RobertBeckebans / RBDOOM-3-BFG

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
https://www.moddb.com/mods/rbdoom-3-bfg
GNU General Public License v3.0
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Windows build has lighting broken #176

Closed kortemik closed 9 years ago

kortemik commented 10 years ago

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

rbdoom-3-bfg-20141011-142511-001 rbdoom-3-bfg-20141011-142529-002 rbdoom-3-bfg-20141011-142648-003 rbdoom-3-bfg-20141011-142655-004

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.

RobertBeckebans commented 10 years ago

What is the result if you revert my Nvidia driver bugfix?

2014-10-11 16:38 GMT+02:00 Mikko Kortelainen notifications@github.com:

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

[image: rbdoom-3-bfg-20141011-142511-001] https://cloud.githubusercontent.com/assets/884026/4602943/761ad7a8-5153-11e4-8fcd-188289759114.png [image: rbdoom-3-bfg-20141011-142529-002] https://cloud.githubusercontent.com/assets/884026/4602942/761466e8-5153-11e4-8b75-5cdce2b8c95a.png [image: rbdoom-3-bfg-20141011-142648-003] https://cloud.githubusercontent.com/assets/884026/4602944/761cd9c2-5153-11e4-8927-01a02f8130e2.png [image: rbdoom-3-bfg-20141011-142655-004] https://cloud.githubusercontent.com/assets/884026/4602945/76219444-5153-11e4-9fc9-ac97e6d32f47.png

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.

— Reply to this email directly or view it on GitHub https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/176.

kortemik commented 10 years ago

I will try out 72f986077b4abb523b6b3ac6232bbaf62a0bbc8f

kortemik commented 10 years ago

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).

rbdoom-3-bfg-20141013-100817-001

Bin at https://github.com/kortemik/OpenTechEngineBuilds/blob/rbdoom3/RBDoom3BFG-72f9860.exe

BielBdeLuna commented 10 years ago

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?

BielBdeLuna commented 10 years ago

how does one get the info from the console from windows?

kortemik commented 10 years ago

conDump asd.txt will save it to c:\users\name\my saved games\id software\rbdoom3\asd.txt (sorry if the path is not accurate but will give you a hint :)

On Mon, Oct 13, 2014 at 2:38 PM, Biel Bestué de Luna < notifications@github.com> wrote:

how does one get the info from the console from windows?

— Reply to this email directly or view it on GitHub https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/176#issuecomment-58880571 .

BielBdeLuna commented 10 years ago

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?

kortemik commented 10 years ago

Do you get any kind of an error? One needs to extract the ffmpeg libs in the same directory as the executable is in. Link on the first post.

On Mon, Oct 13, 2014 at 5:38 PM, Biel Bestué de Luna < notifications@github.com> wrote:

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?

— Reply to this email directly or view it on GitHub https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/176#issuecomment-58901010 .

DanielGibson commented 10 years ago

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? Not sure how that works out in detail (with ffmpeg using autotools) but it could work?

BielBdeLuna commented 10 years ago

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

DanielGibson commented 10 years ago

that's certainly a good solution for standalone projects/opentechbfg, but rbd3bfg should stay compatible with the bfg assets.

BielBdeLuna commented 10 years ago

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.

nbohr1more commented 10 years ago

Revelator was seeing all sorts of shadow bugs due to VS 2013. Do you get better results if you compile under VS 2010?

kortemik commented 10 years ago

I tested with mingw-w64 build on windows, it's the same.

Also affects latest Radeon drivers on windows with hd 7970

kortemik commented 10 years ago

i can now confirm that it does not happen when r_useShadowMapping 0 does that require something special from graphics drivers to work? It's strange that it works with NVidia drivers but not with Intel ones.

DanielGibson commented 10 years ago

That's not strange at all, intel is known for crappy GPU drivers :-P

revelator commented 9 years ago

Ouch intel gfx has allways been a pain in the ass to get working correctly :( The lighting bug was due to a a function being optimized that broke with vs 2013 since vs 2013 changed floating point optimization to SSE math functions instead of x87 math. Not sure it applies to BFG but worth looking at, the fix is allready in the darkmod source code.

DanielGibson commented 9 years ago

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. https://github.com/OpenTechEngine/Discussions/issues/11 has some info of that including video and testcase. (Not sure about the fixes, especially the one motorsep posted looks fishy). Do you know if TDM ran across that bug and has a fix?

revelator commented 9 years ago

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


#if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG)
// greebo: switch off function inlining for this file in VC++ 2013 release builds
// Function inlining seems to cause lighting bugs (triangles are drawn very dark or black)
#pragma optimize("t", off)
#endif

/*
====================
R_CreateLightTris

The resulting surface will be a subset of the original triangles,
it will never clip triangles, but it may cull on a per-triangle basis.
====================
*/
static srfTriangles_t *R_CreateLightTris(const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, const idMaterial *shader, srfCullInfo_t &cullInfo) {
    int             i;
    int             numIndexes;
    glIndex_t       *indexes;
    srfTriangles_t  *newTri;
    int             c_backfaced;
    int             c_distance;
    idBounds        bounds;
    bool            includeBackFaces;
    int             faceNum;
    tr.pc.c_createLightTris++;
    c_backfaced = 0;
    c_distance = 0;
    numIndexes = 0;
    indexes = NULL;
    // it is debatable if non-shadowing lights should light back faces. we aren't at the moment
    if (r_lightAllBackFaces.GetBool() ||
        light->lightShader->LightEffectsBackSides() ||
        shader->ReceivesLightingOnBackSides() ||
        ent->parms.noSelfShadow ||
        ent->parms.noShadow) {
        includeBackFaces = true;
    }
    else {
        includeBackFaces = false;
    }
    // allocate a new surface for the lit triangles
    newTri = R_AllocStaticTriSurf();
    // save a reference to the original surface
    newTri->ambientSurface = const_cast<srfTriangles_t *>(tri);
    // the light surface references the verts of the ambient surface
    newTri->numVerts = tri->numVerts;
    R_ReferenceStaticTriSurfVerts(newTri, tri);
    // calculate cull information
    if (!includeBackFaces) {
        R_CalcInteractionFacing(ent, tri, light, cullInfo);
    }
    R_CalcInteractionCullBits(ent, tri, light, cullInfo);
    // if the surface is completely inside the light frustum
    if (cullInfo.cullBits == LIGHT_CULL_ALL_FRONT) {
        // if we aren't self shadowing, let back facing triangles get
        // through so the smooth shaded bump maps light all the way around
        if (includeBackFaces) {
            // the whole surface is lit so the light surface just references the indexes of the ambient surface
            R_ReferenceStaticTriSurfIndexes(newTri, tri);
            numIndexes = tri->numIndexes;
            bounds = tri->bounds;
        }
        else {
            // the light tris indexes are going to be a subset of the original indexes so we generally
            // allocate too much memory here but we decrease the memory block when the number of indexes is known
            R_AllocStaticTriSurfIndexes(newTri, tri->numIndexes);
            // back face cull the individual triangles
            indexes = newTri->indexes;
            const byte *facing = cullInfo.facing;
            for (faceNum = i = 0; i < tri->numIndexes; i += 3, faceNum++) {
                if (!facing[faceNum]) {
                    c_backfaced++;
                    continue;
                }
                indexes[numIndexes + 0] = tri->indexes[i + 0];
                indexes[numIndexes + 1] = tri->indexes[i + 1];
                indexes[numIndexes + 2] = tri->indexes[i + 2];
                numIndexes += 3;
            }
            // get bounds for the surface
            SIMDProcessor->MinMax(bounds[0], bounds[1], tri->verts, indexes, numIndexes);
            // decrease the size of the memory block to the size of the number of used indexes
            R_ResizeStaticTriSurfIndexes(newTri, numIndexes);
        }
    }
    else {
        // the light tris indexes are going to be a subset of the original indexes so we generally
        // allocate too much memory here but we decrease the memory block when the number of indexes is known
        R_AllocStaticTriSurfIndexes(newTri, tri->numIndexes);
        // cull individual triangles
        indexes = newTri->indexes;
        const byte *facing = cullInfo.facing;
        const byte *cullBits = cullInfo.cullBits;
        for (faceNum = i = 0; i < tri->numIndexes; i += 3, faceNum++) {
            int i1, i2, i3;
            // if we aren't self shadowing, let back facing triangles get
            // through so the smooth shaded bump maps light all the way around
            if (!includeBackFaces) {
                // back face cull
                if (!facing[faceNum]) {
                    c_backfaced++;
                    continue;
                }
            }
            i1 = tri->indexes[i + 0];
            i2 = tri->indexes[i + 1];
            i3 = tri->indexes[i + 2];
            // fast cull outside the frustum
            // if all three points are off one plane side, it definately isn't visible
            if (cullBits[i1] & cullBits[i2] & cullBits[i3]) {
                c_distance++;
                continue;
            }
            if (r_usePreciseTriangleInteractions.GetBool()) {
                // do a precise clipped cull if none of the points is completely inside the frustum
                // note that we do not actually use the clipped triangle, which would have Z fighting issues.
                if (cullBits[i1] && cullBits[i2] && cullBits[i3]) {
                    int cull = cullBits[i1] | cullBits[i2] | cullBits[i3];
                    if (!R_ClipTriangleToLight(tri->verts[i1].xyz, tri->verts[i2].xyz, tri->verts[i3].xyz, cull, cullInfo.localClipPlanes)) {
                        continue;
                    }
                }
            }
            // add to the list
            indexes[numIndexes + 0] = i1;
            indexes[numIndexes + 1] = i2;
            indexes[numIndexes + 2] = i3;
            numIndexes += 3;
        }
        // get bounds for the surface
        SIMDProcessor->MinMax(bounds[0], bounds[1], tri->verts, indexes, numIndexes);
        // decrease the size of the memory block to the size of the number of used indexes
        R_ResizeStaticTriSurfIndexes(newTri, numIndexes);
    }
    if (!numIndexes) {
        R_ReallyFreeStaticTriSurf(newTri);
        return NULL;
    }
    newTri->numIndexes = numIndexes;
    newTri->bounds = bounds;
    return newTri;
}

#if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG)
// greebo: switch off function inlining for this file in VC++ 2013 release builds
// Function inlining seems to cause lighting bugs (triangles are drawn very dark or black)
#pragma optimize("t", on)
#endif

its located in interaction.cpp

DanielGibson commented 9 years ago

pro-tip: if you put ``` around your code, it's nicely formatted :-) and you can even specify a language for syntax hilighting, like

```c++
foo::bar(42);
```
revelator commented 9 years ago

Ah thanks.

Btw the same function in BFG is actually split into two named R_CreateInteractionLightTris and R_CreateInteractionShadowVolume. One could try enclosing those two functions in the pragma optimize off block it might just work :)

revelator commented 9 years ago

Quick test shows no adverse effects, but its to early to tell if it fixes it 100% though. Hope it helps at least.

revelator commented 9 years ago

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)

// greebo: switch off function inlining for this file in VC++ 2013 release builds // Function inlining seems to cause lighting bugs (triangles are drawn very dark or black)

pragma optimize("t", off)

endif

function

if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG)

// greebo: switch off function inlining for this file in VC++ 2013 release builds // Function inlining seems to cause lighting bugs (triangles are drawn very dark or black)

pragma optimize("t", on)

endif

gcc uses x87 math by default so should still work allright there.

DanielGibson commented 9 years ago

"gcc uses x87 math by default so should still work allright there." well, only for x86, not for amd64

revelator commented 9 years ago

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. atleast msvc pragmas dont seem to be recognized by gcc but i do use a few gcc specific ones, though i dont know all the pragmas gcc support.

revelator commented 9 years ago

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.

DanielGibson commented 9 years ago

is inlining really the problem (if so, also in mingw builds)? __attribute__((noinline)) should do the trick then, but if it turned out that both mingw and msvc produce problems if the function is inlined, probably the code is buggy and should be fixed. It seems unlikely that both compilers have the same bug.

(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 __attribute__((inline)) blub :-)

revelator commented 9 years ago

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 goes for BFG, after all the SSE functions used in BFG more closely resemble intels SSE standards while vanilla used the older x87 standards in conjunction with handwritten ASM style SSE functions.

As a test case it might hold some merit though :)