Open Eonfge opened 4 months ago
Also minor complaint. notarget 1
doesn't seem to do shit against those spiders. Is that scripted?
I found that some sikkmod effects don't look right when gamma in shaders is enabled. No idea if that would help here.. I want to try to fix the gamma in shaders issues eventually, if possible, but not before 1.5.4
Also minor complaint. notarget 1 doesn't seem to do shit against those spiders. Is that scripted?
Don't know either.
Also note that I have no intentions of fixing Sikkmod (or any other mods here), unless the bugs were introduced by the dhewm3 port (i.e. don't happen when using the original mod with Vanilla Doom3) or cause crashes or similar. It's just too many mods for this to be feasible :-/
However, I'll keep such bug reports open in case someone else wants to work on them.
Also note that I have no intentions of fixing Sikkmod (or any other mods here), unless the bugs were introduced by the dhewm3 port (i.e. don't happen when using the original mod with Vanilla Doom3) or cause crashes or similar.
That's totally reasonable. You're already doing the community a great service while you maintain Dhewm 3, and it doesn't have to be all on you. Perhaps you should create a label and flag issues with "Out of current scope" or"'assistance appreciated" so you easily communicate which issues you want to address and which ones not.
In this case, I would flag this issue and leave it as it.
Well, we could try to determine if this issue also happens with orig Doom3/Sikkmod
Well... that gives a different bug:
The checkerboxed pattern that is on the entire screen is caused by the same SSAO
Define "that" ;) Is this original Sikkmod, or gamma in shaders disabled, or what?
Btw, I created the old bug out of scope label
That: SSAO + Crytek method
I tried this with Vanilla Doom 3 using Proton 9 from Valve. I don't have access to a Windows XP computer so I can't tell you how period correct this rendering is, but I think that Sikkmod did some OpenGL trickery that no longer flies.
It can also heavily depend on the driver. For example, the soft particle code from TDM I ported to dhewm3 only seemed to work properly with nvidia's driver, until I fixed the shader. No idea if that was different when it was written or no one ever noticed the missing particles (they weren't rendered at all with other drives I tested, incl. some Mesa drivers and AMDs Windows driver)..
Anyway, I think we can probably apply the new label here;)
game/caverns1.map at the starting location
Details
Discovered while looking into #36
I also found that a few other SSAO methods are really dark, which might be in the spirit of Doom 3, but it might also point towards some technical problems.
Version
1.5.4 RC2, which you can find here: https://github.com/flathub/org.dhewm3.Dhewm3/pull/26