[0.4.0] [Duke] Skyboxes not loading

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mjr4077au
Posts: 830
Joined: Sun Jun 16, 2019 9:17 pm
Graphics Processor: nVidia with Vulkan support
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[0.4.0] [Duke] Skyboxes not loading

Post by mjr4077au »

Only reporting because my understanding was most mods were still to work.

1. Download skybox pack from here.
2. Extract into Raze directory and rename 'skyboxes.def' to 'duke3d.def'.
3. Run Raze and commence new game.
4. Observe no skyboxes loaded despite the engine loading the def file.

raze.log

Code: Select all

Log started: 2020-02-05 15:37:40
OS: Windows 10 (or higher) (NT 10.0) Build 18363
    
 adding C:/Users/mrichters/Downloads/raze_0.4.0/raze.pk3, 148 lumps
 adding C:/Users/mrichters/Downloads/raze_0.4.0/duke3d.grp, 456 lumps
 adding C:/Users/mrichters/Downloads/raze_0.4.0/, 82 lumps
Texture filtering mode changed to LINEAR_MIPMAP_LINEAR
CPU speed: 1800 MHz
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Headset Earphone (Plantronics Blackwire 3210 Series)
  EFX enabled
Compiling: game.con (151133 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45449 bytes)
game.con: In state `blimphitstate':
game.con:476: warning: expected action, found define.
game.con: In actor `ORGANTIC':
game.con:3968: warning: found `else' with no `if'
game.con: In state `pigshootenemystate':
game.con:5891: warning: found `else' with no `if'
Found 3 warning(s), 0 error(s).
Compiled 134616 bytes in 13ms
Loading "duke3d.def"

Definitions file "duke3d.def" loaded in 2 ms.
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel(R) UHD Graphics 620
GL_VERSION: 4.6.0 - Build 26.20.100.6888 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 - Build 26.20.100.6888
GL_EXTENSIONS: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. varying: 64
Max. combined shader storage blocks: 80
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
Texture filtering mode changed to LINEAR_MIPMAP_LINEAR
Cache time: 201ms
E1L1: Hollywood Holocaust
Log snippet from eduke32.log showing tiles being loaded (and loaded twice, apparently!):

Code: Select all

Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Setting video mode 1920x1080 (32-bit fullscreen)
Enabling Intel/ATI FBO color attachment workaround.
OpenGL information
 Intel Intel(R) UHD Graphics 620 4.6.0 - Build 26.20.100.6888
Opened "texturecache" as cache file
Initializing sound: : 44.1 KHz stereo with 64 voices
Initializing MIDI driver: AdLib OPL3 emulation
Cache time: 53ms
E1L1: HOLLYWOOD HOLOCAUST
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_top.png... 46 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_top.png... 401 ms
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_east.png... 421 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_east.png... 367 ms
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_south.png... 386 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_south.png... 337 ms
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_east.png... 160 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_east.png... 231 ms
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_north.png... 196 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_north.png... 203 ms
Load tile   89: p0-m516-e0 skyboxes/duke3d/0089_bottom.png... 216 ms
Load tile   89: p0-m517-e0 skyboxes/duke3d/0089_bottom.png... 153 ms
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NightFright
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Re: [0.4.0] [Duke] Skyboxes not loading

Post by NightFright »

Dunno if this ever got fixed (I assume so since this issue got closed), but apparently skyboxes are not working in latest releases again (or still?). Found out when trying to get the World Tour skyboxes working in the new episode. World Tour-style definitions (def SkyboxData syntax) would even crash the client on startup while EDuke32-style defs (skybox syntax) just wouldn't work ingame.

On top of that, what I observed is if skyboxes are residing within a "textures" folder, any .def file placed in there would not be recognized. My suspicion here is that Raze is handling the textures folder like the one from ZDoom by accident, but it could ofc also be something entirely else.

Tested with raze-x64-1.1.0pre-197-g207298aeb.
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Graf Zahl
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Re: [0.4.0] [Duke] Skyboxes not loading

Post by Graf Zahl »

Skyboxes only work with the new renderer, but not in Polymost.
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NightFright
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Re: [0.4.0] [Duke] Skyboxes not loading

Post by NightFright »

Oh. Well, I hope a way is found to change that since the parallax skies in World Tour really look quite shitty, and if you look all the way up, you would still see the border.
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Graf Zahl
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Posts: 49204
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Location: Germany

Re: [0.4.0] [Duke] Skyboxes not loading

Post by Graf Zahl »

It's far more likely that Polymost will be removed once the new renderer works well enough.
I consider that projection math voodoo unmaintainable.
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NightFright
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Re: [0.4.0] [Duke] Skyboxes not loading

Post by NightFright »

Well, good news is that worldorder.def is apparently already loaded automatically if I place it in the groupfile, so it should work out of the box with the new renderer. Version 1.3 of the script is available.

PS: Actually I dunno if skyboxes are used, could also just be the parallax sky being reshaped by the renderer.

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