[fixed 1 of 2][0.9.16] Some Lighting Problems

Bugs that have been resolved.

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LK873
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Joined: Tue Aug 30, 2005 23:57
Location: Ontario, Canada

[fixed 1 of 2][0.9.16] Some Lighting Problems

Post by LK873 »

I've noticed 2 lighting problems in 0.9.16.

Image

I've had this problem since 0.9.10, I just forgot to report it.

Image

As you can see, the dynamic light from the lamp still casts onto the player's hand even though the light-amp goggles are on with the nightvision mode enabled. This looks kind of odd and should be fixed.

That is all.
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Graf Zahl
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Post by Graf Zahl »

Effect 2 has been fixed. For the first I need more info about your system and the WADs you loaded.
LK873
Posts: 29
Joined: Tue Aug 30, 2005 23:57
Location: Ontario, Canada

Post by LK873 »

Specs? Ok...

Intel Pentium M 2.0 GHz
ATI Mobility Radeon X700 with 128 MB VRAM and 6.14 of SOME sort of drivers, whatever the defaults are
1 GB RAM

I can't think of anything else off the top of my head, but I'm gonna wheel my way over to my desktop with

Inteil Pentium 4 2.4 GHz
ATI Radeon 9000 with 64MB of VRAM
512 MB RAM

and see how it works. If it does look correct I'll assume it's the drivers on this laptop.

The only WAD I had loaded was the lights WAD.
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nwbeeman
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Post by nwbeeman »

Damn, that lighting effect in the first pic is kinda cool, if it had decresed as it went away from the light (like the stairs in DOOM2 MAP01) it would really look more like the origional doom. A bug that makes it oldskool looking. I love that pic man.
LK873
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Post by LK873 »

It looks much uglier then that screenshot shows.
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nwbeeman
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Post by nwbeeman »

LK873 wrote:It looks much uglier then that screenshot shows.
i bet, but you have to admit, that screenshot does look kinda oldskool :P
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Graf Zahl
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Post by Graf Zahl »

Since I can't reproduce this effect and there hasn't been any feedback I'll move it out of the way.
LK873
Posts: 29
Joined: Tue Aug 30, 2005 23:57
Location: Ontario, Canada

Post by LK873 »

Sorry, I forgot about this thread.

I don't know what kind of feedback you need, I tried installing the newest Omega drivers but that did nothing. Talking to SlayeR he said it could have something to do with alpha-blending. And here's a startup log:

Code: Select all

Log started: Sun Nov 20 10:56:35 2005

 adding gzdoom.wad (148 lumps)
 adding C:/games/doom/data/JDoom//doom2.wad (2919 lumps)
 adding C:/games/doom/skins/zdoomgl.wad (12 lumps)
CPU Speed: 1995.000474 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) M processor 2.00GHz 2.00GHz
  Family 6, Model 13, Stepping 8
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY RADEON X700 x86/SSE2
GL_VERSION: 2.0.5518 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection 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_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
Init Shaders:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 1024 x 768
Init DOOM refresh subsystem.





Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shaders:  Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.



+MAP01 - entryway
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Graf Zahl
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Post by Graf Zahl »

Now I know what the problem is. ZDoomGL.wad contains a light graphic that is incompatible with GZDoom. Use the lights.wad you can download on this site instead.
LK873
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Joined: Tue Aug 30, 2005 23:57
Location: Ontario, Canada

Post by LK873 »

Worked like a charm, thanks Graf!
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