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sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 7:55
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.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 18:07
by Gez
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 18:30
by chopkinsca
I'd test it out but I don't see a blood sea on map06 anywhere.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 19:57
by denny
sorry it was map 20. I have three screenshots, but don't know how to up load to this site?
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:09
by denny
here are the screenshots
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:11
by denny
with additive lighting on
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:12
by denny
another with additive lighting on
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:19
by denny
two more different shots with different slime (not blood) both with additive lights on.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:22
by denny
on the last two shots, the artifact didn't occur. Thanks for the responses. I'm kind of new at this.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:32
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.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:56
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.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 20:59
by denny
by the way , I'm using an Asus Radeon 9200SE provided by ati technologies
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 21:01
by denny
with opengl 5.1.2600.5512
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 21:15
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.
Re: sector lighting up from gunfire incorrectly?
Posted: Wed Oct 06, 2010 21:29
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.