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Bluehawk

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Everything posted by Bluehawk

  1. I did a fresh install in a new folder and tested both the 32 and 64 bit executables. Both work perfectly, in both stencil and map shadow modes.
  2. Duzenko's patch in post 89 works on my end too. Both stencil and map shadows look like they're supposed to. Normal maps are working, dynamic shadows are working (and I can soften them). Mission Complete *ding dong ding!*
  3. It had the same effect on my end; normal maps show directional highlights and in the appropriate colour (yellow for candles and torches, for example) and pools of light seem to be shaped correctly and gradually taper off away from the light source, but everything is very dim or uniformly unlit. If I switch the lighting from stencils to map mode, even those normal map highlights disappear. Turning on shadow maps with the old lighting engine seems to remove all dynamic shadows and lights project through meshes although they seem to be functional otherwise. Here are some examples, taken from the opening courtyard in "Lord Edgar's Bathhouse" by Goldwell. GLSL on, stencils, low soft shadows GLSL on, maps, ditto GLSL off, stencils GLSL off, maps
  4. I tried it as well and it had no discernible effect.
  5. Possibly two waking up animations, one for when the body is lying on its back and one for on its stomach.
  6. Having guards wake up on a timer or get woken up when discovered by others would give the sword more utility as a stealth tool, if it meant putting a guard down permanently. Then you would have to choose between quiet and bloodless but temporary, or loud, messy (blood pools to clean) but permanent. This would deepen the tactical choices a little, but I don't think Thief fans would appreciate such a radical deviation from one of the core mechanics of the franchise though. I am not for this idea although I've mulled it over in my mind for years.
  7. Do you have soft-shadows turned on in the options menu? It will automatically force useGLSL 1. I have a question now: should I upgrade to 1.07 or stick with .06 for additional testing?
  8. Running repro.exe (GLUT test) gave me a different set of lines in the console than HMart's: When I ran the trim.trace file I didn't see anything render (because it's trimmed?), but it still produced a json file. https://www.mediafire.com/file/bt2zbyico4m322m/trim.json/file
  9. When I run qapitrace with Stgatilov's trace file, the shadows don't render exactly the same as in my game, but lights on walls are still cut off diagonally like HMart reported. I also recorded my own trace as per point No. 4, which is here: https://www.mediafire.com/file/gdf2k1lmkcgjz11/cms.trace/file I then ran the glretrace and produced a json file and err file. Here is the link for the former: https://www.mediafire.com/file/95lppr1lurpp5bi/stgatilov_call593599.json/file And the contents of the latter: I don't mind jumping through a few hoops here if it can benefit other players in the future. And even if we don't succeed, I appreciate the time you're taking to look at this problem.
  10. I ran the updater and it downloaded a lot more files than I thought it would, considering I was working from a fresh install in the first place, using the 2.0 and patches from moddb, and I got a blue "error during initialization" console window. I ran the updater again and it downloaded 3 more files and resolved itself. At any rate, it didn't resolve the GLSL problems. Running with "r_ignoreGLErrors 0", loading the training mission and con-dumping, here is the result. GLSLIssue2.txt
  11. The relevant lines at the end are: ]reloadGLSLprograms---------- R_ReloadGLSLPrograms_f -----------interaction VFambientInteraction VFstencilShadow VFshadowMap VGFoldStage VFdepthAlpha VFfog VFblend VFcubeMap VF---------------------------------]condump GLSL_ISSUE.txtDumped console text to GLSL_ISSUE.txt. Full txt file attached.GLSL_ISSUE.txt GLSL_ISSUE.txt
  12. I tried disabling the shader cache (both as a global setting and in my profile for TDM) and wiped the config, but the problem persists.
  13. Hello Dark Mod team and community, long time listener, first time caller here... I recently ran into a problem with TDM 2.06 when I upgraded my Radeon drivers to 18.12.2. I can't remember what driver version I had before that (I don't upgrade too often) but I was able to run GLSL and soft shadows with the same hardware I have now, but the upgrade broke these shaders. Besides rolling back my drivers, I can work-around this problem by entering "r_useGLSL 0". I held off on reporting this problem because 19.1.1 was getting ready to release and I was hoping the new drivers would fix this, but sadly they have not. The way the shaders glitch out is interesting, walls are only lit by half and usually along a diagonal line or a curve that doesn't match the light that should be cast by the source and meshes are sometimes cut into quarters or lit in . Sometimes things aren't lit at all despite being directly in view of a light source, and look like their normals have been flipped inside-out or something. Normal maps and speculars are also not working. Besides being ugly, you can't always see where pools of light are being cast until you step into them and your light gem tells you you're visible, which inhibits gameplay. In every other respect, the game seems normal, but broken lighting in a Thief game is a problem, so I'm playing 2.06 in "2.05 mode" for the moment. Here are some examples: - from "Sir Talbot's Collateral" with GLSL on (broken) and same scene with GLSL off (old lighting working correctly) - "Heart of Lone Salvation", GLSL on and GLSL off (please pardon the missing book on the table) I'm using an AMD Radeon R9 390 Series, 8 gb of GDDR5 VRAM Intel Core i7 2600K at 3.4 GHz Windows 7 Home Premium 64 bit 16 GB of DDR3 physical memory On the Dark Mod wiki there's mention of creating a game profile with Surface Format Optimization turned off, but that did not alleviate the problem. Have you guys seen this before? I think the developer Stgatilov had a similar graphical problem and reported it here: http://forums.thedarkmod.com/topic/19752-tdm-205-weird-graphics-on-nvidia/ But his problem was on 2.05 and with Nvidia hardware, not AMD/ATI.
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