[fixed]A couple of minor things with 1.0.01

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Enjay
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[fixed]A couple of minor things with 1.0.01

Post by Enjay »

I think this is well known about, but worth asking the question: I get a load of warnings about shaders at the console when I start GZdoom. What's more, I get the warnings twice. I think it is probably due to lack of support on my card or something and I'm pretty sure it was discussed in the 1.0.00 thread, but just to check, is this correct behaviour?

[spoiler]

Code: Select all

Log started: Wed Mar 01 11:07:23 2006

 adding gzdoom.pk3
 adding F:/Doom/gzdoom/doom2.wad (2951 lumps)
 adding F:/Doom/gzdoom/skins/bba.wad (68 lumps)
 adding F:/Doom/gzdoom/skins/Blud.wad (52 lumps)
 adding F:/Doom/gzdoom/skins/flashlight.wad (9 lumps)
 adding F:/Doom/gzdoom/skins/KEEN.WAD (58 lumps)
 adding F:/Doom/gzdoom/skins/lights.wad (4 lumps)
 adding F:/Doom/gzdoom/skins/NJBLK01.wad (344 lumps)
 adding F:/Doom/gzdoom/skins/njsplash.WAD (141 lumps)
 adding F:/Doom/gzdoom/skins/scope.wad (2 lumps)
 adding F:/Doom/gzdoom/skins/Variants.wad (364 lumps)
 adding F:/Doom/gzdoom/skins/Xhairs.wad (32 lumps)
CPU Speed: 2813.543715 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) 4 CPU 2.80GHz 4 CPU 2.80GHz
  Family 15, Model 2, Stepping 7
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5900XT/AGP/SSE2
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Occlusion query enabled.
Init Shader 'Gold': Fragment info
-------------
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1': Fragment info
-------------
(14) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

Resolution: 1024 x 768
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shader 'Gold': Fragment info
-------------
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"
(7) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1': Fragment info
-------------
(14) : warning C7011: implicit cast from "int" to "float"
(15) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp1NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"

Init Shader 'Warp2NoFog': Fragment info
-------------
(9) : warning C7011: implicit cast from "int" to "float"
(10) : warning C7011: implicit cast from "int" to "float"
(11) : warning C7011: implicit cast from "int" to "float"
[/spoiler]

Also, consider the attached screenies of a test level. From a distance, there is a bright white line where the wall meets the floor The second shows the same wall/floor junction up close and being rendered correctly. The area beyond the wall uses a snowy white floor, but I don't *think* it's that showing through.

Possibly related, I was playing another map from zbloodpack. As far as I can tell, there was nothing special about the level - no fancy rendering tricks or anything - however, in an outside area, when a fireball from a Nanami Dark Imp exploded, the floor went bright white for a moment and then went back to normal. This happened twice, but I couldn't get the effect to repeat.

Also, it's been hard to tell, but I still think I get the brief flash of the upside-down titlepic when I first start up.
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Post by Graf Zahl »

Shit! I apparently forgot to put the fixed shaders into gzdoom.pk3. I uploaded the fixed version. It's still called 1.0.01 though.

I can't say anything about the white line without seeing both the texture and the level. It looks like a rendering inaccuracy but without some specific data to test I can't analyze it. Is there any chance you can extract that level and the textures used around that spot?
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Post by Enjay »

Error messages have gone.

I just noticed I get the white line in 640x480 but not 1024x768

I'll try and extract the level and see if the problem still shows up. If it does, I'll post it.
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Post by Enjay »

OK, I think I've got it to a point where you can see the bug in an extracted version. I've placed a player start point in a convenient position, but the problem doesn't seem as obvious as it does when in the full mod. In there, it's very easy to see and not just from a very limited vantage point. In this version the only way I can manage to see the problem is to set the screen resolution to 640x480, start the map, walk straight backwards to step into a teleport, walk forwards out of the destination teleport and then backwards into it again. This teleports you back to a little behind where you started off. Without moving, mlook up and down and you should see the effect in the distance. Like I said, it's more obvious and easier to see in the full mod. In the full version, there is a lighter coloured sky, which may be part of the issue, and some of the textures I have included are not TX style ones but normal TEXTURE1 ones instead.

The map runs on map74 and even though there are very few monsters near the area where the anomaly shows, I'd run with no-monsters as I did not include the dehacked patch.

http://www.zen64060.zen.co.uk/map74.zip
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Post by Graf Zahl »

Doesn't happen to me at all.
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Post by Enjay »

Curious.

In the full mod, if I crank the resolution right down to 320x200, I can get a lot closer and still have the problem visible. With the test version I uploaded, the very low res doesn't make that much difference.
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Post by Graf Zahl »

Still nothing, even with dynamic lights added.
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Post by Tormentor667 »

[offtopic]I can't wait for Aspects anymore!!!![/offtopic]
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Post by Graf Zahl »

You are not alone. Enjay is constantly teasing the community with his screenshots but nobody is allowed to see the whole thing. That's not nice! :mrgreen:
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Post by Tormentor667 »

Graf Zahl wrote:You are not alone. Enjay is constantly teasing the community with his screenshots but nobody is allowed to see the whole thing. That's not nice! :mrgreen:
This what I thought :) Randomly on every community out there, Aspects' screenshot pop out of nowhere :)
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Post by Enjay »

Aw c'mon, that's just a big room with some random decrations in it for test purposes. It's hardly a teaser. :?
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Post by Graf Zahl »

Can you check your settings for 'smooth sprite edges' and if that is set to off please enable it? If that makes the effect disappear the bug is fixed.
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Post by Enjay »

"Smooth Sprite Edges" was off. Switching it on does indeed make the effect disappear. Looks like you squashed this bug. :)
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Post by Graf Zahl »

Can you imagine that it was just one tiny missing '!' in a seemingly unrelated piece of code that made this happen... :?
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