[1.3.3.566 beta] Invulnerability doesn't look right

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Phml
Posts: 2
Joined: Tue Oct 20, 2009 23:54

[1.3.3.566 beta] Invulnerability doesn't look right

Post by Phml »

Hi,

I skimmed through the bugs and closed bugs forums but it's a bit technical for me, apologies if this was posted already.

While the invulnerability powerup is active, the screen doesn't go white at all. Meanwhile, any BFG impacts on walls change to bright white until the invul is gone.
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Graf Zahl
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Re: [1.3.3.566 beta] Invulnerability doesn't look right

Post by Graf Zahl »

This works fine for me. What's your hardware specs and graphics driver you use?
Also, can you please post the startup log? You can get that by startinh GZDoom with the command line parameters '+logfile log'.
Phml
Posts: 2
Joined: Tue Oct 20, 2009 23:54

Re: [1.3.3.566 beta] Invulnerability doesn't look right

Post by Phml »

EDIT : Problem is gone with the newest drivers (191.07 whql). Sorry for the bother.


I'm using a system with a C2D E6600 at 2.4 ghz, a 8800 GTX and 4 gig of ram. I'm currently using the 186.18 whql drivers, will give the newest ones a shot later.

Startup log below :

[spoiler]Log started: Wed Oct 21 12:00:52 2009

W_Init: Init WADfiles.
adding D:/Jeux/Doom/GZDoom Beta 1.3.3.556/gzdoom.pk3, 539 lumps
adding ./doom2.wad, 2919 lumps
I_Init: Setting up machine state.
CPU Speed: 2404 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM)2 CPU 6600 @ 2.40GHz
Family 6, Model 15, Stepping 6
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.22.06
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTX/PCI/SSE2
GL_VERSION: 3.0.0
GL_SHADING_LANGUAGE_VERSION: 1.30 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range 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_buffer_object 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_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object 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_transform_feedback 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_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load 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
WGL_EXTENSIONS: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_ARB_create_context WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 60
Max. combined uniforms: 60
Max. combined uniform blocks: 60
Support for non power 2 textures enabled.
Occlusion query enabled.
Init Shader 'Default::colormap':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::default':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::glow':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::desaturate':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::glow+desaturate':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::default+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::glow+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::desaturate+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Default::glow+desaturate+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Warp 1::colormap':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Warp 2::colormap':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::colormap':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::default':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::glow':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::desaturate':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::glow+desaturate':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::default+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::glow+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::desaturate+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'Brightmap::glow+desaturate+dynlight':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Init Shader 'spheremap':
Fragment info
-------------
(0) : fatal error C9999: Bad scope in ConvertLocalReferences()

Resolution: 1680 x 1050



MAP01 - entryway

Picked up a clip.
Picked up a clip.[/spoiler]
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: [1.3.3.566 beta] Invulnerability doesn't look right

Post by Graf Zahl »

I even made a sticky announcement thread about this issue:

http://forum.drdteam.org/viewtopic.php?f=22&t=4404

It's a driver bug.
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