MantisBT - Zandronum
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0002077Zandronum[All Projects] Bugpublic2015-01-21 21:332018-09-30 23:03
Hypnotoad 
Torr Samaho 
normalmajoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
2.0-beta 
2.02.0 
0002077: The new Fake Contrast setting appears to be faulty, should be disabled by default.
The new fake contrast seems to result in undesirable outcomes in opengl, either this is normal for r_fakecontrast and why zdoom wiki claims that the original 'fake contrast' in vanilla doom is sometimes considered a 'bug', or the setting doesn't work correctly in opengl.

Strangely, in software the issue doesn't happen, possibly because it's in fact software which is bugged and openGL that is showing the effect correctly.

I've attached a wad to demonstrate the issue. In software, if you switch r_fakecontrast on or off, nothing seems to happen. However, turning r_fakecontrast on in openGL will suddenly reveal the walls that surround you and kill the immersion.

This is definitely undesirable, and I have seen it badly affect certain maps hosted currently. Either this is because it's broken in 2.0 and should be disabled...

...or it's meant to look that way, in which case it should be considered a vanilla compatibility option that shouldn't be on by default (as it currently is), as it changes how maps look from 1.3 and lower to 2.0, breaking backwards compatibility.
No tags attached.
? wallbrightness.wad (7,608) 2015-01-21 21:33
/tracker/file_download.php?file_id=1389&type=bug
Issue History
2015-01-21 21:33HypnotoadNew Issue
2015-01-21 21:33HypnotoadFile Added: wallbrightness.wad
2015-01-21 21:59Edward-sanNote Added: 0011493
2015-01-21 22:02Edward-sanNote Edited: 0011493bug_revision_view_page.php?bugnote_id=11493#r6496
2015-01-21 22:03Edward-sanNote Edited: 0011493bug_revision_view_page.php?bugnote_id=11493#r6497
2015-01-21 22:03Edward-sanAssigned To => Torr Samaho
2015-01-21 22:03Edward-sanStatusnew => assigned
2015-01-21 22:21Blzut3Note Added: 0011494
2015-01-25 11:15Torr SamahoNote Added: 0011531
2015-01-25 11:52Edward-sanNote Added: 0011535
2015-01-25 12:38Torr SamahoNote Added: 0011537
2015-01-25 13:34Edward-sanNote Added: 0011539
2015-01-25 13:45Edward-sanNote Edited: 0011539bug_revision_view_page.php?bugnote_id=11539#r6535
2015-01-25 13:45Edward-sanNote Edited: 0011539bug_revision_view_page.php?bugnote_id=11539#r6536
2015-02-01 20:53Torr SamahoNote Added: 0011585
2015-02-02 07:11Torr SamahoStatusassigned => needs testing
2015-02-02 07:11Torr SamahoTarget Version => 2.0
2015-02-02 14:00Edward-sanNote Added: 0011590
2015-02-02 19:51Torr SamahoNote Added: 0011596
2015-02-07 11:50Torr SamahoNote Added: 0011602
2015-02-07 12:11Edward-sanNote Added: 0011603
2015-02-07 12:12Edward-sanNote Edited: 0011603bug_revision_view_page.php?bugnote_id=11603#r6576
2015-02-07 18:17HypnotoadNote Added: 0011610
2015-02-07 20:22Edward-sanNote Added: 0011612
2015-02-09 20:48Edward-sanNote Added: 0011648
2015-02-09 20:48Edward-sanNote Edited: 0011648bug_revision_view_page.php?bugnote_id=11648#r6610
2015-02-09 20:54Edward-sanNote Edited: 0011648bug_revision_view_page.php?bugnote_id=11648#r6611
2015-02-12 16:35HypnotoadNote Added: 0011672
2015-02-15 22:54Edward-sanNote Added: 0011697
2015-02-15 22:55Edward-sanNote Edited: 0011697bug_revision_view_page.php?bugnote_id=11697#r6653
2015-02-22 21:47Edward-sanNote Edited: 0011697bug_revision_view_page.php?bugnote_id=11697#r6693
2015-02-22 22:00DevilHunterNote Added: 0011742
2015-03-09 19:14cobaltNote Added: 0011802
2015-03-16 19:32StrikerMan780Note Added: 0011853
2015-03-17 00:29DuskStatusneeds testing => resolved
2015-03-17 00:29DuskFixed in Version => 2.0
2015-03-17 00:29DuskResolutionopen => fixed
2018-09-30 23:03Blzut3Statusresolved => closed

Notes
(0011493)
Edward-san   
2015-01-21 21:59   
(edited on: 2015-01-21 22:03)
There's no need to overcomplicate the things, if we backport the right gzdoom fix.

In fact, it's fixed in gzdoom r1400, but there are some needed commits, like gzdoom r1216 which introduces gl_ClampLight in gl_lightdata.cpp and changes gl_walls code to use gl_ClampLight, zdoom r3499 for the GetLightLevel parameter changes and gzdoom r1337 which fixes the compilation caused by GetLightLevel.

And many other gl issues should be fixed like this ...

(0011494)
Blzut3   
2015-01-21 22:21   
In regards to the "vanilla compatibility" comment. The bug here seems to be not accounting for a lighting level over 255. Software is displaying the map correctly since at light level 256 going down 8 still is full bright.
(0011531)
Torr Samaho   
2015-01-25 11:15   
Quote from Edward-san

And many other gl issues should be fixed like this ...

Are you implying that the GZDoom 1.5.0 renderer is unsuitable for our needs? If so, it's quite late to complain about this now. The first official 2.0 beta build with this renderer was released more than a year ago.
(0011535)
Edward-san   
2015-01-25 11:52   
It's not like that. Imho, gzdoom later had to adapt the changes to the 3dfloors sw branch merge, while we're using a gzdoom renderer which came before sw 3d floors, plus the sw 3d floors. So, if we can't fix this, we should inform the users of this as a known issue.
(0011537)
Torr Samaho   
2015-01-25 12:38   
What do sw 3d floors have to do with the issue at hand? From what I can tell, GZDoom 900 is having the same problems in wallbrightness.wad Zandronum 2.0 has.
(0011539)
Edward-san   
2015-01-25 13:34   
(edited on: 2015-01-25 13:45)
Forget what I said regarding the sw 3dfloors.

It's not like that gzdoom 1.5.0 became unsuitable ... gzdoom 323 has the same problem as gzdoom 1.5.0 regarding ticket 0002069 , it's that we must decide whenever we can pull all those chains of fixes or not..

(0011585)
Torr Samaho   
2015-02-01 20:53   
I pushed some backports to fix this to the sandbox, but I can't guarantee whether there are undesired side effects.
(0011590)
Edward-san   
2015-02-02 14:00   
Confirmed to work with the example wad and in the old version of jm3 map65 which have shown the problem. I'd like to have a win32 binary with the changes, so that some testers can check the maps for these side effects.
(0011596)
Torr Samaho   
2015-02-02 19:51   
Here is a Win32 binary that also includes all other recent 2.0 changes.
(0011602)
Torr Samaho   
2015-02-07 11:50   
Did anybody have a chance to test the Win32 binary yet?
(0011603)
Edward-san   
2015-02-07 12:11   
(edited on: 2015-02-07 12:12)
I asked the testing team on irc for some gl tests on some mods, sadly I got no precise answers yet. The complaints I got are the fact there's no new beta with this change.

The more I think about this, the more I believe it's better to apply it for 2.1, not for 2.0. I'm indeed worried about possible side effects caused by those changes.

(0011610)
Hypnotoad   
2015-02-07 18:17   
I'm awaiting Edward-san to tell me which maps to test.
(0011612)
Edward-san   
2015-02-07 20:22   
Any gl mod would be okay. More precisely, mods with maps which rely on 3d floors and gl features together.
(0011648)
Edward-san   
2015-02-09 20:48   
(edited on: 2015-02-09 20:54)
I'm sorry for this very late request, Torr, but can you make another Win32 build with the latest changes + the fake contrast fix and making sure this can be built on linux as a proper mercurial changeset? The one you provided, ef83a228af30, does not match with any changeset available in the sandbox. Linux hosts would like to test it online.

(0011672)
Hypnotoad   
2015-02-12 16:35   
Just as an update, Fused tested this custom binary, and while he found bugs in Zombie Horde ('http://zandronum.com/tracker/view.php?id=2098 [^]' ) they were general 2.0 bugs and not exclusive to this build, so no serious side effects of that particular fix was found in his test.
(0011697)
Edward-san   
2015-02-15 22:54   
(edited on: 2015-02-22 21:47)
I made a transplant of these gl changes in the zandronum sandbox repository, so that it's possible to try them with the latest changes in the 2.0 repository.

I asked the Jenkins guys to build the changeset ( which is c5eb874cf4fe ), so that it should be possible to finally host some servers, with some mods which are multiplayer only.

(0011742)
DevilHunter   
2015-02-22 22:00   
As requested by Edward-San, here is Zandronum-2.0-alpha-r150125-1110 Which is based off Changeset 3ef4a595be4c
(0011802)
cobalt   
2015-03-09 19:14   
Issue addressed by commit 37fbae42065d: out of sequence fix backport from GZDoom revision 1400: - fixed: In the hardware renderer, fake contrast application needs to be disabled for light levels 253 and above and in case the brighening done by fake contrast creates a light level larger than 255 the intensity of fake contrast needs to be reduced. This fixes 2077.
Committed by Benjamin Berkels [Torr Samaho] on Sunday 25 January 2015 12:10:47

Changes in files:
 src/gl/scene/gl_walls.cpp | 17 ++++++++++++++---
 1 files changed, 14 insertions(+), 3 deletions(-)
(0011853)
StrikerMan780   
2015-03-16 19:32   
This is fixed. Tested with this build:'http://s1.plusreed.com/jenkins/zandronum/zandronum-150314-0512_1048.zip [^]'

Used test wad.