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GLSL shader problems with latest ATI Radeon drivers


Bluehawk

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Unfortunately the same issue persists, though oddly the visportals showed up briefly when I took a screenshot of the lighting (I put r_showportals 1 on). I'm on the latest drivers at the moment, 19.2.1 and I have a AMD R9 200 Series card, I beleive it's a 270X or something along those lines.

Edited by some1stoleit
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Of course, one issue at a time. I tried both the moddb fix and stgatilov's upload and got the same results. I used the "TheDarkModNoTools.exe" instead of the normal one. I have lighting it just doesn't work properly, here is what I get.

 

https://www.dropbox.com/s/hhvoup8ifhydecp/newjob_2019-02-13_16.16.55.jpg?dl=0

 

Ignoring the visportal, The candle only lights half of what it should, the candle in this position should light a circular radius around it, as it does when I revert back to the old lighting.

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Sorry

1. Forget portals for now. Focus on lights only

2. Run the executable from the attached archive, not the darkmod.exe

3. Report which one of the lighting issues you have on your end - no lights or bad lights

Thanks

Saw the MDB patch and used it, reseted the shader cache and deleted the .cfg, unfortunately it didn't work. I used the patch .exe btw, the problem is the same, no normal maps and bad lighting, cut in half diagonally.

 

This definitely made a change to the better, the normal maps work and the light is not cut off but it is very dark compared to the ARB2 render.

Edited by HMart
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How about backup and clear the .cfg?

 

Clearing the cache and deleting the cfg did nothing, still very dark compared to ARB2. But like i said before, something you did, did improved things, because normal maps now work and the lights are not cut off.

Edited by HMart
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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

 

cGBXfrB.jpg

 

GLSL on, maps, ditto

 

y2t76nF.jpg

 

GLSL off, stencils

 

X8cqYaD.jpg

 

GLSL off, maps

 

NiHImc0.jpg

 

Edited by Bluehawk
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Strange...

 

(Nvidia user here)

 

This build seems to exhibit the rendering bug I saw in SVN after stgatilov's GL4 changes:

 

post-3763-0-21720500-1550117309_thumb.jpg

 

 

EXCEPT...

 

 

With STiFU's latest binaries, this bug is not present in SVN anymore?

 

Did he compile binaries against an old branch and then commit his changes to trunk?

 

As I can tell, there were no graphical changes to SVN since stgatilov's changes.

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Tried the fix uploaded to google drive. The candle I'm using to test this seems to be showing light in the proper radius, it's very dark though and what light there is very faint as you can see in the screenshots below.

 

https://www.dropbox.com/s/ee7f5suryg5ngye/newjob_2019-02-14_17.46.30.jpg?dl=0

 

https://www.dropbox.com/s/dlkgojexu6tp7ga/newjob_2019-02-14_18.03.31.jpg?dl=0

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It works! Lighting is back to normal:

 

https://www.dropbox.com/s/6qxyj5bg1zu8acr/newjob_2019-02-15_00.15.49.jpg?dl=0

https://www.dropbox.com/s/1oq1advfcazfgva/newjob_2019-02-15_00.16.11.jpg?dl=0

https://www.dropbox.com/s/d97y44tgnzil755/cutn_beta_2.5.2_2019-02-15_00.24.32.jpg?dl=0

 

Although for some reason my compass is unusually bright if you notice it in the bottom right in the first two screenshots.

 

When can we expect to see the fix incorporated in the main build? As I'd prefer running the game using the normal exe's over this one in the long term.

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compass is unusually bright

 

 

"Functioning as Designed".

 

There compass used to have a real light until that was broken in 1.08.

 

From that point on, the compass was dimmer.

 

Until 2.07, where the light is fixed.

 

That said, I suppose the additive stage could be reduced. I think it was added for better legibility.

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

 

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

 

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When can we expect to see the fix incorporated in the main build? As I'd prefer running the game using the normal exe's over this one in the long term.

Waiting for confirmation of the other bugfix - no lights with Linux MESA driver.

 

 

There compass used to have a real light until that was broken in 1.08.

Quite a history. Good to know I'm not the only one breaking stuff around :rolleyes:

 

Remember when AMD broke Rage support in drivers right after the game release? Dejavu. Makes you wonder if they do it on purpose.

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Strange...

(Nvidia user here)

This build seems to exhibit the rendering bug I saw in SVN after stgatilov's GL4 changes:

Have the same problem.

It seems that I actually broke it myself :o

 

The ARB shaders are weird enough to receive normals both in 2-nd and 11-th attribute.

I hope we can revert to 2-nd attribute at the end.

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