4.4.2 Torch-Light Shader issue

Thu Jun 25, 2020 2:55 am

Hello GZDoom devs and hope you are good.

For example, download the GZDoom 4.1.1 and load up Diablo3D, now look at the torches, specifically the light shader, its perfect, 0 Zfighting bugs, the light flickers perfect.

Now load up 4.4.2 with Diablo3D, the torches light look like strobe lights, also theres zfighting bugs on the walls with overlapping torch light sources.

The dev stated its a bug with the newer GZDoom.

It looks a complete mess.

Please look into this as I cannot figure this out?

Thanks again.

Re: 4.4.2 Torch-Light Shader issue

Wed Jul 01, 2020 8:18 am

I have tried many theories, reduced dynamic light radius, altering intensity, it makes no difference, unless the dev is wrong, and I have made some mistake here, I cant figure this out, and it worked perfect with like I said 4.1.1.

Can one of the GZDoom devs look into this please, theres zfighting bugs with the light shader.

Any reply would be great right now as its unplayable, looks like a strobe light.

Re: 4.4.2 Torch-Light Shader issue

Wed Jul 01, 2020 10:37 am

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything


Forum rules


Help the developers help you.

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 03, 2020 8:01 am

Hello and thankyou for the reply.

Looks like you need all the diablo pk3 files for the game to start, but upon starting a singleplayer game, the torches are in view.

Here is the Diablo3D Link.

https://www.mediafire.com/file/ytzx42mp ... Y.zip/file

Here is the Diablo3D Patch.

https://www.mediafire.com/file/e2s9xhop ... h.rar/file

I packed up GZDoom 4.1.1 and GZDoom 4.4.2 BETA, Here is the link.

https://uploadcenter.com/mr0bbpij41ao.html

Basically start a singleplayer game with any character, turn right 90 degree, and you can see the torches on the walls of the buildings.

Even as far back as 4.2.x the torches lightshader is the same I'm afraid.

On version 4.1.1 the light shader works correctly. You can see its more of a glowing effect with no zfighting bugs on the walls.

Thankyou for your time and hope to speak soon.

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 03, 2020 8:47 am

WOW! 1.85 GB!!! No way i'm downloading that. :o

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 03, 2020 9:18 am

Forum rules
Please construct and post a simple demo


No one has time nor interest to test big mods with big downloads and convoluted steps to reproduce a problem...

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 03, 2020 10:18 am

Thanks for the replies.

I'm trying my best to delete as many pk3 files, Everytime I attempt to bypass the scripts, my edits break the game?

Really sorry about this, let me talk with the dev and see if any demo can be constructed as I fail many times.

I understand that you don't have the time, but it is one of the best GZDoom mods out there.

Thanks again for your time and hopefully get a demo ready ASAP.

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 10, 2020 7:32 am

Hello GZDoom devs and hope you are good.

I have a diagnostic version from the dev which is cut down, I tested it and you can see the torches zfighting bugs still, not as noticeable with the diagnostic version but you can still clearly see the issue.

If you were to load up the diagnostic version on GZDoom 4.1.1 you will see that the shader works correctly.

Also the same zfighting bug occurs on trhe Brutal Heretic torches with the recent GZDoom.

https://www.mediafire.com/file/tzmyc1x0 ... n.rar/file

Thankyou for your time and hope to speak soon.

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 10, 2020 8:19 am

I've tried Brutal Heretic RPG v2.2 and for me the torches look fine on OpenGL.

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 10, 2020 4:13 pm

ZDL_800, could you upload just the Brutal_Effects.pk3 (April 29th 2019, 18 MB) alone from the
mod somewhere (maybe delete SOUNDS folder and 14_brightmaps2.wad to save 8 MB)
you'd need only a simple Heretic test wad to testrun the torches and the full shader compilation:

testwad.wad / E1M1:
one 256 x 384 room, height 128, lightlevel 112 or 144, wall texture SKULLSB1, floor and ceil flat FLAT521
one player start thing: type 1
one or more BrutalWallTorch things: type 50, 8 units from the wall, not too close from eachothers.

Run with cmd:
gzdoom.exe -iwad heretic -file Brutal_Effects.pk3 testwad.wad -skill 4 -warp 1 1

Re: 4.4.2 Torch-Light Shader issue

Fri Jul 10, 2020 6:49 pm

Please download the diablo test mod, please. Theres a batch file which auto loads the .pk3 files.

With heretic you need to play until the level with 2 torches next to each other which creates the zfighting bug.

I cant remember what level it is on Heretic, the diagnostic version is right there, you can see the issue instantly 100%.

Thanks again.

https://www.mediafire.com/file/tzmyc1x0 ... n.rar/file

Re: 4.4.2 Torch-Light Shader issue

Mon Jul 13, 2020 10:10 am

After downloading the whopping 300 MBr rar i've seen there are a lot of files in there and several batch files. I'm not going to launch a batch file, i've tried to load those files which looked bigger and more important and i get a wall of errors. :) At least could you check what's that Heretic level that shows the problem with your mod?

Re: 4.4.2 Torch-Light Shader issue

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.

Re: 4.4.2 Torch-Light Shader issue

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

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.