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0.9.23
Posted: Fri Jan 13, 2006 18:00
by Graf Zahl
A new version is out. This is mostly there to address the rendering inaccuracies on ATI cards. In the OpenGL menu you will find a new option 'Rendering quality'. Set this to 'Quality' if you get white spots. If you don't leave it on 'Speed' because the performance hit can be quite noticable.
Posted: Fri Jan 13, 2006 20:55
by Nash
Yay new version! I have tons of those white spots so I hope this will fix my problem.
EDIT: New version solves problem. 99.8% of the white pixels have disappeared. Awesome!
Posted: Fri Jan 13, 2006 21:47
by lemonzest
yeah wow thanks, now plutonia is playable with out looking like a patch work quilt

Posted: Fri Jan 13, 2006 21:53
by Graf Zahl
Nash wrote:Yay new version! I have tons of those white spots so I hope this will fix my problem.
EDIT: New version solves problem. 99.8% of the white pixels have disappeared. Awesome!
Where's the .2% that have not?
Posted: Fri Jan 13, 2006 22:02
by Nash
That .2% happens very seldomly and you don't need to worry about it.
It's just one of those things that can't be fixed 100% I guess. It doesn't bother me as it doesn't happen all the time. When you posted the message above, I've spent 5 minutes trying to stand at a certain position in the map, viewing a certain angle that would cause a hole to appear but wasn't able to.
I eventually found a nice spot to grab a screenshot, but I changed the resolution to 1024x768 and the problem went away. Went back to 640x400 (my normal res) and the problem appeared again. So I conclude that it only happens because I'm using a low resolution.
Anyway I wanted to take a screenshot but my hand accidently hit the forward button and I can't be bothered to spend more time to make the hole appear again. :p
At any rate, this is a LOT more pleasing to the eye than before the problem was fixed. It was ANNOYING to see these white pixels flickering randomly on the screen.
Posted: Fri Jan 13, 2006 23:14
by Deathlike2
Graf, does it fix the extreme version of this problem with your Geforce on those particular maps that exhibit this problem?
Posted: Fri Jan 13, 2006 23:36
by Graf Zahl
I haven't tested yet. So far I saw it once on one particular map and Nash's .2% perfectly cover the probability of seeing it.
Posted: Fri Jan 13, 2006 23:49
by Deathlike2
I'm not sure if it is my system in particular.. but prolonged use of the "Quality" mode seems to crash GZDoom.. most notably when you exit a level.
Logging doesn't help.
Posted: Fri Jan 13, 2006 23:51
by Graf Zahl
Can you post a crash log?
Posted: Sat Jan 14, 2006 0:02
by Deathlike2
It won't log the crash in GZDoom... but here's what I've got..
Code: Select all
Log started: Fri Jan 13 18:01:15 2006
adding gzdoom.pk3
adding ./doom2.wad (2919 lumps)
CPU Speed: 1001.281230 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 64 Processor 3200+
Family 15 (15), Model 4, Stepping 10
Features: MMX MMX+ SSE SSE2 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE2
GL_VERSION: 2.0.5525 Win2000 Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Init Shaders: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Init Shaders: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
+MAP01 - entryway
Picked up a medikit.
Picked up a clip.
+MAP02 - underhalls
game saved.
+MAP01 - entryway
Posted: Sat Jan 14, 2006 4:41
by Deathlike2
Well, on my NVidia system.. I managed to get a crash report.
This isn't video card specific...
Posted: Sat Jan 14, 2006 4:41
by Nash
I get the same problem too.
I am posting a bug report at the bugs forum...
Posted: Sat Jan 14, 2006 10:31
by Graf Zahl
No, this is causes by heap corruption.
Posted: Sat Jan 14, 2006 13:24
by Deathlike2
Is it worth releasing another version of GZDoom? (If not that, you could possibly just upload a new revised copy of the working version.) I'm only suggesting this because this version was released specifically for that feature.. and this bug was very much a showstopper.
Posted: Sat Jan 14, 2006 13:39
by Graf Zahl
As soon as I have confirmed that it is really gone. I want to play a few levels first.