#1 2016-10-25 20:59:31

Telefrag
Guest

Lightning not working right in Quakespasm

Hello! I've started playing Quakespasm and noticed that light produced buy gunshots and explosions only visible on character's models, but not on the level itself. I used to light some dark corners with shotgun and now it's not possible. I tried to find a variable in console myself, but no luck. How to fix this?

#2 2016-10-25 22:18:57

Madfox
Member

Re: Lightning not working right in Quakespasm

There are some bugs you can easily overcome by doing one of the following things:

Brightness issues should be fixed with GLSL gamma in 0.90.1, if your
  system supports OpenGL 2. For reference on older systems:

  Some versions of Xorg and SDL have brightness issues.
  Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have
  Xorg >= 7.5 and broken brightness, these patched libSDL binaries may
  help.

  o  Gamma patched libSDL (i686-linux)
     http://sf.net/projects/quakespasm/files … z/download

  o  Gamma patched libSDL (x86_64-linux)
     http://sf.net/projects/quakespasm/files … z/download

  The "game" command doesn't execute quake.rc in the new game directory
  being switched to. This means any custom key bindings in a mod's
  config.cfg or special settings in a quake.rc won't be loaded. The only
  workaround is launching the engine with the -game command-line switch
  instead of using the game console command. Or, after running the game
  command, you can run "exec quake.rc" by yourself (YMMV).

#3 2016-10-25 22:22:00

ericw
Member

Re: Lightning not working right in Quakespasm

It sounds like "r_dynamic 0" is set, try "r_dynamic 1" in the console.

#4 2016-10-26 10:23:33

Telefrag
Guest

Re: Lightning not working right in Quakespasm

Madfox, the problem is not about dark corners, it's about dynamic lights working incorrectly.

ericw, r_dynamic is 1. Shots and explosions produce orange transparent blobs, but no light is seen on the level. Things like gibs and shells are being lit correcly even with "r_dynamic 0". ProQuake has the same thing, Darkplaces works fine. And switching r_dynamic to 0 in DP makes it look exactly like the rest of the engines I tried, so it is about dynamic lights. They don't work for some reason in other engines.

#5 2016-10-26 18:13:49

negke
Moderator

Re: Lightning not working right in Quakespasm

r_flashblend 0 - defaults to off in newer version of QS.

#6 2016-10-26 22:13:31

dwere
Member

Re: Lightning not working right in Quakespasm

gl_flashblend, I think?

#7 2016-10-27 05:38:56

negke
Moderator

Re: Lightning not working right in Quakespasm

Yes, my bad.

#8 2016-10-27 20:19:26

Telefrag
Guest

Re: Lightning not working right in Quakespasm

YES! Yes, it is gl_flashblend! It was set to 1 by default, gl_flashblend 0 makes everything right! Thank you so much for help!

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