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Render bug, large black box occluding screen


V-Man339
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Installed, attempting and will keep you posted.

On 3/30/2021 at 11:55 PM, nbohr1more said:

Try this package. It's not much, I just added a negative number guard to the bloom blur and ambient rim color.

It's a quick repack of my fresnel mod. If it cures the issue then maybe that is all we need.tdm_base01.pk4

 

@V-Man339 ?

 

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I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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Update:

The fresnel repack doesn't seem to have made an impact. I was lucky enough to catch this one on footage.

 

I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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  • 2 weeks later...
16 minutes ago, stgatilov said:

P.S. Now tell me again com_fpexceptions is useless 😁

I never said anything like that?!

But in any case, if numDownsamplingSteps is 1, then the for loop does not execute, and hence nothing is rendered in that function. So I would expect that the bogus value has no effect on rendering.

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Did you try monitoring hardware during playback to see if something strange is happening at the moment the black block appears?

 

Here's a thread from someone with a similar problem with the same GPU:

https://www.reddit.com/r/AMDHelp/comments/hci56z/rx_5600_xt_black_squares/

 

Edited by datiswous
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Drivers are updated, hardware is the same, still using the fresnel repack and this happened.

Settings shown in video, nothing changed, but hopefully something that can isolate, simplify and complete this issue.

If the black box in the upper right isn't obvious enough at 9 seconds let me know, I can adjust brightness/contrast in post.

 

On 4/14/2021 at 4:03 AM, datiswous said:

Did you try monitoring hardware during playback to see if something strange is happening at the moment the black block appears?

 

Here's a thread from someone with a similar problem with the same GPU:

https://www.reddit.com/r/AMDHelp/comments/hci56z/rx_5600_xt_black_squares/

 

I wouldn't actually know how to go about doing that, I'm savvy with software to some degree but would need help.

 

Edit: Got another one right after.

I can't cover this mission, this bug is too common and too unpredictable to route around.

 

Edited by V-Man339

I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front.

Click here for the crappy channel where that happens.

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  • 3 weeks later...

I don't know if it's the same issue or an unrelated one, but I just got this weird artifact after entering the basement sewer area of Blackgrove Manor. It's red rather than black, but does appear a similar shape. It started on the left and sort of spread across the screen towards the right.

blackgrove.jpg.bdfad11befad873eecd572a31b8ef76f.jpg

UPDATE: Further experimentation revealed that Bloom is the cause of this particular artifact. If I disable bloom, the red boxes disappear. I then noticed some much smaller patches of the same red colour which were not affected by the bloom settings; these disappeared when I switched color depth to 16 bits rather than 64 bits.

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  • 9 months later...

Ok, here is one hypothesis (ping @cabalistic).

Our bloom implementation does not disable blending. In only sets blending function to (dst * 1 + src * 0).
It looks like src * 0 is always zero and this equation is equivalent to disabled blending. Except that in 64-bit mode we have floating point values in framebuffers, and floating points numbers have special values like inf-s and nan-s, which don't become zero if you multiply them by zero.

This effect disappears if we clear framebuffer every time before rendering into it, since any special value will disappear the next frame.
However, I see that upsampling FBOs are not cleared (see BloomStage::Upsample) unlike the others.

So I suppose that a special float value is born somewhere in upsampling framebuffer and it sticks there forever because we don't clear this buffer and blend new frames onto the old image.

Getting special value in rendering is not nice, but I think we will won't be able to get rid of them completely.
However, if these values stick forever, then that's a big problem 😁
So I guess I'd not try to find where the first special value comes from, and just fix bloom code.


In order to check if this hypothesis is true, I need a help from someone who can 99% reliably reproduce the problem (I can't reproduce it on my GTX1050ti). And if this person can compile TDM, it would be even better 😀

I think about adding "qglClear(GL_COLOR_BUFFER_BIT);" just before "RB_DrawFullScreenTri();" in BloomStage::Upsample.

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2 hours ago, stgatilov said:

In order to check if this hypothesis is true, I need a help from someone who can 99% reliably reproduce the problem (I can't reproduce it on my GTX1050ti). And if this person can compile TDM, it would be even better 😀

I think about adding "qglClear(GL_COLOR_BUFFER_BIT);" just before "RB_DrawFullScreenTri();" in BloomStage::Upsample.

I think I can trigger this bug by doing bad things in the ambient shader or using bad frob outline settings.

I say that you merge this to trunk and I will see if I can break it via player settings \ actions.

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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3 hours ago, nbohr1more said:

I think I can trigger this bug by doing bad things in the ambient shader or using bad frob outline settings.

Are you sure you can?

I tried adding sqrt(-1.0 - color.x) under some circumstances in interaction shader, and I could not reproduce the issue of sticky quads. For me, no information from the previous frame gets into the next frame.

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6 hours ago, stgatilov said:

Our bloom implementation does not disable blending. In only sets blending function to (dst * 1 + src * 0).
It looks like src * 0 is always zero and this equation is equivalent to disabled blending. Except that in 64-bit mode we have floating point values in framebuffers, and floating points numbers have special values like inf-s and nan-s, which don't become zero if you multiply them by zero.

It's possible, but it sounds unlikely to me. I would expect any sensible driver to not actually sample the existing framebuffer if its blendweight is zero. Could be wrong, of course, wouldn't be the first time :)

My personal hypothesis is that we may have negative values in the input color framebuffer. This has actually happened in another place where I already put a workaround for the resulting issues in place, so this isn't too far-fetched, even though I don't fully understand the cause. Now, if there is a negative value in the input to bloom, it would probably get smeared across the bloom stages and then added to the final image, which, if the negative value is high enough, would explain why it ends up as black.

This is potentially simpler to test and workaround; all we'd need is a check in the bloom_downsample.frag.glsl brightpass function that returns 0 if the brightness is negative.

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35 minutes ago, cabalistic said:

My personal hypothesis is that we may have negative values in the input color framebuffer.

How can you explain that the problematic spots stick forever?
You can disable bloom and it disappears, but then you enable it back and have exactly the same black/red/whatever spots, even though you look in the opposite direction already. Where is this magic memory?

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46 minutes ago, stgatilov said:

How can you explain that the problematic spots stick forever?

No clue, but to be honest, since neither of us can reproduce the issue, we'll just have to have both hypotheses tested. I imagine having a shader fix tested is slightly easier, so I would start with that, but if it's not that, then do try yours :)

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So I nuked my Darkmod.cfg file and let it generate a new one.
The only settings I changed was FPS uncapped to 240FPS, and Bloom on and the problem happened.

EDIT: Setting color precision to 32bit stops the problem from happening. So it seems to be a combination of 64bit color precision and Bloom

EDIT 2: Changing bloom amount does not affect the color produced in the artifact or how often or how much it happens on screen.

This is also likely related to the flickering windows in The Black Mage I reported earlier.

 

Hardware:

GPU: Radeon 5700XT Driver 22.1.2
CPU: Ryzen 5800X
Windows 11 Dev build 22509.1011

Darkmod.cfg

seta jobs_numThreads "2"
seta gui_mediumFontLimit "0.30"
seta gui_smallFontLimit "0.15"
seta radiant_entityMode "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_topmost "0"
seta win_maximized "0"
seta win_ypos "22"
seta win_xpos "3"
seta sys_lang "english"
seta in_padInverseRY "0"
seta in_padInverseRX "0"
seta in_padDeadZone "0.15"
seta in_padMouseSpeed "2.5"
seta s_alReverbGain "1.0"
seta s_decompressionLimit "6"
seta s_useHRTF "1"
seta s_useEAXReverb "1"
seta s_numberOfSpeakers "2"
seta s_doorDistanceAdd "450"
seta s_globalFraction "0.8"
seta s_subFraction "0.75"
seta s_playDefaultSound "0"
seta s_volume_dB "0"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_spatializationDecay "2"
seta s_maxSoundsPerShader "0"
seta s_device "default"
seta s_diffractionMax "10"
seta r_usePersistentMapping "1"
seta r_useFenceSync "1"
seta r_frameIndexMemory "4096"
seta r_frameVertexMemory "4096"
seta r_useParallelAddModels "0"
seta r_maxShadowMapLight "1000"
seta r_postprocess_sharpness "0.5"
seta r_postprocess_sharpen "1"
seta r_postprocess_desaturation "0.00"
seta r_postprocess_colorCorrectBias "0.0"
seta r_postprocess_colorCorrection "5"
seta r_postprocess_colorCurveBias "0.0"
seta r_postprocess_brightness "1"
seta r_postprocess_gamma "1.2"
seta r_cinematic_legacyRoq "0"
seta r_shadowMapSize "1024"
seta r_fboDepthBits "24"
seta r_fboSRGB "0"
seta r_fboColorBits "64"
seta r_newFrob "0"
seta r_glCoreProfile "2"
seta r_useAnonreclaimer "0"
seta r_screenshot_format "jpg"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta com_smp "1"
seta r_forceLoadImages "0"
seta r_lightSourceRadius "0"
seta r_shadows "1"
seta r_shadowPolygonFactor "0"
seta r_shadowPolygonOffset "-1"
seta r_offsetunits "-0.1"
seta r_offsetfactor "-2"
seta r_clear "2"
seta r_useSoftParticles "1"
seta r_skipDepthCapture "0"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_ambientGamma "1"
seta r_ambientMinLevel "0"
seta r_swapInterval "0"
seta r_softShadowsRadius "1.0"
seta r_softShadowsQuality "0"
seta r_fullscreen "2"
seta r_multiSamples "0"
seta r_glDebugContext "0"
seta r_glDebugOutput "0"
seta r_smallCharSpacing "1"
seta r_tonemap "1"
seta r_glBlacklistExtensions ""
seta image_mipmapMode "0"
seta image_useTexStorage "1"
seta image_levelLoadParallel "1"
seta image_blockChecksum "0"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "128"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompression "1"
seta image_useCompression "1"
seta image_preload "1"
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seta image_downSize "0"
seta image_lodbias "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta r_debugGLSL "0"
seta r_fboResolution "1"
seta r_shadowMapSinglePass "0"
seta r_shadowMapCullFront "0"
seta r_volumetricDither "1"
seta r_volumetricSamples "8"
seta r_cinematic_checkImmediately "0"
seta r_cinematic_log_flush "0"
seta r_cinematic_log_ffmpeg "0"
seta r_cinematic_log "0"
seta r_useBindlessTextures "0"
seta r_useNewBackend "1"
seta r_bloom_blursteps "2"
seta r_bloom_downsample_limit "128"
seta r_bloom_weight "0.7"
seta r_bloom_detailblend "0.5"
seta r_bloom_threshold_falloff "8"
seta r_bloom_threshold "0.7"
seta r_bloom "1"
seta r_gpuBufferNonpersistentUpdateMode "0"
seta r_frobOutlineBlurPasses "2"
seta r_frobHighlightColorAddB "0.02"
seta r_frobHighlightColorAddG "0.02"
seta r_frobHighlightColorAddR "0.02"
seta r_frobHighlightColorMulB "0.3"
seta r_frobHighlightColorMulG "0.3"
seta r_frobHighlightColorMulR "0.3"
seta r_frobOutlineExtrusion "-3.0"
seta r_frobOutlineColorA "1.0"
seta r_frobOutlineColorB "1.0"
seta r_frobOutlineColorG "1.0"
seta r_frobOutlineColorR "1.0"
seta r_frobOutline "0"
seta r_frobDepthOffset "0.0005"
seta r_frobIgnoreDepth "0"
seta r_ssao_edgesharpness "1"
seta r_ssao_base "0.1"
seta r_ssao_intensity "1.0"
seta r_ssao_bias "0.05"
seta r_ssao_radius "32"
seta r_ssao "0"
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
seta g_mapCycle "mapcycle"
seta g_voteFlags "0"
seta g_gameReviewPause "10"
seta g_countDown "10"
seta g_password ""
seta g_rotoscope "0"
seta g_testModelHeadJoint "Spine2"
seta g_testModelHead "atdm:ai_head_citywatch"
seta g_skipViewEffects "0"
seta g_fov "90"
seta g_showBrass "1"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_showPlayerShadow "0"
seta pm_air_regainingSpeed "4"
seta pm_air "1800"
seta pm_modelView "0"
seta pm_thirdPersonDeath "0"
seta pm_thirdPerson "0"
seta pm_thirdPersonClip "1"
seta pm_thirdPersonAngle "0"
seta pm_thirdPersonHeight "0"
seta pm_thirdPersonRange "80"
seta pm_bobroll "0.0015"
seta pm_bobpitch "0.001"
seta pm_bobup "0.03"
seta pm_runroll "0.003"
seta pm_runpitch "0.001"
seta pm_runbob "0.35"
seta pm_walkbob "0.3"
seta pm_crouchbob "0.2"
seta pm_bboxwidth "32"
seta pm_crouchrate "0.87"
seta pm_deadviewheight "10"
seta pm_deadheight "20"
seta pm_normalviewheight "68"
seta pm_normalheight "74"
seta pm_crouchviewheight "34"
seta pm_crouchheight "38"
seta pm_maxviewpitch "89"
seta pm_minviewpitch "-89"
seta pm_noclipspeed "200"
seta pm_walkspeed "70"
seta pm_stepsize "16"
seta pm_jumpheight "48"
seta g_enablePortalSky "2"
seta g_showcamerainfo "0"
seta g_damageScale "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
seta gui_CenterY "0.5"
seta gui_CenterX "0.5"
seta gui_Height "1.0"
seta gui_Width "1.0"
seta ui_showGun "1"
seta ui_autoSwitch "1"
seta ui_team "Red"
seta ui_skin "skins/characters/player/marine_mp"
seta ui_name "Player"
seta si_serverURL ""
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "0"
seta si_teamDamage "0"
seta si_timeLimit "10"
seta si_maxPlayers "4"
seta si_map "game/mp/d3dm1"
seta si_gameType "singleplayer"
seta si_name "DOOM Server"
seta tdm_lod_bias "1.0"
seta tdm_voice_from_off_volume "0"
seta tdm_voice_player_volume "0"
seta tdm_music_volume "0"
seta tdm_door_auto_open_on_unlock "1"
seta tdm_bow_aimer "0"
seta tdm_lp_debug_hud "0"
seta tdm_lp_pawlow "0"
seta tdm_lp_randomize "1"
seta tdm_lp_auto_pick "0"
seta tdm_lp_autopick_attempts "3"
seta tdm_lp_pick_timeout "500"
seta tdm_lp_sample_delay "10"
seta tdm_lp_base_count "5"
seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
seta tdm_lg_weak "0"
seta tdm_lg_interleave_min "40"
seta tdm_lg_interleave "1"
seta pm_rope_snd_rep_dist "32"
seta pm_min_stepsound_interval "200"
seta pm_stepvol_crouch_creep "-7"
seta pm_stepvol_crouch_run "4"
seta pm_stepvol_crouch_walk "-2"
seta pm_stepvol_creep "-5"
seta pm_stepvol_run "8"
seta pm_stepvol_walk "0"
seta tdm_underwater_blur "3"
seta tdm_rope_pull_force_factor "140"
seta gui_objectiveTextSize "1.0"
seta gui_barSize "1.0"
seta gui_lightgemSize "1.0"
seta gui_bigTextSize "1.0"
seta gui_smallTextSize "1.0"
seta gui_iconSize "1.0"
seta tdm_subtitles "1"
seta tdm_inv_use_visual_feedback "1"
seta tdm_door_control "0"
seta tdm_inv_use_on_frob "1"
seta tdm_inv_loot_sound "frob_loot"
seta tdm_inv_hud_pickupmessages "1"
seta tdm_hud_hide_lightgem "0"
seta tdm_hud_opacity "0.7"
seta tdm_invgrid_hud_file "guis/tdm_invgrid_parchment.gui"
seta tdm_grabber_reverse_control "0"
seta tdm_bounce_sound_min_vel "80"
seta tdm_bounce_sound_max_vel "400"
seta tdm_throw_time "1200"
seta tdm_throw_vellimit_max "900"
seta tdm_throw_vellimit_min "300"
seta tdm_throw_impulse_max "3500"
seta tdm_throw_impulse_min "1200"
seta tdm_phys_show_momentum "0"
seta tdm_ai_hearing_hardcore "1.5"
seta tdm_ai_hearing_challenging "1.0"
seta tdm_ai_hearing_forgiving "0.6"
seta tdm_ai_hearing_nearly_deaf "0.2"
seta tdm_ai_hearing "2"
seta tdm_ai_vision_hardcore "1.005"
seta tdm_ai_vision_challenging "0.804"
seta tdm_ai_vision_forgiving "0.402"
seta tdm_ai_vision_nearly_blind "0.134"
seta tdm_ai_vision "1"
seta tdm_melee_difficulty "normal"
seta tdm_melee_max_particles "10"
seta tdm_melee_forbid_auto_parry "0"
seta tdm_melee_auto_parry "1"
seta tdm_melee_invert_parry "0"
seta tdm_melee_invert_attack "0"
seta tdm_melee_mouse_thresh_ "0"
seta tdm_drag2_af_inair_friction "0.5"
seta tdm_drag2_af_reduceforce_radius "10.0"
seta tdm_drag2_af_weight_ratio_canlift "5.0"
seta tdm_drag2_af_weight_ratio "0.8"
seta tdm_drag2_rigid_acceleration_radius "1.0"
seta tdm_drag2_rigid_distance_halfing_time "0.1"
seta tdm_drag2_rigid_silentmode "1"
seta tdm_drag2_targetpos_averaging_time "0.1"
seta tdm_drag1_af_ground_timer "800"
seta tdm_drag1_damping_af "0.4"
seta tdm_drag1_damping "0.0"
seta tdm_drag1_limit_force "1"
seta tdm_drag_af_free "0"
seta tdm_drag_new "1"
seta tdm_drag_force_max "100000"
seta tdm_drag_stuck_dist "38.0"
seta tdm_drag_encumber_max "0.4"
seta tdm_drag_encumber_maxmass "55"
seta tdm_drag_encumber_minmass "10"
seta tdm_drag_jump_masslimit "20"
seta tdm_dragged_item_highlight "1"
seta tdm_collision_damage_scale_horiz "0.5"
seta tdm_collision_damage_scale_vert "1"
seta tdm_frobhelper_ignore_size "40.0"
seta tdm_frobhelper_fadeout_duration "500"
seta tdm_frobhelper_fadein_duration "1500"
seta tdm_frobhelper_fadein_delay "500"
seta tdm_frobhelper_alpha "1.0"
seta tdm_frobhelper_alwaysVisible "0"
seta tdm_frobhelper_active "0"
seta tdm_frob_fadetime "100"
seta tdm_frob_width "10.0"
seta tdm_frob_distance_default "63"
seta pm_lean_toggle "0"
seta pm_lean_door_bounds_exp "8.0"
seta pm_lean_door_max "40"
seta pm_lean_door_increments "10"
seta pm_lean_to_valid_increments "25"
seta pm_lean_forward_stretch "15"
seta pm_lean_forward_height "0.4"
seta pm_lean_forward_time "400.0"
seta pm_lean_forward_angle "2"
seta pm_lean_stretch "2"
seta pm_lean_height "0.4"
seta pm_lean_time "400.0"
seta pm_lean_angle "15.0"
seta pm_shoulderDrop_angleIncrement "22.5"
seta pm_shoulderDrop_maxAngle "91.0"
seta pm_shoulderAnim_delay_msecs "0.0"
seta pm_shoulderAnim_dip_dist "5.0"
seta pm_shoulderAnim_rockDist "3.0"
seta pm_shoulderAnim_dip_duration "0.5"
seta pm_shoulderAnim_msecs "700.0"
seta tdm_reattach_delay "100"
seta tdm_crouch_toggle_hold_time "400"
seta tdm_toggle_crouch "1"
seta tdm_footfall_sounds_movetype_specific "1"
seta pm_ladderSlide_speedLimit "400.0"
seta pm_mantle_cancel_speed "150.0"
seta pm_mantle_pullFast_msecs "450"
seta pm_mantle_maxLowObstacleHeight "36.0"
seta pm_mantle_minflatness "0.707"
seta pm_mantle_height "0.2"
seta pm_mantle_reach "0.5"
seta pm_weightmod "1"
seta pm_softhinderance_run "1.0"
seta pm_softhinderance_walk "0.5"
seta pm_softhinderance_creep "0.2"
seta pm_softhinderance_active "1"
seta pm_push_max_mass "200"
seta pm_push_heavy_threshold "0.15"
seta pm_push_accel_time "1000"
seta pm_push_start_delay "1000"
seta pm_push_maximpulse "300"
seta pm_pushmod "0.15"
seta pm_swimspeed_frequency "0.8"
seta pm_swimspeed_variation "0.6"
seta pm_max_swimspeed_mod "1.4"
seta pm_crouchmod "0.54"
seta pm_running_creepmod "0.22"
seta pm_creepmod "0.44"
seta pm_runmod "2.12"
seta tdm_savegame_compress "1"
seta tdm_force_savegame_load "0"
seta tdm_mainmenu_confirmquit "1"
seta tdm_debug_aastype "aas32"
seta tdm_allow_http_access "1"
seta tdm_proxy_pass ""
seta tdm_proxy_user ""
seta tdm_proxy ""
seta tdm_fm_restart_delay "0"
seta tdm_default_relations_def "atdm:team_relations_default"
seta tdm_show_menu_tooltips "1"
seta tdm_show_trainer_messages "1"
seta tdm_menu_music "1"
seta tdm_wideScreenMode "7"
seta r_aspectRatio "1"
seta r_customHeight "1080"
seta r_customWidth "1920"
seta tdm_ai_show_aasfuncobstacle_state "0"
seta tdm_show_health "0"
seta tdm_ai_debug_greetings "0"
seta tdm_ai_debug_transition_barks "0"
seta tdm_ai_opt_nolipsync "0"
seta tdm_ai_opt_update_enemypos_interleave "48"
seta tdm_ai_opt_interleavethinkframes "0"
seta tdm_ai_opt_interleavethinkskipPVS "0"
seta tdm_ai_opt_interleavethinkmaxdist "0"
seta tdm_ai_opt_interleavethinkmindist "0"
seta tdm_ai_search_type "4"
seta tdm_ai_visdist_show "0.0"
seta tdm_ai_search_show "0.0"
seta tdm_showko "0"
seta tdm_showsprop_radius "0"
seta tdm_showsprop "0"
seta tdm_spr_debug "0"
seta tdm_sndprop_disable "0"
seta tdm_ai_acuity_L5 "1.5"
seta tdm_ai_acuity_L4 "1.3"
seta tdm_ai_acuity_L3 "1.1"
seta tdm_ai_show_conversationstate "0"
seta tdm_ai_show_enemy_visibility "0"
seta tdm_ai_sight_scale "1000.0"
seta tdm_ai_sight_thresh "1.0"
seta tdm_ai_showelevator "0"
seta tdm_ai_showdoor "0"
seta tdm_ai_debug_blocked "0"
seta tdm_ai_showAASarea "0"
seta tdm_ai_showgoalpos "0"
seta tdm_ai_showdest "0"
seta tdm_ai_showalert "0"
seta tdm_ai_showtasks "0"
seta tdm_ai_showanimstate "0"
seta tdm_ai_showko "0"
seta tdm_ai_showfov "0"
seta tdm_ai_debug "0"
seta tdm_ai_bumpobject_impulse "250"
seta tdm_ai_tact "20.0"
seta tdm_ai_sight_combat_cutoff "20.0"
seta tdm_ai_sightmin "15.0"
seta tdm_ai_sightmax "40.0"
seta tdm_ai_sight_mag "1.0"
seta tdm_ai_sight_prob "0.7"
seta tdm_ai_showname "0"
seta tdm_ai_showbark "0"
seta tdm_ai_sndvol "0.0"
seta tdm_player_wait_until_ready "1"
seta com_automation_port "3879"
seta in_padInvertPitchAxis "0"
seta in_padInvertYawAxis "0"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta sensitivityMenuOverride "0"
seta sensitivityMenu "1.0"
seta sensitivity "5"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "0"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta gui_configServerRate "0"
seta com_savegame_preview_format "jpg"
seta com_numQuickSaves "2"
seta com_guid ""
seta com_maxFPS "240"
seta com_fixedTic "1"
seta decl_stack "1"
seta in_padL3HoldWhileDeflected "1"
seta in_padTwoButtonMaxTimeMs "50"
seta in_padLongPressTimeMs "250"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta con_fontColor "5"
seta con_fontSize "8"
seta con_legacyFont "0"
seta com_product_lang_ext "1"
seta logFile "0"
seta com_showFPSavg "4"
seta com_showFPS "0"
seta com_purgeAll "0"
seta r_skipDynamicShadows "0"

 

 

 

I always assumed I'd taste like boot leather.

 

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@stgatilov EDIT: It's still doing it in Flakebridge, just not as badly and the colour doesn't stick around.

 

But, the black mage flickering windows are worse.

Before, I just had the blue color in the window texture itself, now it's a big box.

DcHZrc4.png

 

 

I always assumed I'd taste like boot leather.

 

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@nbohr1more

Here's the material definition for that window texture:

textures/darkmod/window/diamond_pattern02/diamond_pattern02_moonlit
{
	glass
	noselfshadow
	noshadows
	qer_editorimage	textures/darkmod/window/diamond_pattern02_moonlit_ed
	{
		map	textures/darkmod/window/diamond_pattern02_moonlit
		rgb 1
	}
	bumpmap textures/darkmod/window/diamond_pattern02_local
	{
		if ( parm11 > 0 )
		blend	gl_dst_color, gl_one
		map		_white
		rgb		0.40 * parm11
	}
	{
		if ( parm11 > 0 )
		blend	add
		map		textures/darkmod/window/diamond_pattern02_moonlit
		rgb		0.15 * parm11
	}



}

If I remove the map to RGB 1

and set it to diffusemap, the problem doesn't happen.

 

textures/darkmod/window/diamond_pattern02/diamond_pattern02_moonlit
{
	glass
	noselfshadow
	noshadows
	qer_editorimage	textures/darkmod/window/diamond_pattern02_moonlit_ed
	//{
	diffusemap	textures/darkmod/window/diamond_pattern02_moonlit
	//	rgb 1
	//}
	bumpmap textures/darkmod/window/diamond_pattern02_local
	{
		if ( parm11 > 0 )
		blend	gl_dst_color, gl_one
		map		_white
		rgb		0.40 * parm11
	}
	{
		if ( parm11 > 0 )
		blend	add
		map		textures/darkmod/window/diamond_pattern02_moonlit
		rgb		0.15 * parm11
	}



}

 

I always assumed I'd taste like boot leather.

 

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The texture in Flakebridge Monastery is the same one, but Soft version.

textures/darkmod/window/diamond_pattern02/diamond_pattern02_moonlit_soft
{
	glass
	noselfshadow
	noshadows
	qer_editorimage	textures/darkmod/window/diamond_pattern02_moonlit_soft_ed
	{
		map	textures/darkmod/window/diamond_pattern02_moonlit
		rgb 0.6
	}
	bumpmap textures/darkmod/window/diamond_pattern02_local
	{
		if ( parm11 > 0 )
		blend	gl_dst_color, gl_one
		map		_white
		rgb		0.40 * parm11
	}
	{
		if ( parm11 > 0 )
		blend	add
		map		textures/darkmod/window/diamond_pattern02_moonlit
		rgb		0.15 * parm11
	}



}

EDIT: Nothing has changed with these definitions or texture since they were last uploaded in 2008.

I always assumed I'd taste like boot leather.

 

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