Quake 2 brightness

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Gamecollector
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Quake 2 brightness

Postby Gamecollector » Sun Aug 23, 2015 10:05 am

Not works with nGlide 1.04 and 1.03.
The same result if I change vid_gamma manually through the game console.

Default OpenGL (Radeon HD2600 Pro, works, the brightness changes right after you quit the Video menu) and the hardware 3dfx card (Voodoo2, works but only if you quit the game then start it again, vid_restart not changes anything) are ok.

Quake II 3.20, minigl 1.49.
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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Zeus
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Re: Quake 2 brightness

Postby Zeus » Mon Aug 24, 2015 3:09 pm

Maybe it sets gamma in some unusual way (environment variables?). I see the game doesn't call grGammaCorrectionValue.
Is changing gamma in Quake2 has impact on Quake 1?

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Re: Quake 2 brightness

Postby Gamecollector » Tue Aug 25, 2015 9:59 pm

Zeus wrote:Is changing gamma in Quake2 has impact on Quake 1?

Looks like glquake brightness slider not work at all.
Glquake/q1 1.06/minigl 1.49 and the system opengl (Radeon HD2600 Pro).
System ogl - the slider not changes anything.
A real Voodoo2. Q1 brightness not work at all. Q1 and Q2 brightness aren't linked.

P.S. Have found the rotfish fix for Quake 1.06 (and glquake). No more "1 rotfish = +2 total enemies count". And a dead rotfish will instantly be not solid. So - no more "killed rotfigh, she blocked the way, you drowned" scenarios. Good.
Now only enemies/secrets bugs are 4 scrags in E2M4 (normal/hard) and 1 fiend in E4M3 (easy).
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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Zeus
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Re: Quake 2 brightness

Postby Zeus » Fri Aug 28, 2015 12:30 am

I checked Q2 src and I was right.
The game (yes, the game itself, not 3dfxgl) sets SST_GAMMA environment variable when using 3dfxgl driver.

Do I really need to add this feature? :roll:

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Re: Quake 2 brightness

Postby Gamecollector » Fri Aug 28, 2015 10:59 am

Dunno.
If Q2 is the only game with this method - I don't see the reason to add this. Because the "Gamma correction" field in nglide_config.exe is doing the same thing.
What about the glquake source? What changes when you move the brightness slider?
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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Zeus
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Re: Quake 2 brightness

Postby Zeus » Sun Aug 30, 2015 11:13 pm

The slider in GLQuake/GLHexen2/HL games does nothing, but I found that Q2 isn't the only game that relies on SST_GAMMA. Three other Q2 engine games (Sin, Daikatana, Kingpin) also use this method.

Surprisingly Heretic2 is an exception to this where gamma works properly. Anachronox also works fine but of course it's a different pair of shoes (it uses WickedGL).

So afterall it may not be a bad idea to add the support for SST_GAMMA. With one difference however. The gamma range used in these games is [1.0-2.6] where 1.0 is the minimum, 2.6 is the maximum and 1.6 is the default, so subtracting 0.6 from it will be needed.

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Re: Quake 2 brightness

Postby Zeus » Wed Oct 21, 2015 9:20 pm

Found 2 other games that utilize SST_GAMMA: Half-Life and Tarzan. These 2 use 1.0 as default which means the idea of subtracting 0.6 must be cancelled.

You'll just have to move the slider to the far left to play Q2 games with gamma=1.0.


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