Closed d-p-y closed 1 week ago
Hello @d-p-y, your issue is a dupplicate of #717, most likely.
Since you are able to compile from source though, please try the current master
because there were some Vulkan-related fixes there not present in 1.31.1 that may (or not) change something on that issue.
Hi @vsonnier, yes, I indeed believe that my issue and linked two issues are triggered by the same underlying problem. I created new issue as I wish I can help narrow it down as now we are sure it's not a problem of emulation (=proton) or packaging (=AppImage).
As requested, I tried up-to-date master 5bdb71a99495bf416a504690af6895965a218c91
and outcome is the same:
Please let me know if I can further help with it somehow. I can e.g. compile&run some special extra branch verbose version if needed. Thanks
Did you try with r_indirect 0? Doors are fine on my GT 710 on Windows10 with r_indirect 1, but:
No lamps, for example:
And this:
r_gpulightmapupdate 0
(with r_indirect 1
) also fixes all glitches for me
see https://github.com/Novum/vkQuake/issues/583 seems to be a driver problem, and this will probably also be the case with the steam deck devices.
Thanks for ideas. I fiddled with options (putting them into autoexec.cfg to be sure they are active during level load) and unfortunately to no avail:
r_indirect 0
r_gpulightmapupdate 0
+ r_indirect 1
This seems to have been fixed for Steam Deck in the latest release 1.31.3, at least it is working for me now.
@thegrafanloon Good to know, thanks for the report !
Got also a confirmation in #717, let's close this.
Hi,
I just retried it on steam deck and it doesn't work for me when compiled from source code (removed build
and reinvoked meson build && ninja -C build
). Same outcome no matter the value of r_gpulightmapupdate
and r_indirect
1.31.3
current master
@d-p-y fine, but it works for @thegrafanloon and one another. What are the difference though ? Drivers ? distribs ? it points more and more towards a driver issue...
Hi, It looks like I was missing the latest system update from Valve (released few days ago). Now it indeed works perfectly. I checked both E1M1 and Immortal Lock. Thanks!
Good @d-p-y , thanks for your persistence in persuing this problem. Have fun !
If it is not too much to ask, do you still have that issue : https://github.com/Novum/vkQuake/issues/725 ?
Describe the bug
I've tried to use Immortal Lock v1.9 with vkquake 1.31.1.1 compiled from vanilla source code. It compiled cleanly but it was missing doors and elevators in the very first level. I've tried E1M1 and run into exactly same issue. I see others reported by trying native windows binary over proton: https://github.com/Novum/vkQuake/issues/717 and when they tried AppImage: https://github.com/Novum/vkQuake/issues/725
I've decided to compile and run several older versions hoping to find which particular change caused this phenomenon. I wasn't able to find it because older version don't seem compile. Maybel additional info gathered here helps finding out bug.
vulkaninfo
output showing full vulkan info including extensions: vulkaninfo.txtE1M1 on 1.31.1.1 strangely reported as 1.31.1...
... despite compilation source being 1.31.1.1:
E1M1 on 1.31.0
E1M1 on 1.20.3 which is an earliest version that I was able o compile
Not sure if it matters but initially I couldn't compile it due to warnings:
...but I forced it by disabling warnings-as-errors:
vanilla
make -j
outcome:..forcing it with:
..but it doesn't help:
Desktop (please complete the following information):
vulkaninfo --summary
)Mod
Quake 1 retail from GOG. Immortal Lock v1.9 on top of Quake 1 retail from GOG.