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Lighting and security screens

User is offline   zykov eddy 

#1

Hello. I've noticed some problems in the last versions od EDuke 32. These are very annoying problems for me, and I'm wondering, why they're not fixed yet.
Now, I downloaded the last version of EDuke 32 and played some maps and mods. The problems is still there, so I decided to make a bug report.


1.Screwed up lighting.

The lighting on the maps looks very weird in some places. For example, here's some screenshots from the new EDuke 32 version and the version from 2009.09.27. Tested on A.Dream maps


Old version:

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New version:

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This area should be very dark
Posted Image


Well, as you can see, some of the areas turned to be much darker, and some of them turned brighter. It's on every map, not only in A.Dream series. The lighting looks okay for the most part, but it looks really screwed up in some places. (Btw, I can't update EDuke 32 version in Sonic 3D because of this, it screwes everything up on the maps). I can't tell in which EDuke 32 version it happened first, though.


2.Security screens work weird, at least in A.Dream Trilogy, where they are used as notes. In the old version you could use them and read messages, but in the new version they simply don't work. Some of the people complained about in to me, and I said it's EDuke 32 fault, because everything worked okay when I released the mod.

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This post has been edited by zykov eddy: 12 June 2012 - 08:34 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#2

I might be wrong, but I think the lighting difference is because the old way was actually wrong, the new way is how it's supposed to be.
1

User is offline   Mark 

#3

IIRC in Mapster shading you used to be able to darken down to about 35, now anything below 24 turns dark.
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User is offline   zykov eddy 

#4

Do you realise how many maps were made before those changes?
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User is offline   Micky C 

  • Honored Donor

#5

Can't it be fixed by changing the r_shadescale value in the console?
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User is offline   Jimmy 

  • Let's go Brandon!

#6

Tons of maps were made during that period, but it had something to do with OpenGL or Polymost, I think. There was a huge discrepancy between 8bit and 32bit for a long time (which ultimately turned me off to 32bit heavily.) However, it is essential that EDuke32 renders the original game as it was meant to be, so the fact that some maps would appear wrong doesn't enter into it. But I'm pretty sure Micky C is right about there being a setting to make these old maps appear right, unfortunately, I don't know what it is. It's probably on the Wiki.

This post has been edited by Captain Awesome: 14 June 2012 - 09:21 PM

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User is offline   Helixhorned 

  • EDuke32 Developer

#7

View Postzykov eddy, on 12 June 2012 - 05:21 AM, said:

Hello. I've noticed some problems in the last versions od EDuke 32. These are very annoying problems for me, and I'm wondering, why they're not fixed yet.

Because nobody reported them in a way that lends itself to quick fixing.

Quote

1.Screwed up lighting.

Where are those a.dream locations? I can't find them. Exact coordinates (DNCOORDS or Mapster LSHIFT in 2D mode) plz.

Quote

2.Security screens work weird, at least in A.Dream Trilogy, where they are used as notes. In the old version you could use them and read messages, but in the new version they simply don't work. Some of the people complained about in to me, and I said it's EDuke 32 fault, because everything worked okay when I released the mod.

The first such notepad viewscreen I find in a.dream 1 (the one displaying a russian profanity) works for me. Again, point me to the broken one and then I'll see.
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User is offline   Helixhorned 

  • EDuke32 Developer

#8

View Postzykov eddy, on 12 June 2012 - 05:21 AM, said:

The lighting on the maps looks very weird in some places. For example, here's some screenshots from the new EDuke 32 version and the version from 2009.09.27. Tested on A.Dream maps


r1657 (in 2010) bumped r_shadescale from 1.0 to 1.3. So if the maps are sensitive to the exact shading, simply set it to 1.0 again.
Two other shading-related cvars are r_usenewshading which linearizes the shading curve with high visibility values a bit (see samples/r_usenewshading.map) and r_shadescale_unbounded, which allows completely black shade that may happen by multiplying a dark shade with r_shadescale. I'm fairly certain that r_shadescale is to blame here, though.

Argh! There are two versions of a.dream 2? I found the "CELLAR" restroom in the trilogy pack, but not the other one I downloaded from the Duke Repository.
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User is offline   zykov eddy 

#9

View PostHelixhorned, on 15 June 2012 - 01:14 PM, said:

The first such notepad viewscreen I find in a.dream 1 (the one displaying a russian profanity) works for me. Again, point me to the broken one and then I'll see.


http://www.mediafire...udqkre1a7nxi84r Try The second level here, it's full of brokens secutity screens


View PostHelixhorned, on 17 June 2012 - 12:50 PM, said:

r1657 (in 2010) bumped r_shadescale from 1.0 to 1.3. So if the maps are sensitive to the exact shading, simply set it to 1.0 again.


How can I set the value?
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User is offline   Mark 

#10

In your settings.cfg file.
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User is offline   Helixhorned 

  • EDuke32 Developer

#11

Fixed in r2788. This turned out to be much more interesting than I initially thought, behaving differently for 64- and 32-bit builds, and being related to the action/ai/move g_data[] rewrites I did a while ago. Specifically, it were those nasty "0" actions.

Also, nice maps! I need to get to playing good custom art ones, which I largely missed.
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