sector lighting up from gunfire incorrectly?

Bugs that have been resolved.

Moderator: Graf Zahl

denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

sector lighting up from gunfire incorrectly?

Post by denny »

playing doom2 level 6, from start when I turn around and fire pistol or any weapon over the red blood sea, strange lighting effect causes rectangular or triangular brightness on the sea. It seems to be a problem with dynamic lights, because if I turn them off it doesn't happen or if I turn off force additive lights, it doesn't happen. Sorry , no way to up a picture.
User avatar
Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: sector lighting up from gunfire incorrectly?

Post by Gez »

Is it similar to this?
User avatar
chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Re: sector lighting up from gunfire incorrectly?

Post by chopkinsca »

I'd test it out but I don't see a blood sea on map06 anywhere.
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

sorry it was map 20. I have three screenshots, but don't know how to up load to this site?
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

here are the screenshots
Attachments
additive lighting off.png
additive lighting off.png (424.45 KiB) Viewed 1566 times
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

with additive lighting on
Attachments
additive lighting on 2.png
additive lighting on 2.png (453.5 KiB) Viewed 1566 times
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

another with additive lighting on
Attachments
additive lighting on.png
additive lighting on.png (417.42 KiB) Viewed 1566 times
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

two more different shots with different slime (not blood) both with additive lights on.
Attachments
Screenshot_Doom_20101006_151632.JPG
Screenshot_Doom_20101006_151632.JPG (40.81 KiB) Viewed 1565 times
Screenshot_Doom_20101006_151507.JPG
Screenshot_Doom_20101006_151507.JPG (41.33 KiB) Viewed 1565 times
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

on the last two shots, the artifact didn't occur. Thanks for the responses. I'm kind of new at this.
User avatar
chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Re: sector lighting up from gunfire incorrectly?

Post by chopkinsca »

Gez wrote:Is it similar to this?
It doesn't seem to be. The bug in this thread doesn't happen for me.
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

on your screenshot , gez, is the artifact the shadow under the monster? because that looks normal, but the angular bright artifact to the monster
left side(looking directly at the screen), that looks like my problem.
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

by the way , I'm using an Asus Radeon 9200SE provided by ati technologies
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

with opengl 5.1.2600.5512
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: sector lighting up from gunfire incorrectly?

Post by Graf Zahl »

Ok. Now, where does the fog in MAP20 come from?

The artifacts you are seeing there are something I have seen a long time ago on older ATIs. It's a driver bug that screws up when fogged polygons need to be clipped.
denny
Posts: 18
Joined: Wed Oct 06, 2010 7:39

Re: sector lighting up from gunfire incorrectly?

Post by denny »

thanks for your time , Graf. Yes , I am using fog settings, gl_fogmode 1, with testfade gray, because I haven't been able to figure out how to change the fog color otherwise. I'm using legacy graphics. the bright, or even dark cause the fog to be way too bright. Can't figure out how to change fog density. The fog effect seems to work on walls fine, but on that red sea, I get the artifact, only when dynamic lights are on and additive lights are on. On other surfaces , even with those two options applied, I get a normal effect.
Locked

Return to “Closed Bugs”