sector lighting up from gunfire incorrectly?

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denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

here are two more shots from ultimate doom, one with additive lights on, and the other without. you can see the overly bright area in the background
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Screenshot_Doom_20101006_163201.JPG
Screenshot_Doom_20101006_163201.JPG (38.96 KiB) Viewed 1116 times
Screenshot_Doom_20101006_163139.JPG
Screenshot_Doom_20101006_163139.JPG (38.89 KiB) Viewed 1116 times
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Graf Zahl
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Re: sector lighting up from gunfire incorrectly?

Post by Graf Zahl »

Ok. I'm sorry, but if you got fog problems on old ATI cards there's not much I can do. Something in the driver is broken and renders fog planes incorrectly on occasion. It's probably just that having the lights there triggers the bug more frequently but I have seen it without lights, too.
denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

strange that it works perfectly with hexen, heretic and even strife, but I can live with additive lights off *laugh*. Thanks, anyway... great piece of software
denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

sorry to bring this up again, but it's making me crazy. I've narrowed my problem with the flashing light sectors to version 1.5.1 and up. 1.5.0 actually works fine, with fog on and additive lights on. no flashing sectors, but as soon as I upgrade to version 1.5.1, the problem is there again. I was trying to figure out the difference and isolate the problem between the two versions, but need help with another's expertise. thanks in advance.
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Graf Zahl
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Re: sector lighting up from gunfire incorrectly?

Post by Graf Zahl »

Ok, it seems I overlooked one small piece of info in your text. The bug is directly tied to Legacy lighting mode. Not surprisingly considering that proper fog handling for that was never implemented.

A bugfix between 1.5.0 and 1.5.1 just made this more apparent than it was before.
I'm not really sure if I'm going to fix it or just remove the Legacy lighting mode. There's really no point keeping it because it cripples the lighting system.
denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

Two comparison screenshots. One with settings using legacy textures, and the other using dark texture settings. Isn't the legacy screen , simply gorgeous?
The bug does not appear in this particular room, from level 20, only outside, and no bug with any of the other texture settings , except legacy. Using dark setttings , I am unable to decrease the fog density, so can never truly adjust it properly. I only know of the "testfade" usage. Is there a way to decrease density, using a global cvar? I've also included a copy of my settings. Thanks
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zdoom-Home.ini
(27.9 KiB) Downloaded 57 times
using legacy textures testfade white.JPG
using legacy textures testfade white.JPG (27.77 KiB) Viewed 1099 times
using dark textures setfade 808080.JPG
using dark textures setfade 808080.JPG (21.27 KiB) Viewed 1099 times
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Graf Zahl
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Re: sector lighting up from gunfire incorrectly?

Post by Graf Zahl »

No.

I never liked Legacy's visuals, in particular the additive dynamic lights.

What's your obsession with fog?
denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

*laugh*, I do suppose it might be considered an obsession to detail. It pleases me, and adds to the experience of gaming. There has always been a line of distinction between those that prefer beautiful graphics, and those that prefer fantastic game play. Well , here's a perfect example of trying to create both. The gameplay's there and the fog , graphically enhances the experience just a bit more. To me, it's worth it. In my field, we often HAVE TO perform corrective surgery, for the benefit of the patient. In your case , corrective surgery would be quite appreciated. Of course I can only speak as an individual patient. thanks again , graf
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Enjay
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Re: sector lighting up from gunfire incorrectly?

Post by Enjay »

denny wrote:In my field, we often HAVE TO perform corrective surgery, for the benefit of the patient. In your case , corrective surgery would be quite appreciated. Of course I can only speak as an individual patient.
Interesting analogy. Unfortunately, in this case, the patient is Legacy lighting mode and it seems that Graf is more like a veterinary surgeon deciding whither it is worth treating the patient or simply putting it out of its misery. :shock:
denny
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Re: sector lighting up from gunfire incorrectly?

Post by denny »

Fixed. Quite a team. Truly "THE" port to reckon with! thankyou
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