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holeecrab

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#121   2018-01-22 20:56          
Hey man just got some minor issue here. I always got a crash everytime i open the catalog with high amount of resources (eg:tyres, wheels) for about twice. Before it crashes, sometimes the model just won't load or it misses some textures. Weird thing is that i never had the issue before i applying your patch. Is there any way to prevent it by editing the .fx such as particles or the in-game config via reshade?

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#122   2018-01-22 21:31          
Believe me or not but i've used those same exact strigs, copied and edited accordingly to my files, from 2.3.1 exhausttip.java, gently sourced by Adnan, set to use the tyre smoke(particles:0x0002r;) but it did not appear(while it did when i tried on osd.java.

In which section of the java did you put that stuff?

I know i've got to put a string to delete all particles into "Exit"...

Fuck i so want to be home now to try again lol, hopefully i'll manage doing it tomorrow morning xD

Thanks for your constant help
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




amilmand

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#123   2018-01-22 22:38          
Bigg Boss93:
which section of the java
There are two main points here the parent of the ParticleSystem must be a GroundRef and you must load() the particle resource before creating the particle system.
I put it in the garage.enter after creating the map (the GroundRef).

I replaced the method behind the "HaltAfterFirstReflecting" I updated the exe to report when it is initializing to draw the cars and this triggers the copying of the backbuffer this isnt a full solution either but now it will always render the map (not the placed objects or natives) before copying out so it become an inclusive method; there may be objects you wouldnt expect on the reflection (I've seen the tyres rendered separately) but self reflection should be impossible for cars (windows as part of the map may selfreflect)

I only updated the Reshade links I didnt push this to the SlrrExhaustive patch
(SlrrExhaustive Bits)


holeecrab
Can you give a little more context;
are you using SlrrExhaustive?
Try and downloading the patch again you may have hit a window, for some time there was a wrong version on the link.
(In the meantime I'll download the version uploaded and apply the patch and try and recreate the crash)

If you are not using SlrrExhaustive can you share your Reshade config (on Pastebin if possible) the error you are experiencing suggests that the game runs out of memory you may have caught a memory leak.

Added 39 minutes later:

Well I could crash the game but I had to sweep through almost all the rims in the catalogue to do so without returning to the garage(on returning to the garage the game frees up memory) maybe there should be forced memory cleanup in more places :/

This post was edited by amilmand (2018-01-22 23:18, 124 days ago)

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#124   2018-01-22 23:29          
# amilmand :
WOW this will help me to realize an idea I had some years ago that I thought it would be impossible at least for me, thank you so much :D

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#125   2018-01-22 23:48          
Bigg Boss93:
smoke(particles:0x0002r;)
It seems the smoke is a bit different the handplaced source overflows much easier so setting the frequecy on the system didnt prevent smoke coming from the (0,0,0) point.
Though when I set the frequency of the system to some very low value (0.0001) and the frequency of the placed source to some high value (10000000.0) (doesnt really matter because this will be capped by the global particle density) the particles worked as intended and only the placed source produced smoke.

holeecrab

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#126   2018-01-22 23:55          
Sorry for making you confused, but seems my issue was something with Memory Leak.

Btw here's my config if you still need it: *LINK*

Bigg Boss93

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#127   2018-01-23 10:32          
Wait, now i know why it didnt work.

I copy-pasted you lines, added the "RenderRef particleRender, particleRef;" on the main class, then tried it ingame, it worked.

I added particleRef.setMatrix(as i was doing in my own file) - it doesnt work anymore.

FML.jpg :D

Added 6 minutes later:

Nevermind, that's not the reason... It did work once, i edited the position and it stopped working - i reset as you made it, it still wont work anymore.

Sometime i do really hate this game

Added 22 minutes later:

Ok fuck my life for real. Just please dont tell me that it wasnt working all the time, even when i made it by my own, just because my particle density was set to 0. :)) I'm an asswipe :))

This post was edited by Bigg Boss93 (2018-01-23 11:01, 123 days ago)
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




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#128   2018-01-23 13:30          
Though the setMatix function doesn't move it right?
The particleRef is actually a ParticleSystem instance which is indeed a child of RenderRef.
I tried making the player.car and the player.car.chassis the parent of the system and it did appear but it didn't follow the car nor had the position of the car any affect on the particles, so the parent doesnt need to be the map itself but a simple RenderRef will not suffice.

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#129   2018-01-23 13:58          
Yeah the setMatrix doesnt work as the setSource got a vector3 of its own(i believe).

Anyway the reason i didnt get it working was that my particle density was set to zero, i only saw it once when i ran the game with reshade(which apparently, with your tweaks, simply override the java setting and make them enabled no matter what you do on the options dialog).

I think you could get it to follow the car by using a the_car.getmatrix into an animate class?! I may be wrong though.

Also, i've been trying to make an array in order to have multiple of the same type of particle in the scene but it gives me an error that says something about trying to array an un-arrayable thing.

Imma paste the code really quickly.

Added 2 minutes later:



Added 2 minutes later:

I have tried replacing "new String" with RenderRef, ParticleSystem but nothing changed, it just gives me an error and doesnt let me to... i was evaluating adding it as native object rather than to the main java and moving it that way(i wonder if that'd work)

Added 7 minutes later:

# Bigg Boss93 : I think you could get it to follow the car by using a the_car.getmatrix into an animate class?! I may be wrong though.

Something like this


This post was edited by Bigg Boss93 (2018-01-23 14:10, 123 days ago)
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




amilmand

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#130   2018-01-23 14:58          
Bigg Boss93:
animate class
You can always do that but if at all possible one should avoid using these kind of solutions because you cant reliably synchronise your threads so race conditions can occur. But it seems there is no other way this time (the particle system seems unfinished in the engine)

Bigg Boss93:
array
The decalration of the setSource is defined in the RenderRef.java
public native void setSource( String alias, Vector3 pos, float rmin, float rmax, Vector3 vel, float vmin, float vmax, float freq, String bone );
as you can see its return type is void it doesnt return an object which you could insert to an array.
The name(alias) is the key for sources, that is what defines a particle source.
So as your example stands you are only creating one particle source because calling the setSource with a given name updates the source with that name or creates it only if it didn't exist before.
(But because of this functionality the example for the animate function is theoretically sound since it will only move the particle source named particle1 and will not spawn a new one each iteration)
What you want to do is push the names (strings) to an array and then refer to the individual sources by their name.
You only need to keep the particle system alive with a reference.
Also you should take a look at the Vector class defined in system\Scripts\util\Vector.class that wraps the array functionality.
The declaration of the variables should match their intended use.
particleDiddy is an array but is declared as a RenderRef
particleRef is a ParticleSystem but declared as a RenderRef
You should destroy the particle system(s) on exit and should not wait for the GC to do it this can be a resource intensive object.

You should also consider using only one source for a given system because the density of the particle sources does not scale with the particle density setting as you might expect, but at least test it with different values (option-values).

Bigg Boss93:
the game with reshade
Reshade has an interface for these settings yes but the slrr_gi.exe is the one disregarding the ingame settings
there is an external config program for it which is only included in the non-reshade version of the patch
(if you are not using reshade this is the only way to edit these with the patched exe
but if you do than reshade will overwrite the values set by the external program)
here is a list of these settings then as it seems it got under the radar:
cfg_mem_texture_min
cfg_mem_sound_max //max memory in Mb that can be reserved for sounds
cfg_deformation //deformation factor if 0 car is like in nfs
cfg_engine_inertia_factor
cfg_external_damage
cfg_internal_damage
cfg_mem_instance_max
cfg_mem_instance_min
cfg_mem_sound_min
cfg_mem_texture_max
cfg_mem_vertex_max
cfg_mem_vertex_min
cfg_particle_density //particle density 1.0 = 100%
cfg_skidmarks_max //skidmarks maximum length
resource_loadrate //if high everything gets loaded when needed but this causes lag,
                    if low things might get loaded too late to matter (crash into something that is not yet there)
These settings are set in the Config.class (were set) but not all of them were exposed in the Options dialog.

Added 38 minutes later:

amilmand:
theoretically sound
Scratch that if you recreate the system each time there will be a new source spawning each iteration the ones spawned in previous iterations will only be removed by the GC which will result in a trail of smoke emitting particle sources behind the followed object (the car in this case).

Added 1 hour 15 minutes later:

I would do it as such:
        RenderRef particleRender = null;
	ParticleSystem particleRef;
	Vector particleSystems = new Vector();
	int particelCounter = 0;
	void AddParticle(Vector3 p)
	{
		if(particleRender == null)
		{
			particleRender = new RenderRef(particles:0x00000106r);
			particleRender.load();
		}
		particelCounter++;
		particleRef = new ParticleSystem(map,particleRender,"scriptParticle"+particelCounter);
		particleRef.setSource("particle"+particelCounter, p, 0.01, 0.3, new Vector3(0,4.0,0), 0.0, 1.5, 100000.0, null);
		particleRef.setFreq(0.1);
		particleSystems.addElement(particleRef);
	}
	
	public void enter( GameState prev_state )
	{
		Frontend.loadingScreen.show();
		GfxEngine.flush();

		super.enter( prev_state );
		
		AddParticle(new Vector3(3.1465, 3.2354, -8.7183));
		AddParticle(new Vector3(4.4329, 3.2354, -8.7183));
		AddParticle(new Vector3(5.7594, 3.2354, -8.7183));
		AddParticle(new Vector3(7.0454, 3.2354, -8.7183));
		AddParticle(new Vector3(8.2981, 3.2354, -8.7183));
		AddParticle(new Vector3(9.5840, 3.2354, -8.7183));
		AddParticle(new Vector3(3.1465, 3.2354, -4.3413));
		AddParticle(new Vector3(4.4329, 3.2354, -4.3413));
		AddParticle(new Vector3(5.7594, 3.2354, -4.3413));
		AddParticle(new Vector3(7.0454, 3.2354, -4.3413));
		AddParticle(new Vector3(8.2981, 3.2354, -4.3413));
		AddParticle(new Vector3(9.5840, 3.2354, -4.3413));
		AddParticle(new Vector3(3.1465, 3.2354, 0.03020));
		AddParticle(new Vector3(4.4329, 3.2354, 0.03020));
		AddParticle(new Vector3(5.7594, 3.2354, 0.03020));
		AddParticle(new Vector3(7.0454, 3.2354, 0.03020));
		AddParticle(new Vector3(8.2981, 3.2354, 0.03020));
		AddParticle(new Vector3(9.5840, 3.2354, 0.03020));
		AddParticle(new Vector3(3.1465, 3.2354, 4.43250));
		AddParticle(new Vector3(4.4329, 3.2354, 4.43250));
		AddParticle(new Vector3(5.7594, 3.2354, 4.43250));
		AddParticle(new Vector3(7.0454, 3.2354, 4.43250));
		AddParticle(new Vector3(8.2981, 3.2354, 4.43250));
		AddParticle(new Vector3(3.1465, 3.2354, 8.85030));
		AddParticle(new Vector3(4.4329, 3.2354, 8.85030));
		AddParticle(new Vector3(5.7594, 3.2354, 8.85030));
		AddParticle(new Vector3(7.0454, 3.2354, 8.85030));
		AddParticle(new Vector3(8.2981, 3.2354, 8.85030));
		AddParticle(new Vector3(3.1465, 3.2354, 13.0862));
		AddParticle(new Vector3(4.4329, 3.2354, 13.0862));
		AddParticle(new Vector3(5.7594, 3.2354, 13.0862));
		AddParticle(new Vector3(7.0454, 3.2354, 13.0862));
		AddParticle(new Vector3(8.2981, 3.2354, 13.0862));
	}

	public void exit( GameState next_state )
	{
		for(int i = 0; i != particleSystems.size();++i)
		{
			particleSystems.elementAt(i).destroy();
		}
		super.exit( next_state );
	}

This would have the desired effect (regardless of the particle density setting (of course if it is 0 than there wont be any))

This post was edited by amilmand (2018-01-24 04:34, 123 days ago)

Bigg Boss93

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#131   2018-01-23 16:58          
You kind of creep me out with your knowledge, that's so damn amazing though. I think i said this already but, thanks a lot
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




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#132   2018-01-23 19:27          
You cant really go crazy with particles 1000 sources makes the game quite unplayable so I think only ~100 is advisable.
(this is 1000 particle sources with around 10fps)

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#133   2018-01-23 19:43          
It really depends on the intensity of the particle though, using a tyre smoke particle my game goes very slow(with your setup), but using my own particle(which i'm gonna show you in not too long) you wont see literally 1fps difference from without any particle.

That's pretty rad tho, i have managed making a goku-supersayian-ing-like particle earlier today lol.
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




gorgoil

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#134   2018-01-23 20:13          
# Bigg Boss93 : That's pretty rad tho, i have managed making a goku-supersayian-ing-like particle earlier today lol.

Me too using a particle based on waterfall :))

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#135   2018-01-23 21:06          
Check this; *LINK*
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




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#136   2018-01-23 21:13          
Yeah it's quite pretty, the garage is coming along very nicely!
Has the reshade texture corruption been resolved by the last fix?

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#137   2018-01-23 22:09          
Havent checked yet, i should've uploaded the map for you to check it too but i was trying to make these particles as nice as possible and so far i havent managed to get 100% the result i wished yet.

Will definitely send you soon(and try the update too)
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




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#138   2018-01-23 22:17          
Alright no rush just asking

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#139   2018-01-24 03:52          
I updated the file under the SlrrExhaustive patch it now includes the "new" selfreflection avoidance,
also somehow the physics mesh of the front right window of the HellcatCharger I really have no clue how but broke the game in a very peculiar way...
on the car.wakeUp() the car would disappear leaving the driver floating in the air, also before the wakeUp() there would be no shadows rendered for the whole hierarchy (the car)...
Nervertheless I fixed it now that window uses the others physics mesh...
This is very strange as it isn't caused by the reashade or the exe manipulation but it worked flawlessly before and I have not changed any of the files related since a long time and I cant really see anything bad with that particular mesh even compared to the left one which the game can handle (they are practically the same...)
I dont know.
(I tried all the other cars and there was no other example of this behaviour)

(SlrrExhaustive Patch Link)

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#140   2018-01-27 11:37          
When dynamic reflection is on my game work's kinda slow. Is there any tweaks that i can do to make it run better?
Some SLRR videos here:
*LINK*

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#141   2018-01-27 12:09          
You want to set the DynamicReflection_DownsampleFactor to 1
the other one that can have an effect is the DynamicReflection_HaltAfterFirstReflectingSurface
(this does not do what the name indicates it copies a buffer the size of your resolution when the game signals reshade that it is done drawing the map buut this can actually happen multiple times a frame which will result in more than one copy that can also slow it down a bit but with no filtering it should not be that significant)

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#142   2018-01-27 20:49          
Thank's a lot, DynamicReflection_DownsampleFactor solve my problem. Great mod=)
Some SLRR videos here:
*LINK*

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#143   2018-02-01 05:48          
Is there a way to force the game to perform a garbage collect through Java? I have found that basically 100% of my crashes these days happen in the rims section of the catalog. I am working on lowering the memory ceiling for meshes and textures back to where it's just short of crashing (I previously increased it significantly), but it would be good to be able to have the game do some preventative work as well.

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#144   2018-02-01 06:42          
Yes there is (kind of.. this also has its limitations but: )
If you set the cfg_mem_texture_max and the cfg_mem_vertex_max to 0 (the essential meshes and textures wont get unloaded but what is not needed will immediately be unloaded (in one frame so this will cause a short freeze when called)) after one or two seconds (or on exiting the catalogue in your case) you should set it back to the original value though.
You can set these through the RawEdit.class from the SlrrExhasutiveBits (you will need the patched exe).
(If you have reshade you can set these in the reflectionsettings to try out the effect it has on memory)

There is one other interesting setting the cfg_mem_instance_max this is the "max" number of script instances to keep although this does not get cleared in one frame but will instead trickle down at a lower speed (100-200 in a second).

You have mentioned that you have a lot of rims in the catalogue this raises another problem which is if you load a script in game (a class file) by instantiating a class which is defined in said file the memory reserved for the class definition can not be cleaned up. This can be a problem as when you open a rim page all of the rims on that page (by page here I mean the size category (by default)) get loaded.

As I'm already at it (this isn't directly connected to your question but it's new knowledge for me perhaps somebody else will also find it useful as it is related to the "how to not crash slrr" topic);
Unkown(not present on the given address) rpk references in scripts or in the external references header in a rpk file will reserve a slot from the 255 max rpkslots in slrr.
This means if you have a car mod that tries to make the car compatible with a lot of engines by referencing the engines rpks, will always reserve an index for each rpk referenced regardless of the given engine-rpk being installed or not.
255 rpks seems a lot but if you consider that even if a script mentions an rpk with a reference in a function that never get run will still count towards the max this runs out sooner than expected.

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#145   2018-02-01 16:19          
Also with reshade you can call two functions from anywhere that doesn't need to do anything (reshade monitors script calls) that do this cleanup.
engine_help_ForceMinAllMemLimits() this forces the vertex and texture mems to 0
engine_help_UnForceMinAllMemLimits() this unforces them.

But I think your problem will be the overwhelming amount of scripts (for that in SlrrExhaustive I have a big class with all the relevant properties of the wheels (renderRefID, price, description, width...) hardcoded so the game does not have to load the class just for browsing(of course this needed addition work in the catalog.class), only if you actually get the rim which is alright during casual play noone will click down the needed amount of rims to actually make a difference in memory usage)

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#146   2018-02-01 20:02          
Thanks for the help.

# amilmand : This means if you have a car mod that tries to make the car compatible with a lot of engines by referencing the engines rpks, will always reserve an index for each rpk referenced regardless of the given engine-rpk being installed or not.
Does this mean it's actually better to do the engines the way Bigg Boss93 has been doing them lately, where each engine just has a "compatible" line with all of the base engines?

Also, I can tell that the problem was definitely the meshes and textures, because lowering the memory ceilings made the problem go away completely. Another thing that helped was waiting between pages rather than clicking through rapidly, presumably so that the engine had some time to throw out old files.

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#147   2018-02-01 20:16          
RedCarDriver:
"compatible" line with all of the base engines
Yes it is preferable to only reference stock rpks if at all possible.

RedCarDriver:
time to throw out old files
You could set the limit to 0 when in the catalogue it would force the cleaning of meshes. (have you tried? it didnt have any adverse effects on my end but I may have been lucky)

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#148   2018-02-01 20:46          
# RedCarDriver : Does this mean it's actually better to do the engines the way Bigg Boss93 has been doing them lately, where each engine just has a "compatible" line with all of the base engines?

# amilmand : Yes it is preferable to only reference stock rpks if at all possible.

Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O




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#149   2018-02-01 22:27          
Hey Amilmand, I got a huge question, I've created a particle to be placed in car, but when the the activator of the particle activates it, it leaves a trace of the particle which means the particle is always creating where the car passed by and not only where the car is! I've done it on animate section to get the coordinates in constant update. I've tried too to set the parent of particle to player but when I did it the particle doesn't shows up!

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#150   2018-02-02 01:36          
Yes the parent of the particle source should be the map (which is in turn the parent of any car visible on the map so you should be able to get the map reference from the cars code with a getParent call).
You should only create the particle source once and keep a reference to it in the cars code, the car is notified of the map change through a setParent() call
you should override this function and recreate the particle system, and the particle effect if the car is put to another map.
On the animate block or whatever other thread you can update the previously created particle effect by its name if you have created it with a call
particleRef.setSource("particle1", new Vector3(0,1.0,0), 0.01, 0.3, new Vector3(0,4.0,0), 0.0, 1.5, 1000.0, null);
subsequent calls with that name (particle1) will not create a new source but will update the properties of the already present one.

If you'd like (or you think you are stuck on something) post the vehicle code or what you created and I'm sure we can figure it out.

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#151   2018-02-02 03:27          


I feel like there's a problem with the reshade where i can't get reflections like other people's pictures. Can someone explain to me what i may need to do lol. I'm using BB's setup in this picture.

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amilmand

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#152   2018-02-02 03:55          
Can you post the settings for Reflections from your ReshadeConfig.ini?
It is the block that starts with [ReflectionSettings.fx]

N3r0

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#153   2018-02-02 04:01          
# pixelgalaxy :

I feel like there's a problem with the reshade where i can't get reflections like other people's pictures. Can someone explain to me what i may need to do lol. I'm using BB's setup in this picture.
I think you're using matte envs just download hq envs from download section

Added 1 second later:

# pixelgalaxy :

I feel like there's a problem with the reshade where i can't get reflections like other people's pictures. Can someone explain to me what i may need to do lol. I'm using BB's setup in this picture.
I think you're using matte envs just download hq envs from download section

amilmand

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#154   2018-02-02 04:09          
N3r0:
I think you're using matte envs
That is irrelevant in the given scenario.
The whole point of the dynamic reflections is that it replaces the environment maps used in game to a half drawn scene (missing the cars (potentially) to avoid self reflection)
I still think there is a setting that is not set properly.
Or this model has no reflection map defined in the scxs but that seems unlikely.

gorgoil

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#155   2018-02-02 17:11          
# amilmand : Yes the parent of the particle source should be the map (which is in turn the parent of any car visible on the map so you should be able to get the map reference from the cars code with a getParent call).
You should only create the particle source once and keep a reference to it in the cars code, the car is notified of the map change through a setParent() call
you should override this function and recreate the particle system, and the particle effect if the car is put to another map.
On the animate block or whatever other thread you can update the previously created particle effect by its name if you have created it with a call
particleRef.setSource("particle1", new Vector3(0,1.0,0), 0.01, 0.3, new Vector3(0,4.0,0), 0.0, 1.5, 1000.0, null);
subsequent calls with that name (particle1) will not create a new source but will update the properties of the already present one.

If you'd like (or you think you are stuck on something) post the vehicle code or what you created and I'm sure we can figure it out.

here is the java so you can give a look Link
Just to know that it won't work in your game because there is some codes I've created just for my game version
And I've created it on a track to test because I've tried to create it on Vehicle.java and didn't worked

This post was edited by gorgoil (2018-02-02 17:16, 113 days ago)

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#156   2018-02-02 18:03          
Why not try into track.java instead of testtrack? so it would probably work in all of the tracks?!

Actually, thinking about it, scene should be the perfect java, as it also controls the time
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gorgoil

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#157   2018-02-02 18:47          
making it on a track java is easier to test and my chances to corrupt all tracks are none xD
once fixed it I'm going to add it to Track.java

amilmand

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#158   2018-02-02 21:19          
You need to save the name of the particle you want to update this functionality is complex enough to warrant a separate class the most basic one can be this:
public class ParticleWrapper
{
	Vector particleSystems = new Vector();
	Vector particleNames = new Vector();
	RenderRef particleRender = null;
	ParticleSystem particleRef = null; 
	public void AddParticle(String name,ResourceRef map, int ParticleTypeID
				, Vector3 p, float rmin, float rmax, Vector3 vel,
				float vmin, float vmax, float freq, float globalFreq)
	{
		particleRender = new RenderRef(ParticleTypeID);
		particleRender.load();
		particleRef = new ParticleSystem(map,particleRender,"scriptParticle");
		particleRef.setSource(name, p, rmin, rmax, vel, vmin, vmax, freq, null);
		particleRef.setFreq(globalFreq);
		particleSystems.addElement(particleRef);
		particleNames.addElement(name);
	}
	public void UpdateParticle(String name, Vector3 p, float rmin, float rmax,
				Vector3 vel, float vmin, float vmax, float freq, float globalFreq)
	{
		for(int i = 0; i != particleNames.size(); i++)
		{
			if(particleNames.elementAt(i) == name)
			{
				particleSystems.elementAt(i).setSource(name, p, rmin, rmax, vel, vmin, vmax, freq, null);
				particleSystems.elementAt(i).setFreq(globalFreq);
			}
		}
	}
	public void CreateOrUpdateParticle(String name,ResourceRef map, int ParticleTypeID
					, Vector3 p, float rmin, float rmax, Vector3 vel,
					float vmin, float vmax, float freq, float globalFreq)
	{
		for(int i = 0; i != particleNames.size(); i++)
		{
			if(particleNames.elementAt(i) == name)
			{
				UpdateParticle(name, p, rmin, rmax, vel, vmin, vmax, freq, globalFreq);
				return;
			}
		}
		AddParticle(name,map, ParticleTypeID, p, rmin, rmax, vel, vmin, vmax, freq, globalFreq);
	}
	public void CleanParticles()
	{
		for(int i = 0; i != particleSystems.size();++i)
		{
			particleSystems.elementAt(i).destroy();
		}
		particleSystems = new Vector();
		particleNames = new Vector();
	}
}

With this you can call the CreateOrUpdateParticle(..) function every time in the animate block and if you call it with a name already defined it wont create a new particle but instead move it but if the name does not belong to any particle yet it will create a new one.

This post was edited by amilmand (2018-02-02 21:33, 113 days ago)

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#159   2018-02-04 15:13          
This crashes for me all the time, am I the only one that's got this issue?

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#160   2018-02-04 17:08          
Well RinKK how does it crash do you have something in the error.log?
What are you doing when it crashes?
Do you have the latest patch? (LINK)
Is the crash reproducible? If so what are the steps that result in a consistent crash?
If the crash is not directly reproducible is there at least some kind of consistency? (like always in the catalogue or always when starting a race, something like this)
Did you mod it further?
Are you talking about SlrrExhaustive or the reshade modification? (I assumed SlrrExhaustive)