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Windows build has lighting broken #176
Comments
What is the result if you revert my Nvidia driver bugfix? 2014-10-11 16:38 GMT+02:00 Mikko Kortelainen notifications@github.com:
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I will try out 72f9860 |
It's the same before the nvidia bug fix. I think it has something to do with the Intel graphics. If I switch to NVidia it's not affected (optimus here). Bin at https://github.com/kortemik/OpenTechEngineBuilds/blob/rbdoom3/RBDoom3BFG-72f9860.exe |
I can get to start those two binaries Kortemik, I'm on win7 and with an Nvidia. maybe the Intel graphics drivers are not accepted by the engine like in Linux? |
how does one get the info from the console from windows? |
conDump asd.txt will save it to c:\users\name\my saved games\id On Mon, Oct 13, 2014 at 2:38 PM, Biel Bestué de Luna <
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but if I can't even open the engine? is there a way to use a console (not DOS) input in win so I can see why it fails to start? |
Do you get any kind of an error? One needs to extract the ffmpeg libs in On Mon, Oct 13, 2014 at 5:38 PM, Biel Bestué de Luna <
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Somehow this whole ffmpeg stuff is a huge pain in the ass.. we should consider integrating the ffmpeg or libav source code as a git submodule and build it ourselves.. and possibly link it statically. What do you think Robert? |
ffmpeg is for the videos in the screens isn't it? if so why not skip the bik proprietary format and go for some oss video system |
that's certainly a good solution for standalone projects/opentechbfg, |
but maybe we can convert the bik to something more manegable prior to game-play via scirpts using whatever version of ffmpeg the user has in his system and then use the newly created video codec for game-play, so if the user wants to see the videos in-game first he has to run the codec to batch-convert all the videos to a FLOSS video format just like Quake1 engines work today, if you want the music you have to rip them off the CD and convert it to ogg/mp3 in order to hear it in-game. |
Revelator was seeing all sorts of shadow bugs due to VS 2013. Do you get better results if you compile under VS 2010? |
I tested with mingw-w64 build on windows, it's the same. Also affects latest Radeon drivers on windows with hd 7970 |
i can now confirm that it does not happen when |
That's not strange at all, intel is known for crappy GPU drivers :-P |
Ouch intel gfx has allways been a pain in the ass to get working correctly :( |
I guess a hint towards where in the darkmod source the fix can be found would be helpful :-) BTW, speaking of SSE vs x87, there is a collision bug that happens on terrain-y ground at "extreme" coordinates (i.e. it doesn't happen around (0,0,0), but around (20k, 20k, 0) or something) when using SSE math, but not with x87. |
Just took me a while to locate it again been a while since i last toyed with it :) this is the code for vanilla with the fix from greebo
its located in interaction.cpp |
pro-tip: if you put ```c++ foo::bar(42); ``` |
Ah thanks. Btw the same function in BFG is actually split into two named R_CreateInteractionLightTris and |
Quick test shows no adverse effects, but its to early to tell if it fixes it 100% though. |
Formatted the posted code should be readable now :) ignore the function itself the fix is turning off inlining on that function so #if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG) function #if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG) gcc uses x87 math by default so should still work allright there. |
"gcc uses x87 math by default so should still work allright there." well, only for x86, not for amd64 |
Only tried building it once with mingw64 and was a 32 bit build so was not aware, wonder what the switch is for turning off inlining with gcc ? or is there also a pragma for that. |
Hmm looked up the gcc pragmas and there seems to not be any for turning of inlining on a specific function. The closest thing to do that seems to be to put attribute ((noinline)) in the function. |
is inlining really the problem (if so, also in mingw builds)? (another pro-tip: if you want some sourcecode unaffected by markdown inline - i.e. not in a block like above - single backticks do the trick, like bla `__attribute__((inline))` blub for bla |
Heh strange markdown syntax :) but thanks. Not sure if gcc affects inlining the same way msvc does but then again i only tried a 32 bit build and in that case inlining seems to work so i guess ill have to try a 64 bit build to figure out if it behaves the same way on gcc then. In msvc 2013 atleast it is on vanilla doom3 sources but not sure if the same As a test case it might hold some merit though :) |
I compiled latest master HEAD version with Visual Studio 2013 Pro
Here is the binary https://github.com/kortemik/OpenTechEngineBuilds/tree/rbdoom3 and dlls can be found at http://ffmpeg.zeranoe.com/builds/win64/shared/ffmpeg-2.2.3-win64-shared.7z
It seems that only one side of the light is projected which makes the game very much harder :D however flashlight seems to work as intended.
2694 MHz generic CPU with SSE & SSE2
Winsock Initialized
Found interface: {A876BD64-A53B-4E16-BA1A-B40EF6635822} Killer e2200 P
CI-E Gigabit Ethernet Controller (NDIS 6.20) - 192.168.1.34/255.255.25
5.0
Found interface: {2B827356-982F-494A-8F46-83D35AE0D618} Microsoft Wi-F
i Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {CE797F8C-C5D9-4E89-9083-6E1312B76F76} Broadcom 802.1
1ac Network Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {AB7577EF-253A-46C5-8012-65BC3E575351} LogMeIn Hamach
i Virtual Ethernet Adapter - 25.57.108.243/255.0.0.0
Sys_InitNetworking: adding loopback interface
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Loaded resource file maps/admin.resources
Loaded resource file maps/alphalabs1.resources
Loaded resource file maps/alphalabs2.resources
Loaded resource file maps/alphalabs3.resources
Loaded resource file maps/alphalabs4.resources
Loaded resource file maps/caverns1.resources
Loaded resource file maps/caverns2.resources
Loaded resource file maps/comm1.resources
Loaded resource file maps/commoutside.resources
Loaded resource file maps/cpu.resources
Loaded resource file maps/cpuboss.resources
Loaded resource file maps/d3ctf1.resources
Loaded resource file maps/d3ctf2.resources
Loaded resource file maps/d3ctf3.resources
Loaded resource file maps/d3ctf4.resources
Loaded resource file maps/d3dm1.resources
Loaded resource file maps/d3dm2.resources
Loaded resource file maps/d3dm3.resources
Loaded resource file maps/d3dm4.resources
Loaded resource file maps/d3dm5.resources
Loaded resource file maps/d3xpdm1.resources
Loaded resource file maps/d3xpdm2.resources
Loaded resource file maps/d3xpdm3.resources
Loaded resource file maps/d3xpdm4.resources
Loaded resource file maps/delta1.resources
Loaded resource file maps/delta2a.resources
Loaded resource file maps/delta2b.resources
Loaded resource file maps/delta3.resources
Loaded resource file maps/delta4.resources
Loaded resource file maps/delta5.resources
Loaded resource file maps/deltax.resources
Loaded resource file maps/enpro.resources
Loaded resource file maps/erebus1.resources
Loaded resource file maps/erebus2.resources
Loaded resource file maps/erebus3.resources
Loaded resource file maps/erebus4.resources
Loaded resource file maps/erebus5.resources
Loaded resource file maps/erebus6.resources
Loaded resource file maps/hell.resources
Loaded resource file maps/hell1.resources
Loaded resource file maps/hellhole.resources
Loaded resource file maps/le_enpro1.resources
Loaded resource file maps/le_enpro2.resources
Loaded resource file maps/le_exis1.resources
Loaded resource file maps/le_exis2.resources
Loaded resource file maps/le_hell.resources
Loaded resource file maps/le_hell_post.resources
Loaded resource file maps/le_underground.resources
Loaded resource file maps/le_underground2.resources
Loaded resource file maps/mars_city1.resources
Loaded resource file maps/mars_city2.resources
Loaded resource file maps/mc_underground.resources
Loaded resource file maps/monorail.resources
Loaded resource file maps/phobos1.resources
Loaded resource file maps/phobos2.resources
Loaded resource file maps/phobos3.resources
Loaded resource file maps/phobos4.resources
Loaded resource file maps/recycling1.resources
Loaded resource file maps/recycling2.resources
Loaded resource file maps/site3.resources
Current search path:
C:\Users\kordex\Saved Games\id Software\RBDOOM 3 BFG/base
F:\games\SteamLibrary\SteamApps\common\DOOM 3 BFG Edition/base
_common.resources
_ordered.resources
_sound_pc.resources
_sound_pc_en.resources
maps/admin.resources
maps/alphalabs1.resources
maps/alphalabs2.resources
maps/alphalabs3.resources
maps/alphalabs4.resources
maps/caverns1.resources
maps/caverns2.resources
maps/comm1.resources
maps/commoutside.resources
maps/cpu.resources
maps/cpuboss.resources
maps/d3ctf1.resources
maps/d3ctf2.resources
maps/d3ctf3.resources
maps/d3ctf4.resources
maps/d3dm1.resources
maps/d3dm2.resources
maps/d3dm3.resources
maps/d3dm4.resources
maps/d3dm5.resources
maps/d3xpdm1.resources
maps/d3xpdm2.resources
maps/d3xpdm3.resources
maps/d3xpdm4.resources
maps/delta1.resources
maps/delta2a.resources
maps/delta2b.resources
maps/delta3.resources
maps/delta4.resources
maps/delta5.resources
maps/deltax.resources
maps/enpro.resources
maps/erebus1.resources
maps/erebus2.resources
maps/erebus3.resources
maps/erebus4.resources
maps/erebus5.resources
maps/erebus6.resources
maps/hell.resources
maps/hell1.resources
maps/hellhole.resources
maps/le_enpro1.resources
maps/le_enpro2.resources
maps/le_exis1.resources
maps/le_exis2.resources
maps/le_hell.resources
maps/le_hell_post.resources
maps/le_underground.resources
maps/le_underground2.resources
maps/mars_city1.resources
maps/mars_city2.resources
maps/mc_underground.resources
maps/monorail.resources
maps/phobos1.resources
maps/phobos2.resources
maps/phobos3.resources
maps/phobos4.resources
maps/recycling1.resources
maps/recycling2.resources
maps/site3.resources
file system initialized.
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
Couldn't open journal files
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:
1
...registered window class
...registered fake window class
Using GLEW 1.10.0
display device: 0
DeviceName : .\DISPLAY1
DeviceString: Intel(R) HD Graphics 4600
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0416&SUBSYS_05A91028&REV_06
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Vid
eo{FB87D598-06CB-4A5A-BF95-E1990DDF5F0F}\0000
DeviceName : .\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\AUO113D{4d36e96e-e325-11ce-bfc1-08002be10
318}\0003
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control
\Class{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1920
dmPelsHeight : 1080
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
DeviceName : .\DISPLAY1
DeviceString: Intel(R) HD Graphics 4600
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0416&SUBSYS_05A91028&REV_06
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Vid
eo{FB87D598-06CB-4A5A-BF95-E1990DDF5F0F}\0000
DeviceName : .\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\AUO113D{4d36e96e-e325-11ce-bfc1-08002be10
318}\0003
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control
\Class{4d36e96e-e325-11ce-bfc1-08002be10318}\0003
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1280
dmPelsHeight : 720
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
Using GLEW 1.10.0
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
OpenGL Version : 3.2
OpenGL Vendor : Intel
OpenGL Renderer : Intel(R) HD Graphics 4600
OpenGL GLSL : 1.5
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
X..GL_GREMEDY_string_marker not found
...using GL_EXT_framebuffer_object
...using GL_EXT_framebuffer_blit
----- Initializing Render Shaders -----
----- Initializing Sound System ------
0: Speakers (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device,
and Game Device
Using device 0
sound system initialized.
------- Initializing renderSystem --------
Updating texture filter parameters.
renderSystem initialized.
Skipping Intro Videos!
Reading strings/english.lang as UTF-8
9104 strings read
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Oct 11 2014
Initializing event system
...535 event definitions
Initializing class hierarchy
...158 classes, 496480 bytes for event callbacks
Initializing scripts
Compiled 'F:\games\SteamLibrary\SteamApps\common\DOOM 3 BFG Edition\ba
se\script\doom_main.script': 2.6 ms
---------- Compile stats ----------
Memory usage:
Strings: 120, 15840 bytes
Statements: 95386, 3815440 bytes
Functions: 3070, 496728 bytes
Variables: 239712 bytes
Mem used: 6284512 bytes
Static data: 6266520 bytes
Allocated: 8567312 bytes
Thread size: 14064 bytes
...6 aas types
game initialized.
Loaded FFMPEG file: 'video/intro/introloop.bik', looping=1512x512, -1.
IND00 FPS, 12.000000 sec
Loaded FFMPEG file: 'video/mars1.bik', looping=0512x512, -1.#IND00 FPS
, 32.166668 sec
Loaded FFMPEG file: 'video/mars_rotation.bik', looping=11567x406, -1.#
IND00 FPS, 100.000000 sec
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 3 models kept.
----- idImageManager::EndLevelLoad -----
30 images loaded in 0.1 seconds
----- idSoundSystemLocal::EndLevelLoad -----
7 sounds loaded in 0.0 seconds
------------- Warnings ---------------
during DOOM 3: BFG Edition initialization...
WARNING: Unable to open resource file maps/_startup.resources
1 warnings
Preloading images...
00362 images preloaded ( or were already loaded ) in 0.6 seconds
00259 sounds preloaded in 0.0 seconds
WARNING: Couldn't load image: _doomclassic : _doomclassic#__0200
--- Common Initialization Complete ---
QA Timing IIS: 007422ms
]conDump
usage: conDump
]conDump asd.txt
Dumped console text to asd.txt.
The text was updated successfully, but these errors were encountered: