gl_render_precise=false
gl_plane_reflection=false

bright and lights not
I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
But could you at least do us the favor of letting us know what your graphics hardware is?doomguy88 wrote:I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
Here it iswildweasel wrote:But could you at least do us the favor of letting us know what your graphics hardware is?doomguy88 wrote:I think not, if something wrong would not work in Zandro I'm using version 2.1.2, Gzdoom 1.9.1. Perhaps brightmaps work correctly in version 2.0, but my PC only runs the 1.9.1 and lower version. Thank you for listening people.Graf Zahl wrote:What graphics hardware do you have? If brightmaps do not work chances are high that it's too old.
The issue isn't so much onboard chipsets, GZDoom has no real issue running on them (modern Intel chipsets support OpenGL4), rather the issue is he has an incredibly dated chipset running OpenGL 2.1 (and thus with questionable shader support).wildweasel wrote:At some point in GZDoom development, the method used to display bright maps changed, which improved performance for a lot of people that had dedicated video cards, but locked them out for people with just basic onboard video like the Intel you're using.
TLTR:Notes on Intel Pentium P6200
Graphics and memory controllers are located on a separate die, which is manufactured on 0.045 micron technology
The CPU is compatible with Shader Model 4, along with DirectX 10.1 and OpenGL 2.1 APIs. OpenCL API is not supported.
It must be some mistake in my settings.Graf Zahl wrote:If brightmaps work in Zandronum they should also work in GZDoom 1.9. The OpenGL code in that version hasn't been changed for quite some time.
The whole point we've been trying to make in the thread is that "Skulltag" isn't a thing anymore. But you can probably go try Zandronum, which is basically Skulltag in all but name.MaxRideWizardLord wrote:Skulltag is still a thing?? If so, I would love to bring some nostalgic fond memories back. :3
I really loved the skulltag theme and it's atmosphere. Options were imho more advanced yet more easy. Not to mention that skulltag name itself makes much more sense than zandronum. Maybe I'm so much in to favor of skulltag because in skulltag era there been a lot of interesting multiplayer mods, from doom rally to hide and seek and hundreds of different unique interesting mods almost each month. Nowadays, it's all about same complex doom and other overused mods.wildweasel wrote:The whole point we've been trying to make in the thread is that "Skulltag" isn't a thing anymore. But you can probably go try Zandronum, which is basically Skulltag in all but name.MaxRideWizardLord wrote:Skulltag is still a thing?? If so, I would love to bring some nostalgic fond memories back. :3