Author |
Message |
AraVinD
|
Saturday, July 28, 2012
zeq2lite Public Beta 2 win_mingw-x86 Mar 18 2011
----- FS_Startup -----
Unable to create directory "C:\Users\Administrator\AppData\RoamingE:\lololol\ZEQ2 Storm"
Current search path:
E:\lololol\ZEQ2 Storm\ZEQ2\kami.pk3 (258 files)
E:\lololol\ZEQ2 Storm\ZEQ2\kameHB1.pk3 (135 files)
E:\lololol\ZEQ2 Storm\ZEQ2\dbq_xmap3_beta2.pk3 (68 files)
E:\lololol\ZEQ2 Storm/ZEQ2
----------------------
461 files in pk3 files
execing default.cfg
execing zeq2config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk okay
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "windib"
Initializing OpenGL display
Estimated display aspect: 1.778
...setting mode -1: 1600 900
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
Available modes: '1152x648 1280x720 1366x768 1600x900 1360x768 1280x768 1280x800 1440x900 720x480 640x480 800x600 1024x768 1152x864 720x576'
GL_RENDERER: ATI Radeon HD 5670
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_texture_filter_anisotropic (max: 16)
...ignoring GL_ARB_vertex_shader
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5670
GL_VERSION: 4.2.11733 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_shader_¸ä"GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1600 x 900 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: disabled
Motionblur image set; width: 2048 height: 1024
Initializing Shaders
^3WARNING: Bad shader file scripts/EastCity.shader has incorrect syntax.
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... okay
SDL audio driver is "dsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
02148650 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 744 jump table targets
VM file ui compiled to 557995 bytes of code
ui loaded in 819424 bytes on the hunk
Unexpected end of info file
32 arenas parsed
--- Common Initialization Complete ---
Winsock Initialized
Hostname: Neo_Reconia
IP6: fe80::65ae:8971:1542:71a0%11
IP6: fe80::30f3:2612:8a31:bac1%12
IP6: 2002:596:baa7::596:baa7
IP: 192.168.1.2
IP: 5.150.186.167
IP6: 2001:0:9d38:953c:30f3:2612:8a31:bac1
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
Requesting servers from master master.ioquake3.org...
CL_ServersResponsePacket
17 servers parsed (total 17)
64.79.109.196:27960 resolved to 64.79.109.196:27960
----- FS_Startup -----
Current search path:
E:\lololol\ZEQ2 Storm\ZEQ2\kami.pk3 (258 files)
E:\lololol\ZEQ2 Storm\ZEQ2\kameHB1.pk3 (135 files)
E:\lololol\ZEQ2 Storm\ZEQ2\dbq_xmap3_beta2.pk3 (68 files)
E:\lololol\ZEQ2 Storm/ZEQ2
handle 1: music/menu.ogg
----------------------
461 files in pk3 files
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk okay
----- R_Init -----
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5670
GL_VERSION: 4.2.11733 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_shader_˜™"GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1600 x 900 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: disabled
Motionblur image set; width: 2048 height: 1024
Initializing Shaders
^3WARNING: Bad shader file scripts/EastCity.shader has incorrect syntax.
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 744 jump table targets
VM file ui compiled to 557995 bytes of code
ui loaded in 819424 bytes on the hunk
Unexpected end of info file
32 arenas parsed
Loading vm file vm/cgame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 792 jump table targets
VM file cgame compiled to 1476805 bytes of code
cgame loaded in 134973728 bytes on the hunk
stitched 0 LoD cracks
...loaded 25 faces, 0 meshes, 1448 trisurfs, 0 flares
reading 'maps/Desert.lfs'...
1 lens flare effects loaded
sun flare entity created
'maps/Desert.lfe' not found
reading 'effects/effects.lfs'...
3 missile lens flare effects loaded
----- Client Shutdown (Client fatal crashed: Z_Malloc: failed on allocation of 16777240 bytes from the main zone) -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
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Skatter
#*&@%!
|
Saturday, July 28, 2012
Well, if I'm not mistaken, you're using lots of particle effects. Try this: rename ALL of your .psys files (not .phys, but .psys) to a .dormant file extension. Or really any extension other than .psys. Obviously, your particle effects won't show up in-game, but see if the game actually runs. If it starts running, read the next paragraph I've written.
I think you're using too many particle effects. When I got on a major particle-learning kick, I did the same thing, and I encountered a very similar crash. I had to start swapping out particle systems and only using a few at a time as I was working on them, especially the multiple staged effects like for Future Trunks. There's a limit to what you can and can't do in regards to particles inside the code at the moment.
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AraVinD
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Saturday, July 28, 2012
slam
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Skatter
#*&@%!
|
Saturday, July 28, 2012
Aravind wrote : slam 
I looked into this in the code in a couple of places, and made changes and recompiled, however it never seemed to help, leading me to believe I either wasn't looking in the right place, or that there are multiple object limits in place (emitter limit, particle system limit, individual particle call limit, etc.) <-- Although I am nowhere near knowledgeable enough to confirm that, and it's likely that I am a simpleton
That said, if the particle limit is your problem, which I'm not sure of until you tell me, might I suggest looking into particle effects on Unity?
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AraVinD
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Saturday, July 28, 2012
Skatter wrote : Aravind wrote : slam 
I looked into this in the code in a couple of places, and made changes and recompiled, however it never seemed to help, leading me to believe I either wasn't looking in the right place, or that there are multiple object limits in place (emitter limit, particle system limit, individual particle call limit, etc.) <-- Although I am nowhere near knowledgeable enough to confirm that, and it's likely that I am a simpleton
That said, if the particle limit is your problem, which I'm not sure of until you tell me, might I suggest looking into particle effects on Unity?
sure but how can I look into unitys particle system if I don't have any source or ( Unity game to test )
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alishan22
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Saturday, July 28, 2012
this is getting me into suspense again......so you are the unity particle system expert for the next version of ZEQ2 unity???
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Skatter
#*&@%!
|
Saturday, July 28, 2012
alishan22 wrote : this is getting me into suspense again......so you are the unity particle system expert for the next version of ZEQ2 unity???
No sir, I'm not an expert at anything except mediocrity. I have piddled with the particle systems a bit, although that was a couple of months ago. Some pretty important personal events have happened, which have taken a lot of my free time, but if all goes well within the next couple of months I should be able to start learning and trying to get a feel for the Unity Particle System again.
I am merely encouraging ANY of you to download unity, try it out, get comfortable with it, maybe even master some aspects, so that you might be able to contribute.
If you can surpass what I've been able to do with it(and believe me, every single one of you can, since really the particle system for both ZEQ2-Lite and Unity aren't tough at all once you've gotten used to them) then more and more people would be readily available to contribute to what I consider the most inspirational and deepest undertaking in Dragon Ball Z fandom.
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AraVinD
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Sunday, July 29, 2012
Skatter wrote : alishan22 wrote : this is getting me into suspense again......so you are the unity particle system expert for the next version of ZEQ2 unity???
No sir, I'm not an expert at anything except mediocrity. I have piddled with the particle systems a bit, although that was a couple of months ago. Some pretty important personal events have happened, which have taken a lot of my free time, but if all goes well within the next couple of months I should be able to start learning and trying to get a feel for the Unity Particle System again.
I am merely encouraging ANY of you to download unity, try it out, get comfortable with it, maybe even master some aspects, so that you might be able to contribute.
If you can surpass what I've been able to do with it(and believe me, every single one of you can, since really the particle system for both ZEQ2-Lite and Unity aren't tough at all once you've gotten used to them) then more and more people would be readily available to contribute to what I consider the most inspirational and deepest undertaking in Dragon Ball Z fandom.
I have unity but how to get are start working with it *laughing out loud* is there a psys file are what how to get in first if I know that then creating a particle system is a pieace of care for me *intense laughter*
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AraVinD
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Sunday, July 29, 2012
all I need is few examples to start
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Skatter
#*&@%!
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Sunday, July 29, 2012
Aravind wrote : all I need is few examples to start 
I don't really have any tutorials, I just kind of bluffed my way through, I guess. Trust me, if you're working with the ZEQ2-Lite one, you'll easily pick up on this one, due to the user interface.
But I did some looking around for you, and even though this is out-dated, it might be of some help. Alternatively, in the Unity Help, you can get particle information there. I'm not on my good PC with Unity on it, but I'm supposedly going to get it moved over here today, so I'll try to be more help
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