Gunmetal (demo version) odd Glide behaviour.

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KynikossDragonn
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Gunmetal (demo version) odd Glide behaviour.

Post by KynikossDragonn » Fri Feb 07, 2014 7:02 pm

I don't remember seeing this on the real hardware but it's been a VERY long time...

Here's two screenshots (not displaying them as img tags due to size) of the software mode:
Underwater
Network 52 wall decal

Here's what nGlide does:
Underwater super bright white fog
Completely opaque Network 52 wall decal

Is this a bug with nGlide 1.02 or a bug with Gunmetal's glide renderer?

This particular demo can be obtained here on my dropbox (It was made into a ISO for use within emulators and virtual machines): https://dl.dropboxusercontent.com/u/458 ... UNDEMO.ISO

To fix the speed issues in GunDX, with a hex editor change bytes 0x00006A55 and 0x00006A5F from 0B to 16

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Gamecollector » Fri Feb 07, 2014 8:17 pm

Where are the first water and this wall mark?
Asus P4P800 SE/Pentium4 3.2E/2 GB DDR400 (3-3-3-8),
Radeon HD3850 AGP (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

KynikossDragonn
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Re: Gunmetal (demo version) odd Glide behaviour.

Post by KynikossDragonn » Fri Feb 07, 2014 10:06 pm

You need to finish the first demo level (Nataka Tower) the map after that is the Network 52 oil facility.

Just dive into the water (watchout of the microwave gun mini subs) and it'll be super white if you're playing in Glide. Also the hud is not tinted blue when underwater either but I assumed that was because the software mode relied on palette manipulation.

There's also a small ravine of water in Nataka Tower where the police are located, that's deep enough to be dived into.

The Network 52 decal is on a wall next to the white key room and inside the building leading to the records room.

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Gamecollector » Fri Feb 07, 2014 11:27 pm

Underwater is ok with a real Voodoo2. So - this is nGlide glitch.

By the way, the original demo (0.99) is on the same site.
Asus P4P800 SE/Pentium4 3.2E/2 GB DDR400 (3-3-3-8),
Radeon HD3850 AGP (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

KynikossDragonn
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Re: Gunmetal (demo version) odd Glide behaviour.

Post by KynikossDragonn » Sat Feb 08, 2014 8:00 am

I forgot to also mention in nGlide when you take damage the static is pink rather than white and grey, though I'm thinking might this be a problem with DirectDraw palette in windows 7?

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Gamecollector » Sat Feb 08, 2014 5:40 pm

No, they are white on a real Voodoo2. And purple with nGlide and WinXp.
Others nGlide related glitches are: wrong distant texturing (mipmapping?), z-fighting and black textures (as the example - mirror floors in the nakata tower).
Asus P4P800 SE/Pentium4 3.2E/2 GB DDR400 (3-3-3-8),
Radeon HD3850 AGP (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Zeus » Sun Feb 09, 2014 1:43 am

Gamecollector wrote:black textures
Screenshot please.

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Gamecollector » Sun Feb 09, 2014 3:09 am

Ok, the reason for this "1 black texture" (when you leave the tower lift at the top floor) is z-fighting. And a real Voodoo 2 have the same z-fighting too...
The video of the mipmapping (?) glitch is here. Look at the top of walls.
Asus P4P800 SE/Pentium4 3.2E/2 GB DDR400 (3-3-3-8),
Radeon HD3850 AGP (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

KynikossDragonn
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Re: Gunmetal (demo version) odd Glide behaviour.

Post by KynikossDragonn » Sun Feb 09, 2014 10:32 pm

z-fighting is most likely a problem with the engine. I'm more worried about the opaque textures that are supposed to be subtractively blending the surface.

I can VERY barely tell it's trying to do that by looking careful around the edges of the Network 52 logo but it appears to be going a bit overboard. Interestingly enough windows aren't* affected by this.

Another problem is some surfaces that are supposed to be full bright are not full bright in Glide, like the light switch in the dark office area in Nataka tower and the soda machine in the oil rig level. They are full bright in software however... Not sure if this is a problem with nGlide or a defect with the engine itself.

EDIT: Gamecollector could you use a different file sharing place? I can't even see your videos or anything you put on that site because it wont let me get a free download. (button does nothing and the timer doesn't even work, no I will not senselessly enable javascript on every domain nor unblock known ad servers from establishing connections to me.)

EDIT 2: fixed a embarrassing typo.
Last edited by KynikossDragonn on Mon Feb 10, 2014 12:45 pm, edited 1 time in total.

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Re: Gunmetal (demo version) odd Glide behaviour.

Post by Gamecollector » Sun Feb 09, 2014 10:42 pm

KynikossDragonn wrote: Gamecollector could you use a different file sharing place?
No.
Another problem is some surfaces that are supposed to be full bright are not full bright in Glide, like the light switch in the dark office area in Nataka tower
Looks ok for me. A real Voodoo2 is same.
Attachments
GunmetalNglide.JPG
GunmetalNglide.JPG (27.36 KiB) Viewed 5100 times
Asus P4P800 SE/Pentium4 3.2E/2 GB DDR400 (3-3-3-8),
Radeon HD3850 AGP (Sapphire), Catalyst 14.4 (XpProSp3).
2 Voodoo2 12 MB (SLI), Win2k drivers 1.02.00 (XpProSp3).

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