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Old 07-07-2010, 08:59 AM   #151
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Oh.
Well I dunno, maybe I've read it wrong or something.
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Old 07-17-2010, 02:10 PM   #152
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CM_InlineModel: bad number

mean anything to anyone?
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Old 07-17-2010, 11:33 PM   #153
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Quote:
Originally Posted by {UFP}Neo2k View Post
CM_InlineModel: bad number

mean anything to anyone?
Did you try Google already ??
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Old 07-18-2010, 07:17 AM   #154
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ofc..... but didnt fix mine or a few other peoples issue......

Some people can play station_iowa, others cant....
Google basically says something to do with entity
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Old 07-18-2010, 09:05 AM   #155
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Quote:
Originally Posted by {UFP}Neo2k View Post
ofc..... but didnt fix mine or a few other peoples issue......

Some people can play station_iowa, others cant....
Google basically says something to do with entity
You did read the readme, didn't you ??
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Old 07-18-2010, 03:25 PM   #156
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- a brain cell - If i can set up a linux dedi server for rpgxEF then I must have at least half...
- rpgxEF Engine release from 19.02.2010 22:51 (or later if avaible) - Got the latest!
- rpgxVM release from 25.20.2010 21:08 (or later if avaible) erryup

- MAP: Poseidon A - got origional, A and v2!
- MAP: Poseidon B - yes yes!
- MAP: RPGX Atlantis - ofc!......

Heres my baseEF



Quote:
1. iowa_pak0.pk3 -> this pak contains levelshots, map file, models, shaders (servers need only this pak)
2. iowa_pak1.pk3 -> contains textures (client always need this pak)
3. iowa_pak2-*.pk3 -> contains low, med and high quality textures
4. iowa_pak3-*.pk3 -> contains low, med and high quality lightmaps
yup and tried high and medium
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Old 07-18-2010, 03:31 PM   #157
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additional, works fine in self server playing.. just not net servers.
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Old 07-18-2010, 03:42 PM   #158
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Actually the part of the Readme for installing station iowa reads:
Quote:
Station Iowa will be delivered with some pk3's.

1. iowa_pak0.pk3 -> this pak contains levelshots, map file, models, shaders (servers need only this pak)
2. iowa_pak1.pk3 -> contains textures (client always need this pak)
3. iowa_pak2-*.pk3 -> contains low, med and high quality textures
4. iowa_pak3-*.pk3 -> contains low, med and high quality lightmaps

Simply put iowa_pak0, iowa_pak1, one of iowa_pak2 and one of iowa_pak3 into your RPG-X2 directory and then launch the game
Anyway I hope you are using the latest engine release with shared libraries and not with QVM.
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Old 07-18-2010, 03:45 PM   #159
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Hmm, there may be some issues with the latest beta en RC3 of the map, since I can't run it locally anymore. GSIO01 will have to sort that one out . . .
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Old 07-22-2010, 03:53 AM   #160
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I'll look into this ...

Update:
  • I can load RC3 local without problems
  • I can connect to a dedicated server running the map without problems

I need some more information ... because I can't fix bugs I can't reproduce...
Can they load the map locally?
Does it always happen for them?
Does it only happen if a certain number of players are on a server?
Do they really run RPG-X thorugh the rpgxEF.exe or linux binary if they use linux?
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Old 07-22-2010, 11:29 AM   #161
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Quote:
Originally Posted by GSIO01 View Post
Can they load the map locally?
Nope

Quote:
Does it always happen for them?
Yep

Quote:
Does it only happen if a certain number of players are on a server?
Don't know

Quote:
Do they really run RPG-X thorugh the rpgxEF.exe or linux binary if they use linux?
rpgxEF.exe
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Old 07-31-2010, 09:41 PM   #162
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rpgxef works great for me!

But... can't manage to get bloom or motion blur to work, either with or without the framebuffer extension.

When I change maps, and there is a brief second in which the "connection" is lost, the bloom appears just before the map change, but then disappears. Any idea what's wrong?

I've got GL extensions enabled, and the latest drivers for my Nvidia GT220.
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Old 08-01-2010, 04:31 AM   #163
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Please check your console and find two yellow entries called framebufferSupported and glslSupported both have to be followed by 1 in order for the framebuffer to work. Also any warnings that follow directly after these two might help to find out what went wrong.

To use Framebuffer bloom make sure this settings are correct:
Code:
r_ext_framebuffer 1
r_ext_framebuffer_bloom 1
r_bloom 0
To use the other bloom method make sure this settings are correct:
Code:
r_ext_framebuffer 0
r_bloom 1
Motion blur is bugy anyway and will most likely be disabled in future release until a fix is found.
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Old 08-01-2010, 07:50 AM   #164
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Yea, it gave me x-ray vision when I turned it on. You had better remove it before Fraggles gets hold of it.
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Old 08-01-2010, 11:33 AM   #165
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Hmm, normal bloom and framebuffer bloom doesn't work for me. Framebuffer supported is followed by a 0, glslsupported is followed by a 1.

There is a warning: "Framebuffer rendering path disabled".

By the way, thanks for the prompt help!
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Old 08-01-2010, 12:23 PM   #166
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Quote:
Originally Posted by Telex Ferra View Post
Yea, it gave me x-ray vision when I turned it on. You had better remove it before Fraggles gets hold of it.
Oh hey wait I forgot about this new fancy executable thing. I got plenty of X-Ray vision whenever I entered a room with a mirror, and my framerate was often terrible.
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Old 08-01-2010, 12:34 PM   #167
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GSIO01, which bloom did you use in that Salem sample video?
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Old 08-01-2010, 01:20 PM   #168
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r_bloom
(too short)
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Old 08-08-2010, 10:09 AM   #169
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whats TESS?
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Old 08-12-2010, 04:32 PM   #170
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TESS = temporal entity spawning system
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