[1.4.1] Screwed up Textures in SW

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Barry Burton
Posts: 87
Joined: Tue Sep 03, 2019 2:20 pm

[1.4.1] Screwed up Textures in SW

Post by Barry Burton »

I upgraded from 1.4.0 to 1.4.1. Everything runs well except Shadow Warrior. When I load the game instead of the title screen I get a scaled up hanging corpse sprite on a black background. The menu screen is garbled and when the game starts the textures are all messed up. It seems to be using the wrong palette too.

I downloaded the revised 1.4.1 after Kinsie reported a dirty file. I've tried a fresh install as well as just copying over my old files. I've tried the different renderers too.

I'm sure it's a user error. Could anyone advise? Cheers.
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Graf Zahl
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Re: [1.4.1] Screwed up Textures in SW

Post by Graf Zahl »

It looks like you are autoloading a mod for another game. The screwed up textures are a clear sign that you load an incompatible texture set.
What does your startup log say about files being loaded?
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Barry Burton
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Re: [1.4.1] Screwed up Textures in SW

Post by Barry Burton »

I'm not autoloading any extra files for any of the games. I actually tried ticking the Disable Autoload box on the loader to be on the safe side too. There isn't an Autoload folder in my Raze folder either. Still the same. There are no errors in the console after startup other than "Can't Find CD Track 04".

I also checked my INI file but there are no forgotten custom settings or files being loaded.

Is there a command for saving out a start up log that I could upload for your perusal?
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Graf Zahl
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Posts: 49179
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Location: Germany

Re: [1.4.1] Screwed up Textures in SW

Post by Graf Zahl »

That's done automatically. The file is called raze.log.
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Barry Burton
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Re: [1.4.1] Screwed up Textures in SW

Post by Barry Burton »

Thanks Graf. Here it is:


Log started: 2022-01-31 17:11:19
OS: Windows 10 (NT 10.0) Build 19043

adding J:/DooM/Raze/raze.pk3, 2713 lumps
adding J:/DooM/Raze/Sw.grp, 693 lumps
adding J:/DooM/Raze/, 132 lumps
CPU speed: 3500 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
Family 6, Model 60, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
Loading "engine/widescreen.def"

I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (SB Katana V2)
EFX enabled
No GENMIDI lump found. OPL playback not available.
script parsing took 45.57 ms
SHADOW WARRIOR(tm) Version 1.2
Copyright (c) 1997 3D Realms Entertainment
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 471.68 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location 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GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc 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GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
player 1 of 1 (1 nodes)
Can't find CD track 2!
Can't find CD track 2!
Unknown command "-Inventory"
$bullet: Seppuku Station
Can't find CD track 4!
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49179
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [1.4.1] Screwed up Textures in SW

Post by Graf Zahl »

Something in here: J:/DooM/Raze/, 132 lumps
Did you by any chance extract some mod there?
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Barry Burton
Posts: 87
Joined: Tue Sep 03, 2019 2:20 pm

Re: [1.4.1] Screwed up Textures in SW

Post by Barry Burton »

Honestly, I've no idea. I don't remember trying any mods in the past but that probably doesn't mean much. There does seem to be a lot of files in the folder (.ART files and others) and I also noticed that my Wanton Destruction GRP file was AWOL. I reinstalled SW through Steam and put the SW, TD and WT GRP files in a fresh Raze download and now the game is fine. Perhaps some weird voodoo happened to my game files?

Anyway, sorry to have bothered you. If I work out what that 132 lump file is I'll let you know just in case.
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Graf Zahl
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Lead GZDoom+Raze Developer
Posts: 49179
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Re: [1.4.1] Screwed up Textures in SW

Post by Graf Zahl »

It was those .ART files in there. Build games require that the contents of the game folder are loaded as well, so whatever you put in there will get loaded with all the games.
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Barry Burton
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Re: [1.4.1] Screwed up Textures in SW

Post by Barry Burton »

That's good to know for future reference. Thanks for your patience and help. :)
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Re: [1.4.1] Screwed up Textures in SW

Post by grewlate »

Graf Zahl wrote: Mon Jan 31, 2022 4:03 pm It was those .ART files in there. Build games require that the contents of the game folder are loaded as well, so whatever you put in there will get loaded with all the games.
This info is so helpful. Thanks.
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