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AA + other visual problems in 2.06


kingsal

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Hello!

 

I've been having a host of weird AA/ graphics problems with 2.06. Ill post them here and create bug reports when necessary (sorry if these are redundant in other threads)

 

Windows 10. NVIDIA GeForce GTX 980. (Latest drivers)

TDM 2.06 (Both 32 and 64 bit)

 

Problem 1- AA forces fullscreen

- While in windowed mode + (advanced render features off / SS/ Post/ect) - If I click AA on, it forces fullscreen mode even after restart. I have to disable AA and then restart to get back into window mode.

 

Problem 2- AA and my skyboxes

-While AA is turned on + (forced fullscreen, advanced render features off). My skyboxes get this weird windowed effect in them. If I turn bloom on, the effect is very noticeable and creates a huge FPS drop. Some screenshots:

Cauldron:

glGHr2X.jpg?1

With Bloom:

bzd7U2I.jpg?3

Volta and the Stone:

3wGGNuR.jpg?3

with bloom:

J158QnO.jpg?3

I did try removing the fog light I use in the skybox, but the problem persisted.

 

Problem 3- Water shader

- All advanced features off including AA. I get these very weird black lines on my water shader.

jvrf1yL.jpg?1

Material file: volta_water_material.txt

 

I want to make sure these are legit mod bugs before filing reports, so please let me know if you have the same problems or if these are already filed and being tracked.

Thanks!

 

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All known issues.

 

These are fixed in 2.07 for which you can get a preview in the VBO beta patch:

 

https://www.moddb.com/mods/the-dark-mod/downloads/tdm-206-vertex-buffer-beta

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Code freeze is in September.

 

We are targeting December for the release but there is a growing discussion about an even shorter release cycle.

 

The VBO patch is the current stop-gap.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I'll have to test the latest SVN.

 

As I recall, we had some envshot issues in 2.06 too.

 

To get rid of the console in the image, you can bind your envshot invoke to a key.

 

The last time I tested that I got 4 identical images and two correct ones.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I'll have to test the latest SVN.

 

As I recall, we had some envshot issues in 2.06 too.

 

To get rid of the console in the image, you can bind your envshot invoke to a key.

 

The last time I tested that I got 4 identical images and two correct ones.

 

 

Yeah I did the key binding trick and just turned off the lightgem. I ended up going back to 2.05 to take my env shots. Had a similar thing, 2 were good and the rest were just identical.

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Envshot is broken:

 

http://bugs.thedarkmod.com/view.php?id=4868

 

I created a new bug but I suspect once this is fixed it will also be the fix for 4085 since the screen already includes the skybox

we just need all 6 axis back.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Envshot is broken:

 

http://bugs.thedarkmod.com/view.php?id=4868

 

I created a new bug but I suspect once this is fixed it will also be the fix for 4085 since the screen already includes the skybox

we just need all 6 axis back.

 

Thats good news- thanks for the update!

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Envshot is broken:

 

http://bugs.thedarkmod.com/view.php?id=4868

 

I created a new bug but I suspect once this is fixed it will also be the fix for 4085 since the screen already includes the skybox

we just need all 6 axis back.

7581 fixes envshot for the simplest setup: FBO & SMP off, shot size default (256 or whatever).

Didn't have time to test with other setups.

Let me know how it works for you.

 

The code looked odd. No idea how it could work before in the first place.

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It seems to work. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Woot. All passed with flying colors.

 

This only thing that failed was adding jitter blends at the end of the invoke.

 

Bonus, you no longer need to assign a hotkey as the console isn't captured in the shot

anymore.

 

:)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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Hey awesome! Glad that got a fix.

 

I was still having some problems with reloadimages and a crash on reloadengine. I'll mess around with it this weekend and report back some specifics.

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What should be the next fix? reloadimages works for me with AA/PP off

 

Please fix visual regressions that happened after Rev 7565

 

Issue 4869

 

and this:

 

Now:

 

post-3763-0-58667500-1532126972_thumb.jpg

 

 

Before:

 

post-3763-0-41743600-1532126991_thumb.jpg

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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