[r1157] Bug: Voxels broken due to dynamic lights

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Akira_98
Posts: 3
Joined: Sun Jun 27, 2010 23:33

[r1157] Bug: Voxels broken due to dynamic lights

Post by Akira_98 »

When I try to load the voxels found in this thread with the packaged lights.pk3, it seriously glitches the voxels. All the voxels appear in one place, but act as if they are at their spawn location (Items can be picked up, objects will block you, etc). Spinning voxels won't spin. The rocket box changes colors, fading to a white hue, then black, tan, then goes backwards to brown (It might be possible for me to get enough screenshots to show that soon, but not over this connection). I'm not sure if it's at all relevant, but GZDoom has never let me enable pixel shaders, though I believe this card is capable of it.

Here's the startup log:

Code: Select all

Log started: Wed Jan 05 16:14:35 2011

W_Init: Init WADfiles.
 adding C:/Doom/Ports/GZDoom/gzdoom.pk3, 570 lumps
 adding C:/DooM/Wads/DOOM2.wad, 2919 lumps
 adding C:/Doom/Wads/Voxel_test.wad, 74 lumps
 adding C:/Doom/Ports/GZDoom/lights.pk3, 4 lumps
I_Init: Setting up machine state.
CPU Speed: 2200 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Athlon(tm) XP 3200+
  Family 6 (7), Model 10, Stepping 0
  Features: MMX MMX+ SSE 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.10
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
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 menus.
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: GeForce4 Ti 4200 with AGP8X/AGP/SSE/3DNOW!
GL_VERSION: 1.5.7
GL_SHADING_LANGUAGE_VERSION: 1.10 NVIDIA via Cg 1.3 compiler
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging 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_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array 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_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite 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_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Max. texture units: 4
Max. fragment uniforms: 4
Max. vertex uniforms: 384
Max. varying: 16
Max. combined uniforms: 16
Max. combined uniform blocks: 16
Occlusion query enabled.
Resolution: 1024 x 768
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Graf Zahl
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Re: [r1157] Bug: Voxels broken due to dynamic lights

Post by Graf Zahl »

Fixed
Akira_98 wrote:I'm not sure if it's at all relevant, but GZDoom has never let me enable pixel shaders, though I believe this card is capable of it.

Although your card has basic shader support it's not useable in GZDoom. The card is simply too old. And that was also the reason this bug occured. Some code incompatible with such an old card was being called.
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