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[OpenJK] Dynamic Glow broken? #1163

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SilentMRG opened this issue Sep 15, 2023 · 17 comments
Open

[OpenJK] Dynamic Glow broken? #1163

SilentMRG opened this issue Sep 15, 2023 · 17 comments

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@SilentMRG
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Greetings!

Operating system and version:
Windows 7 Ultimate 64 bits
Using the latest build of OpenJK.

Is this for single player or multiplayer?
Single player

Description of the bug (and if possible, steps to reproduce the bug):
When I activate Dynamic Glow I receive a white, blue, red and any other color screen during various parts of the game and at random. In the Train stage (I don't remember the exact name of the mission) is the one that suffers the most from this problem. When Dynamic Glow is turned off, everything is fine; and all other options are enabled and do not cause this problem. Keep in mind that the problem in question occurs when in light sources such as lamps or on some panels, as well as in force fields. Here is an example:
shot2023-09-15_18-02-59

Note: This bug has been happening in other versions of OpenJK. The stage in the photo is the one whose mission is to free some prisoners and the bug occurred in a corridor; above the character there is a lamp, if I go back and forth with the character the white screen disappears and reappears, but, as previously said, This runs throughout the game, in random parts, however specific assets according to what was said previously. The bug does not occur with explosions or saber light. Honestly, I have no idea what that "Warning" in the console is, as this same warning even occurs in OpenJO.

What did you expect to happen instead?
In the vanilla version Dynamic Glow works like a charm, so I don't know exactly what could be causing this problem.

Cheers!

@ensiform
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The warning is irrelevant and can be ignored.

@ensiform
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ensiform commented Sep 16, 2023

What custom mods do you have installed? I am running through the tram level now and there is no issues with dynamic glow. Also, OpenJO requires custom shaders to even support glow effects which I don't think we have packaged up?

@SilentMRG
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The warning is irrelevant and can be ignored.

I understood.

What custom mods do you have installed? I am running through the tram level now and there is no issues with dynamic glow. Also, OpenJO requires custom shaders to even support glow effects which I don't think we have packaged up?

I didn't install any mods, nothing, it's just JK and nothing else. And I'm using the ".pk3" files extracted from my GOG version.

@SilentMRG
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SilentMRG commented Sep 16, 2023

But... I created an "autoexec" file and added this content:

seta r_customwidth "1366"
seta r_customheight "768"
seta r_mode "-1"
seta cg_fov "97"
seta cg_gunz "2"
seta s_kHz "44"
seta helpusobi "1"
seta g_saberMoreRealistic "2"
seta g_dismemberment "3"
seta ui_iscensored "0"
seta g_dismemberProbabilities "100"
seta g_corpseRemovalTime "0"
seta broadsword "1"

Does this break anything on the source port? In the vanilla version it never broke.

@ensiform
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Tried turning off compressed textures?

@SilentMRG
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Tried turning off compressed textures?

I did that and it didn't solve anything, unfortunately. I think the problem is with the shaders you mentioned. This kind of thing is always linked to shaders.

@ensiform
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ensiform commented Sep 16, 2023

Well the way to tell I guess is to verify in the console that only the base assets PK3s are loaded and nothing else. And check that you don't have a dangling shaders folder from mapping or something because the mapping SDK has shaders that conflict with the game.

@SilentMRG
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As I already said, I'm only using the Jedi Academy pk3 files and nothing else. And about a folder with shaders... I don't have one and never had one, and I don't even know how it works. I'm intrigued by two lines in the console: Multitexture and Compressed Lightmaps, where MultiTexture is enabled and Lightmaps is disabled, so how do I enable/disable each? Please tell me so I can do some tests here.

@ensiform
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As I already said, I'm only using the Jedi Academy pk3 files and nothing else. And about a folder with shaders... I don't have one and never had one, and I don't even know how it works. I'm intrigued by two lines in the console: Multitexture and Compressed Lightmaps, where MultiTexture is enabled and Lightmaps is disabled, so how do I enable/disable each? Please tell me so I can do some tests here.

Those settings not an issue here

@Razish
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Razish commented Oct 18, 2023

In the vanilla version it never broke.

Interesting. Can you replicate it if you rename the OpenJK executable to jamp.exe? Some broken drivers enable some hacks if a certain process is detected (usually by name).
Have you tried upgrading your GPU drivers?
Are there any third party tools/DLL replacements you might have forgotten are running e.g. reshade, GLDirect?

It doesn't sound like an issue with assets or shaders. FWIW the dynamic glow is achieved via ARB shaders (which are programs that run on the GPU), not the Q3 shader system. So it's much more likely to be a driver bug, or something interfering with the graphics pipeline.

@SilentMRG
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Interesting. Can you replicate it if you rename the OpenJK executable to jamp.exe? Some broken drivers enable some hacks if a certain process is detected (usually by name).

Hello...
I'm going to do this test when I have some time left, at the moment I'm a bit busy.

Have you tried upgrading your GPU drivers?

Yes, the GPU drivers (Intel HD Graphics 4000) are up to date and nothing is broken, as other games and source ports work perfectly.

Are there any third party tools/DLL replacements you might have forgotten are running e.g. reshade, GLDirect?

I have never used "Reshade or GLDirect" on this machine, so no, that is not the problem.

It doesn't sound like an issue with assets or shaders. FWIW the dynamic glow is achieved via ARB shaders (which are programs that run on the GPU), not the Q3 shader system. So it's much more likely to be a driver bug, or something interfering with the graphics pipeline.

What's strange to me is that the vanilla version doesn't have this error, while in OpenJK it does, and nothing I did resolved the issue. So if it was the GPU, obviously this error would occur in the vanilla version and in other games that require more GPU resources.

Thanks for your attention! =)

@ensiform
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Seeing the full log and config you have would potentially be helpful at least.

@SilentMRG
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Seeing the full log and config you have would potentially be helpful at least.

And how do I generate a log? :)

@Razish
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Razish commented Oct 19, 2023

Oops, I meant rename to jasp.exe not jamp.exe. I didn't realise this was for SP.
If you don't mind, can you confirm if the issue exists in MP too?

And how do I generate a log? :)

Run the game with +set logfile 1, it should write to a file called qconsole.log in your fs_homepath (which might be C:\Users\USERNAME\Documents\My Games\OpenJK)

If you run cvar_modified it should list all cvars that are not the default values. That could be helpful too, but you could also rule it out by trying running cvar_restart followed by vid_restart and seeing if the issue persists.
I wonder if your r_dynamicGlow* cvars are different, specifically the width/height settings. That could make it a 1x1 pixel image stretched across the whole screen and would look like that screenshot.

I'm intrigued by two lines in the console: Multitexture and Compressed Lightmaps, where MultiTexture is enabled and Lightmaps is disabled, so how do I enable/disable each?

You can disable multitexturing with r_ext_multitexture 0 followed by vid_restart.
The image is not saying lightmaps are disabled, but lightmap texture compression is disabled. You can control this with r_ext_compressed_lightmaps 1 followed by vid_restart.
Lightmap compression shouldn't matter here. I'd be interested in seeing if turning off texture compression in general has any effect: r_ext_compressed_textures 0 (+ vid_restart).

@SilentMRG
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SilentMRG commented Oct 20, 2023

Here is the log...

Running Jedi Academy Mode
----- Client Initialization -----
----- Initializing Renderer ----
Trying to load "rdsp-vanilla_x86_64.dll" from "D:\OpenJK-windows-x86_64"...
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
SDL Version Compiled: 2.0.12
SDL Version Linked: 2.0.12
SDL using driver "windows"
Initializing display
Display aspect: 1.779
...setting mode -1: 1366 768
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x720 1366x768 1360x768 1280x768 320x200 640x400 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768'
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_NV_register_combiners not found

GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics
GL_VERSION: 2.1.0 - Build 8.15.10.2993
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_framebuffer_object GL_EXT_texture_array GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object 
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1366 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: disabled
Display refresh set to 60

------- sound initialization -------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "wasapi".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     44100
  Samples:  1024
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
Extended sound quality field to contain very high option.
Disabling eax field because current platform does not support EAX.
Hiding eax_icon object because current platform does not support EAX.
Extended subtitles field to contain all voiceovers option.
UI menu load time = 2031 milli seconds
^5Loading... jedi_01
------ Server Initialization ------
OpenJK: v1.0.1.1 win_msvc-x86_64 Sep 13 2023
Server: t3_hevil
Sys_LoadSPGameDll(C:\Users\Documents\My Games\OpenJK\base\jagamex86_64.dll) failed: "Failed loading C:\Users\Documents\My Games\OpenJK\base\jagamex86_64.dll: Não foi possível encontrar o módulo especificado.
"
Sys_LoadSPGameDll(D:\OpenJK-windows-x86_64\base\jagamex86_64.dll) failed: "Failed loading D:\OpenJK-windows-x86_64\base\jagamex86_64.dll: Não foi possível encontrar o módulo especificado.
"
Sys_LoadSPGameDll(C:\Users\Documents\My Games\OpenJK\base\jagamex86_64.dll) failed: "Failed loading C:\Users\Documents\My Games\OpenJK\base\jagamex86_64.dll: Não foi possível encontrar o módulo especificado.
"
Sys_LoadSPGameDll(D:\OpenJK-windows-x86_64\base\jagamex86_64.dll) failed: "Failed loading D:\OpenJK-windows-x86_64\base\jagamex86_64.dll: Não foi possível encontrar o módulo especificado.
"
Sys_LoadSPGameDll(C:\Documents\My Games\OpenJK\OpenJK\jagamex86_64.dll) failed: "Failed loading C:\Documents\My Games\OpenJK\OpenJK\jagamex86_64.dll: Não foi possível encontrar o módulo especificado.
"
------- Game Initialization -------
gamename: OpenJK
gamedate: Sep 13 2023
-----------------------------------
-----------------------------------
^5Done.

GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics
GL_VERSION: 2.1.0 - Build 8.15.10.2993
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_framebuffer_object GL_EXT_texture_array GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object 
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1366 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: enabled
Display refresh set to 60
Extended sound quality field to contain very high option.
Disabling eax field because current platform does not support EAX.
Hiding eax_icon object because current platform does not support EAX.
Extended subtitles field to contain all voiceovers option.
UI menu load time = 2492 milli seconds
...loaded 9040 faces, 403 meshes, 95 trisurfs, 0 flares
^3WARNING: RE_RegisterSkin( 'models/players/player/model_default.skin' ) failed to load!
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
-----------------------

Notes: Notice that I started with Dynamic Glow disabled and then enabled it. Although the log says it did not find "jagamex86_64.dll", this file is in the folder...
0
BUT, it is not in the "base" folder, and no, my antivirus did not delete the dll. And I didn't change anything either, I use the source port the way I downloaded it.

@SilentMRG
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Well, I had already disabled texture compression and posted here that it didn't help at all, as the error continued. However, when I disabled "Multitexture" and activated Dynamic Glow the error did not occur, but I realized that with "Multitexture" disabled the Dynamic Glow option has no effect whether it is enabled or disabled, so I don't know.

@ensiform
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The game initialization lines suggest it loaded one correct anyway

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