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
1.38k stars 251 forks source link

digital vomit with latest MESA #386

Closed dukenukemx closed 4 years ago

dukenukemx commented 6 years ago

I'm running Mint 18.2 with RBDOOM3BFG installed from Ubuntu repository, and I had no problem running the game with my Radeon HD 7850. But when I installed Padoka PPA for latest AMD RadeonSi drivers I get corrupted screen that's incomprehensible. Essentially digital vomit. I also tried compiling the latest version from this Github with the same results.

RobertBeckebans commented 6 years ago

Doom 3 BFG did not ship with the uncompressed TGA textures but only with compressed DXT textures which are in the newly introduced id Tech 5 .bimage files. You can't have the same texture quality with them. Even if you drop the original TGA files into the base folder then the engine will compress those textures into the DXT ones and use the compressed ones. Changing this system would break compatibility with the released assets.

For the flashlight: Well it is an issue with HDR and the flashlight. RBDOOM-3-BFG has an additional brightness pass with r_forceAmbient 0.2 by default so you don't need the flashlight that often. I prefer the HDR mode because the colors are way more correct and natural than with the standard sRGB rendering. See here: https://imgur.com/a/dKfLH

shmerl commented 6 years ago

Changing this system would break compatibility with the released assets.

So how is that mod above supposed to work according to its authors?

BielBdeLuna commented 6 years ago

well, he is the author...

shmerl commented 6 years ago

@BielBdeLuna: who is?

BielBdeLuna commented 6 years ago

@RobertBeckebans ^^^ the one you asked it too

shmerl commented 6 years ago

Ah, great. @RobertBeckebans: So how are those high res textures supposed to work in that mod?

dukenukemx commented 6 years ago

I'm curious too cause when you download those textures it comes with RBDoom3BFG.exe.

BielBdeLuna commented 6 years ago

you can drop them into the base folder ( within their correct folder if they don't have it already, and if those texture come inside a pk4, then you should unzip it and put it's content within the base folder preserving their structure as inside the pk4 ), or as a mod in it's own folder (with the same precautions), anyway, the textures should come with a text file explaining how to open them.

shmerl commented 6 years ago

Looks like the mod author's repo is here.

I wonder if code is the same, or it's modified to support the mod.

shmerl commented 6 years ago

@dukenukemx: OK, I was able to activate better texures. First I made a directory in game installation path (let's say highresmod). Then I placed all files from base in the archive (and patches for it) into highresmod.

Then run the game like this:

./RBDoom3BFG +set fs_resourceLoadPriority 0 +set fs_game highresmod

I used original compiled engine (from this repo), but I suppose the forked one has some tweaks to better support those textures. Original one worked OK (at least in the starting area). Textures are visibly much nicer. Also, I couldn't use old save - it required to start a new game apparently. And on start it takes some time to generate some assets as well. They are placed in highresmod/generated.

y2keeth commented 6 years ago

wow lol

shmerl commented 6 years ago

@y2keeth: Hi! :) Are your textures supposed to work with stock RBDOOM-3-BFG, or your fork is needed to use them properly?

y2keeth commented 6 years ago

suppose to work with any rbdoom3bfg, my fork just has a few things like sodes4fun stencil shadows fix and self shadowing added

y2keeth commented 6 years ago

i dont know why you are having issues, sorry

dukenukemx commented 6 years ago

@shmerl I tried what you said. In the .rbdoom3bfg folder I made a highresmod folder and copied the base from Doom3BFG and then copied the files from the base folder from the texture mod. Ran your command and when the game loads it just crashes back to menu. Not sure what I'm doing wrong.

shmerl commented 6 years ago

@dukenukemx: No, you don't need to copy files from base of Doom3BFG. Just copy files from the base of the mod. Also, there is a patch for it, which I used. See the download site.

dukenukemx commented 6 years ago

@shmerl Thanks I got it working. I can tell that not all the textures were upgraded but it still looks a lot better than it did before. Also you have no choice but to start a new game, cause that was my problem. I kept resuming a save and that save no longer works. Gotta start a new game.

shmerl commented 6 years ago

Yep, new game is required it seems.

y2keeth commented 6 years ago

this is why I miss the installer

y2keeth commented 6 years ago

still no idea what you are doing wrong. should be just extract the 7z into the doom 3 bfg folder (where doom 3 bfg .exe is), thats it.

Hi-Angel commented 6 years ago

Hi, I occasionally got here from a forum. I took a cursory look through the thread, and I want to note for everyone that you can't blindly install latest development drivers, and go complain to peoples unrelated to drivers. Well, not unless you bugreport contains sentence I also tried with Mesa stable, and I see the same issue. My post is the first on this page containing the word stable, but I see words Mesa 17.3.0-devel in someone's version string.

Damn, you should be thankful your system is working at all! The feature freeze before releasing to stable doesn't happens for lols! Your algorithm to bugreporting should be:

if (Mesa development is fine)
    return;
else if (I know where to report because I have carefully investigated the issue)
    go report; // you're acknowledgeable of the problem background
else {
    if (Mesa stable is fine)
        report to Mesa;
    else
        report to application developer;
}
shmerl commented 6 years ago

Testing Mesa devel is perfectly fine.

Hi-Angel commented 6 years ago

I am not saying it's not, I am saying that if you see problems with devel, you should either provide technical details about why the problem is in the application, or to mention that you've tested stable too. OP did neither.

terzag commented 6 years ago

Hello, I have the same "trashed graphics" issue with a RadeonHD 7770 and Mesa 17.3.1 (which is now the current stable version). Installed rbdoom3bfg from the Ubuntu 17.10 repos, which seems to be version 1.1.0~preview3 / GIT 19/10/2016.

As there been some progress on the matter?

thedanish commented 6 years ago

terzag, just compiled from git and it works fine. On Ubuntu 16.04 with Mesa 17.

This issue should be closed.

andrewp707 commented 6 years ago

Hello, i am running Ubuntu 18.04 with nvidia drivers installed and working. I have just installed RBDOOM-3-BFG from the Ubuntu repo in . deb format. I copied over the data from my Windows install of GOG Doom 3 BFG. The game can read my install and works but when the screen loads its all distorted. It looks like this might be a mesa issue like what this thread is talking about.

Here is the output from my console:

While compiling vertex program renderprogs/AmbientOcclusion_minify.vertex

1: // filename renderprogs/AmbientOcclusion_minify.vertex 2: #version 150 3: #define PC 4: 5: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); } 6: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); } 7: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); } 8: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); } 9: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); } 10: 11: 12: 13: in vec4 in_Position; 14: in vec2 in_TexCoord; 15: 16: out vec2 vofi_TexCoord0; 17: 18: void main() { 19: gl_Position = in_Position ; 20: vofi_TexCoord0 = in_TexCoord ; 21: }

0:2(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES

It keeps giving me similar errors over and over in the console.

Is this a problem with the game or my GLSL?