I just wanted to point this out in case the devs haven't come across this problem before. So I've been playing zdoom/gzdoom for ages now and have mostly used the same settings file for the entire time. (my file says it was created in 2016 though, which is when I got my current hard-drive but the file may be older than that)
Anyway, the issue is when playing any doom wad on GzDoom (any of the later releases, currently testing 4.10) the openGL hardware rendering lightmodes: Standard, Bright, Doom, and Dark, will all result in a completely pitch-black game, with the exception of Bright which has a few walls and sectors lit up fully, but everything else is pitch-black, zero detail at all. Even dynamic lights don't show much. This problem doesn't exist for the Legacy, Build, Software and Vanilla lightmodes, they seem to work just fine. I've tried adjusting every option in the various display and video menus but nothing had any effect. Even tried console commands like fog distance and such just to see if it would have any effect, which it did not.
Now I simply removed the settings file and generated a new one and the problem went away. But I figured it would be worth drawing some attention to this since the settings file has moved to a new location, this means anyone who encounters this issue may attempt a clean re-install of their gzdoom directory only to discover the problem persists since they may not think to find the settings file and delete it.
I'm not sure which of the many variables in the settings file is the culprit, since it's such an old file it could be some old variable that has long since been deprecated or something causing the issue. I'll attach the ini file in case anyone wants to explore it themselves.
File: https://www.dropbox.com/s/ha0lehs60aag4 ... e.ini?dl=0
Pitch-black in certain lightmodes (gzdoom Vulkan/OpenGl)
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Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
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Re: Pitch-black in certain lightmodes (gzdoom Vulkan/OpenGl)
We need info on your graphics hardware. Have you updated your graphics drivers?
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Re: Pitch-black in certain lightmodes (gzdoom Vulkan/OpenGl)
The issue is reproducible with OP's INI. The gl_distfog CVar was set to 65000. Setting it back to its default of 70 fixes it.
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Re: Pitch-black in certain lightmodes (gzdoom Vulkan/OpenGl)
phantombeta wrote:
> The issue is reproducible with OP's INI. The [c]gl_distfog[/c] CVar was set
> to 65000. Setting it back to its default of 70 fixes it.
Oh yeah, I just tried that out and it did fix it. Hmm, makes me wonder if fog is handled differently now from previous builds. I remember setting it really high before when playing a wad that had massive outdoor maps and setting it high pushed the fog further back, but now it seems to have the opposite effect? Interesting.
I run an RTX 3060 with latest drivers btw.
> The issue is reproducible with OP's INI. The [c]gl_distfog[/c] CVar was set
> to 65000. Setting it back to its default of 70 fixes it.
Oh yeah, I just tried that out and it did fix it. Hmm, makes me wonder if fog is handled differently now from previous builds. I remember setting it really high before when playing a wad that had massive outdoor maps and setting it high pushed the fog further back, but now it seems to have the opposite effect? Interesting.
I run an RTX 3060 with latest drivers btw.