4.4.2 Torch-Light Shader issue

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Expand view Topic review: 4.4.2 Torch-Light Shader issue

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Thu Jan 28, 2021 4:05 pm

Hello

Can you re-open this bug report because from our testing, its not fixed.

We cannot replicate the warping light shader anymore using Interval 0.001 even 0.0000001 which ever value all it does is stop the blinking strobelight effect on the torchs, they look like LED's now, there's no more natural flickering/warping of the fires light.

Are we missing a new parameter here? Isn't the Interval parameter the time at which the light fluctuates?

Please help as to how to replicate the settings back how 4.1.1 was.

Thankyou.

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Fri Oct 02, 2020 12:04 pm

Thanks for the reply Graf.

I agree, just admittedly confused as to why the torches had the strobelight effect, its all fixed now, so thankyou for pointing us in the right direction.

So I basically fixed the torches from 0.1 to now 0.01.

But now found some other lights ie the candles which are 0.04, so I gather its now 0.004 but is this a valid parameter?

Thanks again.

Re: 4.4.2 Torch-Light Shader issue

by Graf Zahl » Sat Sep 26, 2020 2:21 pm

It took a while for me to look up the change here but it surely was clearly broken code which for obvious reasons cannot be reinstated.

Re: 4.4.2 Torch-Light Shader issue

by irontusk341 » Tue Jul 21, 2020 6:54 am

Thank you all for all your help, i hope the 280mb helped pinpoint the issue, i tried stripping the mod down to bare essentials, just enough for it to run what it needs without breaking it. At least we know what seems to cause the strobing effect.

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Thu Jul 16, 2020 9:14 am

Hello Graf thanks for the reply.

I did try my best to cut down Diablo3D from 2GB, I failed many times breaking the game starting up.

The dev cut down a diagnostic version from 2GB to 280mb which now starts correctly, I'm so sorry that's theres still quite a few .pk3 files still.

Honestly the torches without fixing the shader would cause epilepsy.

I would like to say a big thankyou to the great Phineas Bribberway who discovered the error with the mods torches, you literally fixed Brutal Heretic and Diablo3D!

Thanks again.

Re: 4.4.2 Torch-Light Shader issue

by Graf Zahl » Thu Jul 16, 2020 8:39 am

That's why I asked for sample code, I first need to check what goes wrong, but that requires a small and contained sample, not requiring to run all of Brutal Doom.

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Thu Jul 16, 2020 8:18 am

Hello and please don't close this thread as we haven't 100% confirmed this bugfix yet.

So can I ask, are there any other light strings which are now x10?

Is it just the 'interval 0.1' which now needs to be 0.01?

Cannot expect users to know whats changed in GZDoom, its difficult to pinpoint the errors in the first place.

Also this bug been going off for over a year with no answer so do not close yet please.

Thanks again.

Re: 4.4.2 Torch-Light Shader issue

by drfrag » Wed Jul 15, 2020 4:02 pm

This?
Phineas Bribberway wrote:GLDEFS in mod's Brutal_Effects.pk3 has:

Code: Select all

pulselight WALLTORCH
{
color 1.0 0.3 0.0
size 49
secondarySize 60
interval 0.1
offset 0 82 0
}

object BrutalWallTorch
{
frame WTRH { light WALLTORCH }
}

Re: 4.4.2 Torch-Light Shader issue

by Graf Zahl » Tue Jul 14, 2020 12:28 pm

Can you please post the offending code before I close this?

Re: 4.4.2 Torch-Light Shader issue

by drfrag » Tue Jul 14, 2020 12:26 pm

No, Phineas Bribberway found it. And it's drfrag. :)

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Tue Jul 14, 2020 11:10 am

Thankyou very much for the replies.

That's it! You worked this out Defrag! It is indeed, the torches pulsates like x10, all I can describe is a strobe light effect.

I'm sure I can fix this now, the scripts need a - X10 value on all torches, so I believe its a simple division/10

Absolutely brilliant on the find!

Thanks again.

Re: 4.4.2 Torch-Light Shader issue

by drfrag » Tue Jul 14, 2020 4:40 am

There were 5 batch files alone. No you don't need to pay and i don't even have a bank account right now, i had to close it becouse they multiplied commissions x5.
This looks like a mod bug now:
Phineas Bribberway wrote:there also has been a recent change in the GZDoom lights.
GZDoom 4.2.1 and later versions take the interval value literally.
4.2.0 and earlier versions used a larger value by an error.
Now the torches pulsate 10 times per second instead of once every second
before.

Re: 4.4.2 Torch-Light Shader issue

by Graf Zahl » Tue Jul 14, 2020 12:39 am

ZDL_800 wrote: Left Side - External Files...

woc_nothexen.pk3
woc_v3a.pk3
woc_v3hereticpatch.pk3
Brutal_Effects.pk3
SilverspringCTF_2-WayTextures_V4.pk3
StainedGlassWindowsTex.pk3
MageslayerTexPack.wad
diablo.pk3
Diablo3D.wad

Right Side - WAD

-iwad heretic

Hope this helps.
No, it doesn't. There's too much stuff in there. Debugging a problem that requires a whole bunch of mods that can cause endless interference is not possible, if you want this fixed we need something smaller and more contained. I won't even try testing this with this large heap of add-on content.

Re: 4.4.2 Torch-Light Shader issue

by Guest » Mon Jul 13, 2020 1:20 pm

275 MB download agaig! As I already have downloaded the whole bunch, I post these findings:

_torch strobing:_

GLDEFS in mod's Brutal_Effects.pk3 has:

pulselight WALLTORCH
{
color 1.0 0.3 0.0
size 49
secondarySize 60
interval 0.1
offset 0 82 0
}

object BrutalWallTorch
{
frame WTRH { light WALLTORCH }
}

ZDoom wiki says for GLDEFS pulsating lights:
INTERVAL: The time it takes to complete a full pulse (in seconds).

yeah, there also has been a recent change in the GZDoom lights.
GZDoom 4.2.1 and later versions take the interval value literally.
4.2.0 and earlier versions used a larger value by an error.
Now the torches pulsate 10 times per second instead of once every second
before. Tough, but if the mod is still active it's author should fix it?


_z-fighting: _

I can't detect z-fighting. That's for mod versions v1.1.0 and v1.1.5; GZDoom 4.1.1 and 4.4.2.

A mere guess: Brutal_Effects.pk3 includes ScreeM (search forums for ScreeM vIII.5)
It's on by default and it adds a faint "grill" pattern to cover the the whole screen.
It's vertical lines are very clear and distinctive for bright things and torch flames.
Even more so if the bloom is turned on. Could that line pattern be misinterpreted
as z-fighting?

If you updated from 4.1.1 to 4.4.2 you might heve turned ScreeM off a year ago and
now with a new GZDoom ini don't remember it at all. As the latest GZDoom doesn't support
jHeretic hd-textures the ScreeM grill effect might pop into eyes more stronger from the
Heretic original textures?

ZDL_800, could you test whether console commands "gl screem 0" and "gl_screem 1" have any effect?

Re: 4.4.2 Torch-Light Shader issue

by ZDL_800 » Mon Jul 13, 2020 11:28 am

Hello and thanks for the reply.

Whats the problem with the batch files? Theres 0 security risk as I've manually checked all batch files, its just the load order of the .pk3 files, nothing else.

You need to get the right load order for the game to work Defrag.

You could 'Edit' the GODLY batch file, and load the pk3 files into ZDL if you wish? It would take more time than just loading the batch file.

It takes no more than 1 min to load the files, I will literally pay you by Paypal for your time here.

Here is the load order if you don't want to edit the batch files. (Use ZDL)

Left Side - External Files...

woc_nothexen.pk3
woc_v3a.pk3
woc_v3hereticpatch.pk3
Brutal_Effects.pk3
SilverspringCTF_2-WayTextures_V4.pk3
StainedGlassWindowsTex.pk3
MageslayerTexPack.wad
diablo.pk3
Diablo3D.wad

Right Side - WAD

-iwad heretic

Hope this helps.

Thankyou very much for your time and hope to speak soon.

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