Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 8
OpenGL driver version check (Current: 4.3.0 - Build 10.18.10.4013, Latest known: 10.18.10.4013):
Latest version of display drivers found
According the database, you are running the latest display drivers for your video card.
No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.
Extension verification:
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_ARB_compatibility was not found, but is available in driver version 10.18.10.4013
Max texture size: 16384 x 16384
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max viewport size: 16384 x 16384
Max Clip Distances: 8
Max samples: 32
OpenGL driver version check (Current: 4.3.0, Latest known: 9.18.13.1090):
Outdated version of display drivers detected
According the database, you are might be not using the latest version of display drivers for your video card.
No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.
Extension verification:
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
GL_ARB_bindless_texture was not found, but is available in driver version 3.0.0
GL_ARB_buffer_storage was not found, but is available in driver version 3.0.0
GL_ARB_clear_texture was not found, but is available in driver version 3.0.0
GL_ARB_compatibility was not found, but is available in driver version 4.4.0
GL_ARB_compute_variable_group_size was not found, but is available in driver version 3.0.0
GL_ARB_enhanced_layouts was not found, but is available in driver version 3.0.0
GL_ARB_ES3_1_compatibility was not found, but is available in driver version 3.0.0 NVIDIA 344.11
GL_ARB_indirect_parameters was not found, but is available in driver version 3.0.0
GL_ARB_multi_bind was not found, but is available in driver version 3.0.0
GL_ARB_query_buffer_object was not found, but is available in driver version 3.0.0
GL_ARB_seamless_cubemap_per_texture was not found, but is available in driver version 3.0.0
GL_ARB_shader_draw_parameters was not found, but is available in driver version 3.0.0
GL_ARB_shader_group_vote was not found, but is available in driver version 3.0.0
GL_ARB_sparse_texture was not found, but is available in driver version 3.0.0
GL_ARB_texture_mirror_clamp_to_edge was not found, but is available in driver version 3.0.0
GL_ARB_texture_stencil8 was not found, but is available in driver version 3.0.0
GL_ARB_vertex_type_10f_11f_11f_rev was not found, but is available in driver version 3.0.0
GL_EXT_shader_integer_mix was not found, but is available in driver version 3.0.0
GL_KHR_blend_equation_advanced was not found, but is available in driver version 3.0.0
GL_NV_bindless_multi_draw_indirect was not found, but is available in driver version 3.0.0
GL_NV_bindless_multi_draw_indirect_count was not found, but is available in driver version 3.0.0
GL_NV_blend_equation_advanced was not found, but is available in driver version 3.0.0
GL_NV_ES3_1_compatibility was not found, but is available in driver version 3.0.0
GL_NV_gpu_program5_mem_extended was not found, but is available in driver version 3.0.0
GL_NV_shader_thread_group was not found, but is available in driver version 3.0.0
GL_NV_shader_thread_shuffle was not found, but is available in driver version 3.0.0
GL_NVX_nvenc_interop was not found, but is available in driver version 3.0.0
My gzdoom config:
Spoiler:
# This file was generated by GZDoom g2.2pre-1568-gf4e4221 on Wed May 18 19:38:42 2016
# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=$PROGDIR
Path=$DOOMWADDIR
# Files to automatically execute when running the corresponding game.
# Each file should be on its own line, preceded by Path=
[Doom.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Heretic.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Hexen.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Strife.AutoExec]
Path=$PROGDIR/autoexec.cfg
[Chex.AutoExec]
Path=$PROGDIR/autoexec.cfg
# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under 'doom.Autoload' will be loaded for any version of Doom,
# but files listed under 'doom.doom2.Autoload' will only load when you are
# playing a Doom 2 based game (doom2.wad, tnt.wad or plutonia.wad), and files listed under
# 'doom.doom2.commercial.Autoload' only when playing doom2.wad.
No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
Graf Zahl wrote:No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
Um, ok, so it's not a bug?
The dynamic lights comes from the floor lamps btw.
But if you run the demo together with lights.pk3 the impact lights from monsters and players will have the same unwanted result.
I really don't know if you have a personal beef with Graf or not, but the bugs forum on any project is hardly the ideal place to carry it out. I am glad you got your issue resolved, though.
If you don't like the way Graf does things, you can make a topic in one of the general forums about it. Offer feedback, be constructive, and suggest ways to improve. But be willing to accept that no matter what you do or what you suggest, not everyone is going to agree with you (nor are they ever required to).
Graf Zahl wrote:No. Looking at your map showed that applying dynamic lights to additive surfaces will create an effect that is completely unwanted so I just disabled dynamic lighting on additive surfaces entirely.
Oh, snap! I'm sorry Graf. I think I misunderstood you, I thought you meant me to simply deactivate all dynamic lights xD
But now I get it, you've fixed a bug and hard-coded the dynamic lights to don't affect additive sidedefs.
This is probably flagged as [Fixed] now
Graf Zahl wrote:Not really a bug - but imagine the light being added to the surface - where the light is bright it became nearly opaque, looking all strange.
I still have no idea what happened in your first picture - why translucency got switched off there.
In the first picture the texture didn't have a transparent alpha channel, it was in Dooms original patch format and black/white
and it was set to additive that makes everything from 0(Black) to transparent and 255(White) to opaque.
Apparently dynamic lights didn't detect it as additive, but opaque.
In the second picture, the window glass was a transparent PNG texture with RGBA where I changed the opacity in Photoshop and not in GZDoomBuilder.
The PNG was placed between TX_START, TX_END markers in the WAD because it would be opaque if used in the Texturex-lump.