[r198] Strange new "shadows"
Moderator: Graf Zahl
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[r198] Strange new "shadows"
With latest SVN build r198, I am seeing these strange white shadows from the torch on many walls. I'd like to know if this is a bug or where the option can be found to turn this off.
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Last edited by NightFright on Sat Nov 01, 2008 2:04, edited 1 time in total.
- Graf Zahl
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Sorry, it's map #25 "Desecration" from Community Chest 2. However, I don't think it depends on the map. The effects disappears when I deactivate brightmaps. Looks like someone either messed up brightmaps.pk3 or an effect got screwed up. At least I would think so, I have no idea about such stuff. 
*EDIT*
I think it's clearly the brightmaps. Using SVN r199, I was getting this in CC2 map 26. I was last shot at by a former human sergeant, and you can clearly see his brightmap all over the place. This happened with brightmaps option turned on.

*EDIT*
I think it's clearly the brightmaps. Using SVN r199, I was getting this in CC2 map 26. I was last shot at by a former human sergeant, and you can clearly see his brightmap all over the place. This happened with brightmaps option turned on.
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Last edited by NightFright on Sat Nov 01, 2008 2:11, edited 1 time in total.
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Re: [r198] Strange new "shadows"
You sure about that bit?NightFright wrote:With latest Eternity build r198

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Yes, downloaded from here:
http://svn.drd-team.org/gzdoom/
It all worked fine until r196, this issue occurred with r198/199. No chances made to settings or whatsoever, just loaded the same savegame and there it was. The only thing that helps is to deactivate brightmaps.
Maybe I should delete "glow.wad" which is still in my GZDoom dir? I dunno what it does exactly, but since it is not included in current SVN builds, I guess it's not needed.
http://svn.drd-team.org/gzdoom/
It all worked fine until r196, this issue occurred with r198/199. No chances made to settings or whatsoever, just loaded the same savegame and there it was. The only thing that helps is to deactivate brightmaps.
Maybe I should delete "glow.wad" which is still in my GZDoom dir? I dunno what it does exactly, but since it is not included in current SVN builds, I guess it's not needed.
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No. You're getting confused. Eternity is a different source port. The engine you are reporting the bug for is GZdoom version 1.1.4 revision 198 (now 199). r198 for short.NightFright wrote:Yes
The DRD server also hosts builds of the Eternity Engine and the text at the top of the download page mentions it, which is where I assume the confusion crept in.
And you were asked about your graphics card. This is important information to help Graf identify the problem.
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Yes, you are right of course, I thought these SVNs would be called Eternity builds, that was my mistake, sorry. Didn't read the stuff on that site properly enough, it seems.
Well, I got a GeForce 7900GT (to be precise, Gainward Bliss 7800GS+, 512MB) with ForceWare v175.24 installed in a WinXP SP3 environment. If this helps...
The problem persists with r199 as well.
Well, I got a GeForce 7900GT (to be precise, Gainward Bliss 7800GS+, 512MB) with ForceWare v175.24 installed in a WinXP SP3 environment. If this helps...
The problem persists with r199 as well.
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Hmm, well that should be a better graphics card than mine, and I haven't seen the problem. (Although I have only recently re-enabled brightmaps to see if I can get the problem. Normally I don't have them enabled because shader related features have given me problems in the past.) Anyway, I wonder if your drivers are up to date? I'm using the latest GeForce drivers, downloaded a few days ago. Might be worth a try.
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- Graf Zahl
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- Graf Zahl
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I already know what triggered this. There was a problem in the brightmap autodetection code for Strife that made the engine think that many textures might have a brightmap even though it didn't.
Something in there made NVidia's new driver throw up so right now I am restructuring the code to make sure that there is no possibility for the renderer to think that a texture might have a brightmap even though it doesn't.
Something in there made NVidia's new driver throw up so right now I am restructuring the code to make sure that there is no possibility for the renderer to think that a texture might have a brightmap even though it doesn't.
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