - 0.108782Found float: name - f4SunDir, size - 1, data[0] - 0.249176Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 41545.750000Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 41545.750000Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 49120.421875Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.000003Found float: name - f3EyeForward, size - 1, data[0] - 1.000000Found float: name - f4SunDir, size - 1, data[0] - -0.049448Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 49120.421875Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 49120.421875Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 51538.601563Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.623798Found float: name - f3EyeForward, size - 1, data[0] - -0.622397Found float: name - f4SunDir, size - 1, data[0] - -0.049448Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 51538.601563Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 51538.601563Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 10Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 62471.433594Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.218256Found float: name - f3EyeForward, size - 1, data[0] - 0.904967Found float: name - f4SunDir, size - 1, data[0] - -0.693548Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 62471.433594Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.000000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Shader CelShader+EdgeAA.fx has 9 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 17 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.250000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found float: name - f4Time, size - 1, data[0] - 62471.433594Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 10.000000Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader ssao_test.fx has 10 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - NoiseText - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


It is interesting there is only one value which is reported wrongly.

"Density"

I suspected a name conflict, and suggested to rename the variable. It worked reportedly. But I have no idea why could that happen in all those variables to 'Density'. And I noticed I used saturate as a variable. There is a function called saturate, may conflict. I should changed that.
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Sat Dec 11, 2010 11:23 pm

I suspected a name conflict, and suggested to rename the variable. It worked reportedly. But I have no idea why could that happen in all those variables to 'Density'. And I noticed I used saturate as a variable. There is a function called saturate, may conflict. I should changed that.

On the next version pls :D you should make 2 pre config-ed versions for your next one..a normal godrays effect,that pleases some, and an ultra-over-the-top version that pleases,well, me lol and others like me xP
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sat Dec 11, 2010 12:25 pm

Oh, and I'm pretty sure that previously I could alt-tab out of Oblivion and back in again without any problems, but now the game stops responding, as OBGEv2 can no longer find something or other. Not really a big issue for me, but thought you might like to know. If you want more info, just ask.


Yeah it looks like my direct 3d code has a memory leak. (When you alt-tab the game it has to reset the graphics device. Before it can reset the graphics device it has to clear the graphics card's memory of all the stuff you created. If anything remains in the memory then it can't reset the graphics device and the game freezes up).

I've just spent an entire day trying to track it down. According to the debug direct 3d I have a state block still left open. The problem is that the only thing in my code that could use state blocks are the effect shaders and I tried commenting out all the effect code but still have a state block leak?

It looks like I have to methodically remove chunks of code until I find the part that's causing the leak. :banghead:
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Sat Dec 11, 2010 8:53 pm

I'll try to keep things on topic.... I do not have any cell shaders loaded, with OBSE 18 beta 6 I get the cell shader look, no absolutely no shaders loaded at all, but with the exact same settings OBSE 18 beta 4 everything goes back to normal and IF I put shaders in the shader list, I get them as I am supposed to, so can anyone tell me if this is an OBGE v2 problem with OBSE or an OBSE problem with OBGE v2??
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Sat Dec 11, 2010 7:18 pm

I'll try to keep things on topic.... I do not have any cell shaders loaded, with OBSE 18 beta 6 I get the cell shader look, no absolutely no shaders loaded at all, but with the exact same settings OBSE 18 beta 4 everything goes back to normal and IF I put shaders in the shader list, I get them as I am supposed to, so can anyone tell me if this is an OBGE v2 problem with OBSE or an OBSE problem with OBGE v2??


Are you using shademe's plugin?

Can you post your OBGEv2.log and OBSE.log that are in your Oblivion folder and can you post a screenshot of the cell shader look.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sat Dec 11, 2010 7:30 pm

V4 of my ColorEffects shader is up on Nexus. This gets rid of the non-linear contrast method I previously used in favour of the method ABO showed me on the previous page.

@ shadeMe: The support plugin will need to be updated for the above. I've removed 5 variables (all the ones to do with NLC) and added two more: GContrast and GBrightness.

Now to get back to investigating bugs in All Natural...
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Sun Dec 12, 2010 1:06 am

OBGEv2.dll is the only file that's inside the "plugins" folder for OBSE. I wonder if it that my video card is just too crappy or something. I should be getting my GTX 280 back in about a week or so.

EDIT: Here's a dumb question, does this mod require DX10? Because my card might not support it.


Try the directx update linked in the first post. It sounds like the OBGEv2.dll isn't running as you are missing a directx system file that it needs.

I think I may manually call any directx extensions using the LoadLibrary and GetProcAddress functions. That way I can check if you have the correct directx system files.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Sat Dec 11, 2010 2:51 pm

Okay so I got some good news and bad. First off the good news, I got OBGE to work. It turns out I had to move around the load order which I never really did because I didn't ever download OBMM. Now for some bad news, when it first loaded the save game, all the actors were this purple/pink color, I disabled every .fx except the god rays and depth of field and it still did it. But then I then I hit "T" to wait a couple hours, then it went away. I haven't seen it come back yet. Also for some reason I am getting retardedly spammed with the support keys. I get around 3k a minute. I try to use it and it says to close the inventory menu and I do so but then nothing happens. Also, the game seems to crash when I have both OBGE and BannanaSplit's Better Cities on. Is there a certain load order I should have these two mods in with one another? Here's what my load order is:

Oblivion.esmEnhancedWeather.esm (Deactivated Causing Crashes)BetterCitiesResources.esmDLCHorseArmor.espEnhancedWeather.esp (Deactivated Causing Crashes)EnhancedWeather - Darker Nights, 50.esp (Deactivated Causing Crashes)OblivionCats.esp v0.2bDLCFrostcrag.espReznod_mannequin.espthe_core_apocalypse.esporganics.espbutterfly.esprune.esptsuguri_complete.espDLCThievesDen.espCosmetic Compilation.espRealisticForceMedium.espDLCVileLair.espallinonebasemant.espDLCMehrunesRazor.espIWR-Lights.espDLCSpellTomes.espBook Jackets Oblivion.espOscuro's_Oblivion_Overhaul.espKnights.espDecoratorAssistant with OBSE v1.1.espSlof's Horses Base.espSlofs's Horses Essential.espEnhanced Water v2.0 HD.espArmory of the Silver Dragon EN.espboh_dungeonbgone.espDMC Stylish - Special anims.espEnhancedWeather - Enhanced Seasons.esp (Deactivated Causing Crashes)Get Wet Dark.espAC2Gear_RS.espIWR-Windows.espOblivion Graphics Extender Support.espCarry_all_you_want-5118.espBetter Cities Full.espBetter Cities - Full City Defenses.espBetter Cities.esp


EDIT: Okay I got Better Cities to work. i just need to get the Enhanced weather mods to work. And also the Key Duplication thing is still happening though. I'll post what the command console is saying, I think it's OBGE releated.
Error in script 21000800Unexpected token type 66 (42) encountered


Also, the little window where it shows the picture of the save game is really messed up, it either is some random color or it looked really zoomed up to where I can see the pixels of something in the picture.
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Sat Dec 11, 2010 8:58 am

Dear god, please BOSS that monstrosity before it can do any more damage (talking about your load order).

Enhanced Weather is pretty simple to install, it's basically just drag 'n' drop and then it works. I don't know what you mean by getting it to work.

Make sure you're using latest OBSE too.

EDIT: And get rid of the Enhanced Seasons plugin of Enhanced Weather while you're at it, I don't support it anymore, and it's likely to just cause you more problems.
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Sat Dec 11, 2010 7:30 pm

Dear god, please BOSS that monstrosity before it can do any more damage (talking about your load order).

Enhanced Weather is pretty simple to install, it's basically just drag 'n' drop and then it works. I don't know what you mean by getting it to work.

Make sure you're using latest OBSE too.

EDIT: And get rid of the Enhanced Seasons plugin of Enhanced Weather while you're at it, I don't support it anymore, and it's likely to just cause you more problems.


Ah many thanks for that tip. The Enhanced weather mods work now :). But I still have the issues with the keys.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sat Dec 11, 2010 4:39 pm

Ah many thanks for that tip. The Enhanced weather mods work now :). But I still have the issues with the keys.


I think shademe said you must have the latest version of OBSE for his support mod to work. Which is version 18 beta 6. If you already have that version then you'll have to wait for shademe to log in and read your post.

Also, the little window where it shows the picture of the save game is really messed up, it either is some random color or it looked really zoomed up to where I can see the pixels of something in the picture.


This is a known problem. It will be fixed in the next release of the plug-in. I just have to fix the alt-tab problem first.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Sat Dec 11, 2010 12:25 pm

I think shademe said you must have the latest version of OBSE for his support mod to work. Which is version 18 beta 6. If you already have that version then you'll have to wait for shademe to log in and read your post.



This is a known problem. It will be fixed in the next release of the plug-in. I just have to fix the alt-tab problem first.


Ah sorry didn't see that bit. I'll give that a try and let you know how that goes.

EDIT: It works! Just now all I have to ask is how to disable certain .fxs because it has all of them running it seems and I'm guessing it's the ssao fx that is making me lag BAD. I can't find a way to disable it within the game and it's not in my shaderlist.txt.
EDIT AGAIN: Scratch that, I just put them in a folder in my /shaders folder.
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sat Dec 11, 2010 10:30 am

Ah sorry didn't see that bit. I'll give that a try and let you know how that goes.

EDIT: It works! Just now all I have to ask is how to disable certain .fxs because it has all of them running it seems and I'm guessing it's the ssao fx that is making me lag BAD. I can't find a way to disable it within the game and it's not in my shaderlist.txt.
EDIT AGAIN: Scratch that, I just put them in a folder in my /shaders folder.



Okay now I got a new question. How would I make the sun glare higher whenever it sun sunset or the sun is rising, basically whenever the god rays are in full effect. I know you edit the values somewhere within the .fx file. Any tips?

Here's an example of what I'm talking about:

http://www.youtube.com/watch?v=AKGJvQzzn_0
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sat Dec 11, 2010 10:52 pm

Okay now I got a new question. How would I make the sun glare higher whenever it sun sunset or the sun is rising, basically whenever the god rays are in full effect. I know you edit the values somewhere within the .fx file. Any tips?

Here's an example of what I'm talking about:

http://www.youtube.com/watch?v=AKGJvQzzn_0

Download v34, it has descriptive comments. You have to use notepad or another text editor. (I use Notepad++, open source)
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat Dec 11, 2010 7:51 pm

I've uploaded the latest build of the support plugin to the Nexus page. It'll need this http://dl.dropbox.com/u/2584752/OBGEv2.dll (and a clean save) - I'm not uploading it to the Nexus servers as my additions haven't been merged with scanti's master yet. This version might cause issues as it has a couple of new and possibly untested features that aren't in the latest official release (split screen and vertex shader support, improved fix for the savegame texture). Please bear that in mind.

Change Log:
0.2 -
  • Text input can now be cancelled without having to reenter the current value.
  • Main menu now sports a status indicator for the shaders listed.
  • Fixed a bug which caused the text input to not work when on horseback.
  • Variables are now set right after closing the text input menu.
  • Shaders are disabled by default on first run.
  • Variable menu now shows a description of the shader being modified.
  • TimelyGodRaysv3 must now be renamed to Godrays before use.
  • Updated variable definitions for Color Effects v4.
  • Menu token can now be equipped using a hotkey.
  • Added a short readMe to the package.
0.1 - Initial Release

User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat Dec 11, 2010 1:24 pm

Just now all I have to ask is how to disable certain .fxs because it has all of them running it seems and I'm guessing it's the ssao fx that is making me lag BAD. I can't find a way to disable it within the game and it's not in my shaderlist.txt.
EDIT AGAIN: Scratch that, I just put them in a folder in my /shaders folder.


OP has instructions on how to use support plugin.

I've uploaded the latest build of the support plugin to the Nexus page. It'll need this http://dl.dropbox.com/u/2584752/OBGEv2.dll (and a clean save) - I'm not uploading it to the Nexus servers as my additions haven't been merged with scanti's master yet. This version might cause issues as it has a couple of new and possibly untested features that aren't in the latest official release (split screen and vertex shader support, improved fix for the savegame texture). Please bear that in mind.

Change Log:


Will test. :)

EDIT: I'm not getting CelShader+EdgeAA, DoF, ColorEffects to work. Activating them or changing their variables has no effect, though it says they've been toggled in the console. OBGEv2 log checks out fine too. Sharpen, Color Mood and SSAO all toggle fine.

Another suggestion too: Would it be possible to have the plugin initialised on first load with the default values of the shaders, rather than 0s? I know you can't read from shaders, but what about just setting them explicitly?

EDIT 2: Godrays also works with v3.4 renamed to Godrays.fx. However, I noticed it applied a small level of blur to the entire screen, which I had not previously noticed. Is that normal?
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sat Dec 11, 2010 11:50 pm

...
Will test. :)

EDIT: I'm not getting CelShader+EdgeAA, DoF, ColorEffects to work. Activating them or changing their variables has no effect, though it says they've been toggled in the console. OBGEv2 log checks out fine too. Sharpen, Color Mood and SSAO all toggle fine.

Another suggestion too: Would it be possible to have the plugin initialised on first load with the default values of the shaders, rather than 0s? I know you can't read from shaders, but what about just setting them explicitly?

EDIT 2: Godrays also works with v3.4 renamed to Godrays.fx. However, I noticed it applied a small level of blur to the entire screen, which I had not previously noticed. Is that normal?


Not sure if it is directly about new version.

I get shaders to work. But haven't tried variables yet. I also noticed the blur. It may have something with below info:

I noticed the image quality degrades with some shaders. It happens with some shaders, but when mixed, sometimes a shader causes it, sometime don't. But you can see the degradation on text clearly.

Edit: I noticed some shaders are using Point filter, I think linear filter gives better quality. But I am not an expert on filters. Also I tried to change them, and somewhat I saw a performance increase(especially with SSAO), but could be placebo effect.

Sometimes, I get a flashback. :P If somebody hits me, I saw an image of previous things for a second. My english is not enough to describe it. But flashback should do it.

All work and no play makes vtastek a dull boy.
All work and no play makes vtastek a dull boy.
All work and no play makes vtastek a dull boy.
All work and no play makes vtastek a dull boy.


I will go to cinemas... Daybreakers or Heavenly Creatures? Both. :) And a pizza fest, I need.

Edit: Did I say Heavenly Creatures? :o I meant The Lovely Bones. Now it is official, I am a Peter Jackson fan.
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Sat Dec 11, 2010 1:11 pm

Oooh, new stuff to play around with. Yummy. :twirl: :dance: :celebration:

Oh, if anyone else uses Ati Tray Tools I managed to fix the issue with its screencapture function freezing Oblivion.
Its "shared memory upodate interval" was at the default every two seconds. I set it to four and it works smoothly now.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Sat Dec 11, 2010 6:22 pm

I've uploaded the latest build of the support plugin to the Nexus page. It'll need this http://dl.dropbox.com/u/2584752/OBGEv2.dll (and a clean save) - I'm not uploading it to the Nexus servers as my additions haven't been merged with scanti's master yet. This version might cause issues as it has a couple of new and possibly untested features that aren't in the latest official release (split screen and vertex shader support, improved fix for the savegame texture). Please bear that in mind.


Cool. It's good to see someone else working in the plug-in. One thing though. If you are going to add your own new commands you should pm ianpatt and get an opcode range allocation. I'm not sure what range of opcodes were allocated to the original OBGE project but if you go outside this range you could start interfering with other obse plug-ins. You are probably safe as ianpatt usually hands out the opcodes in chunks of 16 but I'd change your code just in case.

EDIT 2: Godrays also works with v3.4 renamed to Godrays.fx. However, I noticed it applied a small level of blur to the entire screen, which I had not previously noticed. Is that normal?


That's probably my fault. The new 'vertex compatible' shaders don't adjust for the fact that co-ords 0,0 point to the top-left of a texel (texture pixel) instead of it's centre. You have to shift the co-ordinates by half of the reciprocal of the screen size to line everything up properly.

Oooh, new stuff to play around with. Yummy. :twirl: :dance: :celebration:

Oh, if anyone else uses Ati Tray Tools I managed to fix the issue with its screencapture function freezing Oblivion.
Its "shared memory upodate interval" was at the default every two seconds. I set it to four and it works smoothly now.


Good to know. :thumbsup:
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

PreviousNext

Return to IV - Oblivion