D2X-XL Bug Reports - Mac OS X
Moderators: Grendel, Aus-RED-5
Warning: error: invalid polygon model
Just as I am about to fly out of the vestibule, I get this error msg.
Warning: error: invalid polygon model
It doesn't crash, but becomes unusable at his point, as it puts up this msg continuously even if you hit OK. It seems to hit either when I first bank to go left or right, or as the door straight ahead opens.
This is on 10.3.9 on a dual G4 1.25 with 2G RAM, using my original Descent II install (yay OS9). I tried fddling with a few settings in the ini, but it happens with the default also, either fullscreen or windowed.
Can't seem to turn on the debug log - doesn't write anything anywhere.
The app is in /applications/games/d2x-xl
ideas?
Warning: error: invalid polygon model
It doesn't crash, but becomes unusable at his point, as it puts up this msg continuously even if you hit OK. It seems to hit either when I first bank to go left or right, or as the door straight ahead opens.
This is on 10.3.9 on a dual G4 1.25 with 2G RAM, using my original Descent II install (yay OS9). I tried fddling with a few settings in the ini, but it happens with the default also, either fullscreen or windowed.
Can't seem to turn on the debug log - doesn't write anything anywhere.
The app is in /applications/games/d2x-xl
ideas?
Re: Warning: error: invalid polygon model
I got the same problem. "Warning: error: invalid polygon model" pops up as soon as a level loads.hangdog wrote:Just as I am about to fly out of the vestibule, I get this error msg.
Warning: error: invalid polygon model
It doesn't crash, but becomes unusable at his point, as it puts up this msg continuously even if you hit OK. It seems to hit either when I first bank to go left or right, or as the door straight ahead opens.
This is on 10.3.9 on a dual G4 1.25 with 2G RAM, using my original Descent II install (yay OS9). I tried fddling with a few settings in the ini, but it happens with the default also, either fullscreen or windowed.
Can't seem to turn on the debug log - doesn't write anything anywhere.
The app is in /applications/games/d2x-xl
ideas?
Re:
How do I donate?Diedel wrote:Donate, ppl, donate, so that I will be able to buy a Mac and fix D2X-XL.
Haiku:
No more Mac version
Universal Binaries
are overrated.
Universal Binaries
are overrated.
- Shadowfury333
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- Joined: Mon Aug 09, 2004 8:36 pm
Yeah, there are still some problems. Descent I missions don't work anymore, net play doesn't work, and some of the advanced levels don't work.
However, high-res textures and models DO work in the Mac version -- I've got them working on my Mac right now. Make sure you edit your d2x.ini file to include \"-hires_textures 1\", and then you need to put the texture quality slider at its max in Render Options --> Advanced Render Options.
Also, *most* of the custom levels I've downloaded work fine. The only ones that don't seem to work are the more complex ones like Glass House and the latest Lunar Outpost Reloaded level.
However, high-res textures and models DO work in the Mac version -- I've got them working on my Mac right now. Make sure you edit your d2x.ini file to include \"-hires_textures 1\", and then you need to put the texture quality slider at its max in Render Options --> Advanced Render Options.
Also, *most* of the custom levels I've downloaded work fine. The only ones that don't seem to work are the more complex ones like Glass House and the latest Lunar Outpost Reloaded level.
- Shadowfury333
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I did both of those and noticed no difference, although texture quality is at max by default.simX wrote:However, high-res textures and models DO work in the Mac version -- I've got them working on my Mac right now. Make sure you edit your d2x.ini file to include "-hires_textures 1", and then you need to put the texture quality slider at its max in Render Options --> Advanced Render Options.
True, but I really would like to see the advanced stuff.simX wrote:Also, *most* of the custom levels I've downloaded work fine. The only ones that don't seem to work are the more complex ones like Glass House and the latest Lunar Outpost Reloaded level.
Hmm. Here's another thing you might check: if you have a "Config" folder inside your data folder, your d2x.ini file MUST be in the Config folder, or else it won't be recognized. I made this mistake myself when trying to get high-res textures to work. If you don't have a Config folder, the d2x.ini should just be in your data folder.Shadowfury333 wrote:I did both of those and noticed no difference, although texture quality is at max by default.
You've also stored all the textures inside a "Textures" folder in your data folder, correct?
I know, I know, I would too. I'm trying little by little to pick at problems like these, but I'm not exactly that familiar with the code, and I also probably don't have as much experience as I should to tinker around. So problems with the Mac version get fixed slowly as a result.Shadowfury333 wrote:True, but I really would like to see the advanced stuff.
- Shadowfury333
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Moot point, I use a terminal script that contains all of the necessary switches.simX wrote:Hmm. Here's another thing you might check: if you have a "Config" folder inside your data folder, your d2x.ini file MUST be in the Config folder, or else it won't be recognized. I made this mistake myself when trying to get high-res textures to work. If you don't have a Config folder, the d2x.ini should just be in your data folder.
As in Data/Textures? In that case, no. models/ and textures/ are both in the same folder as d2x-xl.app. I'll try moving it.simX wrote:You've also stored all the textures inside a "Textures" folder in your data folder, correct?
EDIT: Attempted, worked, thanks. However, the mipmapping isn't being processed anymore, so the non-hires textures look terrible. Not a huge complaint, but it certainly does make me want there to be more hires textures.
Wait, so if you have the Models and Textures folder on the same level as the application, mipmapping works, but not if you have the folders in their correct locations to use high-res textures? Or is this just something that got changed in a more recent version of D2X-XL than what you had before?Shadowfury333 wrote:EDIT: Attempted, worked, thanks. However, the mipmapping isn't being processed anymore, so the non-hires textures look terrible. Not a huge complaint, but it certainly does make me want there to be more hires textures.
- Shadowfury333
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I'm not sure, but I think it is becuase I have a 32MB vidcard.simX wrote:Wait, so if you have the Models and Textures folder on the same level as the application, mipmapping works, but not if you have the folders in their correct locations to use high-res textures? Or is this just something that got changed in a more recent version of D2X-XL than what you had before?
Also, how should the model look, becuase mine is different, but doesn't look quite like a pyro.
I discovered that the Pyro model is a bit messed up with the Mac version. You're supposed to leave the .oof model file in the Models folder, and put all the .tga textures for the model into the Textures folder instead. (I originally dumped the model and the textures for the model BOTH into the Models folder, and you get basically a black untextured model this way.)
The problem is that some of the textures (the ones with the prefixes \"gx\", \"missile\", and \"multi\") cause D2X-XL to crash immediately upon launch. At least that's how it is on my machine.
The problem is that some of the textures (the ones with the prefixes \"gx\", \"missile\", and \"multi\") cause D2X-XL to crash immediately upon launch. At least that's how it is on my machine.
- Shadowfury333
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Hm. Maybe some problem properly decoding the TGA header? I tried to make this system independant, but maybe I failed? If the textures aren't quadratic, and the sides are exchanged you might e.g. get problems. Try to debug ReadTGA and see what it gets for the image dimensions of one of these images, and compare with a working image processing program.
So, just a heads up: Diedel and I figured out the main problem about why some D2X-XL levels weren't loading in the Mac version. (\"It's always an endian issue.\" -- proverb)
There's still some problems in loading textures from D2X-XL levels, but Glass House and Lunar Outpost Reloaded are now loading without crashes. Expect to see this fix in the next Mac OS X binary.
There's still some problems in loading textures from D2X-XL levels, but Glass House and Lunar Outpost Reloaded are now loading without crashes. Expect to see this fix in the next Mac OS X binary.
- Shadowfury333
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Woot! New Mac OS X binary out! Lots of Mac-specific fixes: complex D2X-XL levels work now, playing Descent 1 levels works again now, and it's now a universal binary!
(If someone on an Intel-Mac could test out the latest version, 1.6.121, and if someone on Mac OS X 10.2 or 10.3 could also test it out, that would be much appreciated. D2X-XL should still work in both cases.)
(If someone on an Intel-Mac could test out the latest version, 1.6.121, and if someone on Mac OS X 10.2 or 10.3 could also test it out, that would be much appreciated. D2X-XL should still work in both cases.)
Shadowfury: please download the disk image for D2X-XL 1.6.122 for Mac OS X. This should fix the high-res model problem. If you could test and report back, that'd be great.Shadowfury333 wrote:I doubt textures are the problems. For me, I get this:
(By the way, it seemed to be a model problem, not a texture problem. )
- Shadowfury333
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That's what I was trying to tell you.simX wrote:By the way, it seemed to be a model problem, not a texture problem.Shadowfury333 wrote:I doubt textures are the problems. For me, I get this:
Now all we need is Multiplayer, and everything is all set. Thanks very much.simX wrote:Woot! New Mac OS X binary out! Lots of Mac-specific fixes: complex D2X-XL levels work now, playing Descent 1 levels works again now, and it's now a universal binary!