Closed ghost closed 10 years ago
Also seeing issues with VertexLitGeneric_dx6
This is happening to HLDMS too. Change it into [HLS/DMS] please, it's happening for both games.
@pepper314 regarding all of your Halflife: Source issue reports, have you opted-in to the Halflife 2 beta?
Can't speak for them, but I am in the HL2 beta and seeing same issues
@Tele42 Yes, but most of these issues are from release. (Not this one, though) Also, can you stop spamming all the issues with the same "needs more info"? I only provide the info necessary, and while the readme does say to include system info and steps for reproduction, many of these are issues already proven to happen regardless of what system you use (well, at least what I reported), and they're all pretty straightforward to reproduce. If you need more specific info, you can ask, but I'm probably not going to answer if you're just copy-pasting it to everything. Plus, if you want more specific data, you should probably have more specific questions.
@pepper314 The user's system information is required to help the developers work efficiently and determine if an issue is OS-specific, or in the OS-independent areas of the game engine. I was not spamming pointlessly, I'm trying to help you get your issues resolved in as timely a manner as possible, and cut down on the amount of time the valve devs need to spend asking for additional information when the issue tracker clearly states it's required. If you paste your system information into a gist and provide a link on one or more of your issue reports, it will improve the odds of having your issue report fixed. The new Halflife: Source version is available on Linux, Mac, as well as on Windows as an opt-in beta so your system information can not be assumed, nor anybody who confirms your issue.
Looking at the screenshots this is happening in custom maps, do you see an issue in the game itself?
@alfred-valve I actually took the screens while checking out some of the unused levels, but yes this does happen in the main game.
The new appearance of the chrome effect is expected, but the interaction problem with the flashlight definitely isn't; I'll look into it.
It would be nice if the intensity of light reflection could be toned down somewhat. It's very strong on weapons, making the crowbar look particularly odd, and it spoils map ambience, or simply looks out of place: http://i.imgur.com/1UyhWrg.jpg
I don't think it looks too bright; it catches ambient light as expected. It does look quite different than the original Chrome effect however (and works better on some things than others, the crowbar repeats too much but the revolver looks pretty nice), so I think we'll just have to get used to the new look.
Originally, all used fallback shaders such as VertexLitGeneric_DX6, VertexLitGeneric_DX8, etc. This didn't really look like GoldSrc's, but at least it still looked good. This is no longer possible in the newer engine, and so all the textures had to be updated to use newer shaders.
http://cloud-3.steampowered.com/ugc/580126086299462898/287C78461B8EDCD994EDA1E3263CA03B60B1B175/ http://cloud-2.steampowered.com/ugc/580126086300163119/E0E8A911AEAA8DCE755069BB301E3ACC1054B4E0/
Unfortunately, this does not render correctly at all, with worldmodels fading to white when the flashlight is shown on them, textures obviously looping, and the effect acting like a cubemap (since source doesn't support spheremaps in DX9). VertexLitGeneric_DX6 does actually render, but appears as a flat unchanging texture.
All this would need to have spheremaps re-enabled for DX9, and $envmapmode 1 ignore the player's flashlight. Or at least fix the the fallbacks to be usable as again. (Though I suspect that those fallbacks might not be compatable with non-windows systems)