Garry's Mod

Garry's Mod

gmDoom Maps
Why are the maps so bright?
I'm using Doom2.WAD and every map that loads is rendered extremely bright, Can i get a reason for this please?
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Showing 1-10 of 10 comments
Jcw87  [developer] 16 May, 2021 @ 10:45pm 
If you asked me several months ago, I would have said that there was a conflict with another addon. I have since fixed that, so if it is still happening, then something else is going on that I haven't accounted for.

This addon lights the map by using a custom lightmap texture where each Doom sector is represented by 1 pixel. When lighting updates occur, this texture is updated appropriately. The LightMappedGeneric shader uses UV index 1 for the lightmap texture, and the map geometry has this UV coordinate configured appropriately. When gmDoom is reporting that the map should be fullbright (such as when using the light amplification visor or invulnerability powerups) the lightmap texture is swapped out for a fullbright lightmap texture. This all works correctly on my machine, so something on your machine is causing a failure at one of these points. Maybe it's another addon, maybe it's the map, maybe it's a video setting, maybe you have an old version of the addon for some reason. I need more information to know what is going wrong.
Jcw87  [developer] 16 May, 2021 @ 11:04pm 
There is a neat little convar in the source engine that can tell you about all of the textures that are currently being used for rendering: mat_texture_list

There are 2 possible textures that could be used for the lightmap: doom/lightmap and doom/whitelightmap. If you could identify which texture is being used, that could help to narrow it down. If it is the doom/lightmap texture, clicking the Copy Image button to put it in your clipboard and showing the image to me would also be helpful for narrowing it down. Also be certain to tell me what Doom map is loaded, so I have something to compare it to.
Last edited by Jcw87; 16 May, 2021 @ 11:05pm
GamePlayer9678 18 May, 2021 @ 9:23am 
Warning: WorldTwoTextureBlend found on a non-displacement surface (material: gm_construct/flatgrass). This wastes perf for no benefit.
InitFastCopy: only 26% fast props. Bug?
clientside lua startup!
Requesting texture value from var "$fbtexture" which is not a texture value (material: doom/supplemental/texturize)
Failed to load custom font file 'c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\resource\fonts\clearsans-medium.ttf'
Failed to load custom font file 'c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\cache\workshop\resource\fonts\clearsans-medium.ttf'
Failed to load custom font file 'c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\cache\workshop\resource\fonts\shlop rg.ttf'
KeyValues Error: LoadFromBuffer: missing { in file settings/spawnlist/1.txt

JOY_AXIS_X: mapped to Turn (absolute)
JOY_AXIS_Y: mapped to Look (absolute)
JOY_AXIS_Z: unmapped
JOY_AXIS_R: mapped to Forward (absolute)
JOY_AXIS_U: mapped to Side (absolute)
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
Redownloading all lightmaps
Requesting texture value from var "$basetexture" which is not a texture value (material: doompatch)
Requesting texture value from var "$basetexture" which is not a texture value (material: doom/temp)
] kill
George Floyd Gaming suicided!
Receiving info for Doom2.wad/MAP01

Doom2.WAD MAP01 Loaded on Flatgrass, Loaded with gmDoom gmDoom maps Extra Menus for gmDoom and MIDI player if that somehow installed.
i'm running it on the chromium branch and as of right now these are the bugs i can list off with these addons.
maps rendered in fullbright
Prolonged usage of addons makes everything really small for some reason
when i enter certain parts of the map it goes back to how it should be shaded but when i leave those parts of the map it goes back to being fullbright. i might record some gameplay so you can find out what's wrong if that would help in any way
Jcw87  [developer] 21 May, 2021 @ 8:33pm 
So, the console log isn't helpful. All it tells me is what map you loaded. What is helpful is mentioning that it doesn't happen at certain points in the map. This tells me that it is very likely the bug I already fixed. I would like to be certain that you are running the latest version, but I can't offer any easy ways to tell. If you could get the contents of the lua/entities/doom_sector.lua file and post them here, that will tell me if you have the latest version.

You can either use gmad to extract the addon, or you can run some lua code through your console to dump it to your console.

lua_run for k, v in pairs(string.Explode("\n", file.Read("lua/entities/doom_sector.lua", "GAME"))) do print(v) end

I only need to see the draw function toward the end of the file, which should look like this:

function ENT:Draw() if not self.matrix then return end self.matrix:SetAngles(self:GetAngles()) self.matrix:SetTranslation(self:GetPos()) DOOM.SetLightmap() cam.PushModelMatrix(self.matrix) --render.SuppressEngineLighting( true ) --render.SetAmbientLight(255, 255, 255) for i = 1, #self.meshes do local submesh = self.meshes
if not submesh.visible then continue end
if not submesh.material then continue end
if submesh.sky then continue end
render.SetMaterial(submesh.material)
submesh.mesh:Draw()
end
--render.SuppressEngineLighting( false )
cam.PopModelMatrix()
local floor = self:GetFloor()
for i = 1, #self.specialmeshes do
local wall = self.specialmeshes
if floor and wall.texid ~= 0 or not floor and wall.texid == 0 then DrawWall(wall) end
end
end[/code]
GamePlayer9678 21 May, 2021 @ 9:42pm 
Originally posted by Jcw87:
So, the console log isn't helpful. All it tells me is what map you loaded. What is helpful is mentioning that it doesn't happen at certain points in the map. This tells me that it is very likely the bug I already fixed. I would like to be certain that you are running the latest version, but I can't offer any easy ways to tell. If you could get the contents of the lua/entities/doom_sector.lua file and post them here, that will tell me if you have the latest version.

You can either use gmad to extract the addon, or you can run some lua code through your console to dump it to your console.

lua_run for k, v in pairs(string.Explode("\n", file.Read("lua/entities/doom_sector.lua", "GAME"))) do print(v) end

I only need to see the draw function toward the end of the file, which should look like this:

function ENT:Draw() if not self.matrix then return end self.matrix:SetAngles(self:GetAngles()) self.matrix:SetTranslation(self:GetPos()) DOOM.SetLightmap() cam.PushModelMatrix(self.matrix) --render.SuppressEngineLighting( true ) --render.SetAmbientLight(255, 255, 255) for i = 1, #self.meshes do local submesh = self.meshes
if not submesh.visible then continue end
if not submesh.material then continue end
if submesh.sky then continue end
render.SetMaterial(submesh.material)
submesh.mesh:Draw()
end
--render.SuppressEngineLighting( false )
cam.PopModelMatrix()
local floor = self:GetFloor()
for i = 1, #self.specialmeshes do
local wall = self.specialmeshes
if floor and wall.texid ~= 0 or not floor and wall.texid == 0 then DrawWall(wall) end
end
end[/code] [/quote]

okay so uh, you kinda lost me. if you could explain that in MUCH simpler terms that would be nice. And heres a question, it might be just a gmdoom thing i don't know but what is a persistence file empty=disabled thing
it's currently set at doom automatically
Jcw87  [developer] 21 May, 2021 @ 9:45pm 
Ok then, simple instructions time.
Copy the below text, and paste it into your console

lua_run for k, v in pairs(string.Explode("\n", file.Read("lua/entities/doom_sector.lua", "GAME"))) do print(v) end

You console will spew a bunch of text. Copy that text somewhere that allows me to see it.

https://pastebin.com/
Last edited by Jcw87; 21 May, 2021 @ 9:46pm
Jcw87  [developer] 21 May, 2021 @ 10:39pm 
It might be easier if you host a server and I join it. Then I can worry about the technical stuff and you just have to be present. Add me.
Jcw87  [developer] 22 May, 2021 @ 5:14pm 
For any readers who want to know what was going on, HDR was enabled. I always have it disabled, because, IMO, it serves no purpose other than to blind me.
George Floyd 24 Sep, 2023 @ 7:54am 
george floyd gaming
GamePlayer9678 30 Sep, 2023 @ 4:06pm 
Originally posted by Rizelu:
george floyd gaming
a real OG TTT player
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