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[r198] Strange new "shadows"
Posted: Sat Nov 01, 2008 0:14
by NightFright
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.
Posted: Sat Nov 01, 2008 0:29
by Graf Zahl
No idea - since you didn't bother to tell me what map that is,
Posted: Sat Nov 01, 2008 0:46
by NightFright
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.
Posted: Sat Nov 01, 2008 0:54
by Graf Zahl
What graphics card do you have?
It looks fine for me, btw.
Re: [r198] Strange new "shadows"
Posted: Sat Nov 01, 2008 0:55
by Gez
NightFright wrote:With latest Eternity build r198
You sure about that bit?

Posted: Sat Nov 01, 2008 1:00
by NightFright
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.
Posted: Sat Nov 01, 2008 1:16
by Enjay
NightFright wrote:Yes
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.
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.
Posted: Sat Nov 01, 2008 1:53
by NightFright
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.
Posted: Sat Nov 01, 2008 2:50
by Enjay
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.
Posted: Sat Nov 01, 2008 3:05
by NightFright
Sorry, I mistyped above. I am using v178.24 Forceware, which is the very latest driver available from nvidia's site.
It's not bad if I cannot use brightmaps, I am just confused because it was working before and now it isn't any more.
Posted: Sat Nov 01, 2008 8:52
by Graf Zahl
It seems to be caused by NVidia's new driver. With the old version: nothing. With the new one: brightmap shadows everywhere.

Posted: Sat Nov 01, 2008 10:06
by NightFright
That's too bad. So r198+ added something that doesn't work with current nvidia drivers? Graf, have you tried with r196? It should still work there.
Posted: Sat Nov 01, 2008 10:51
by Graf Zahl
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.
Posted: Sat Nov 01, 2008 12:21
by Graf Zahl
Fixed (meaning I found the real cause. )
I have no idea why this only was an issue with the new driver. Maybe it was just bad luck that I didn't notice it with the old one.