Cobalt wrote:On the black screen fix - I noticed that with this new version I am getting something like a black screen when I respawn occasionally on a non-DP (legacy) type multiplayer Quake server. Its more reminiscent of what you would see if your player size was a little smaller, and you touch a wall - you can see other areas of the map, and the items and effects etc. Its not all the time, and it seems to be when there is alot of network traffic, but not 100% sure.
As soon as I change the mouse angles, it reverts back to normal
LordHavoc wrote:New DarkPlaces build posted, has a variant of jitspoe's lighting fix, and a bunch of collision fixes, and a fix for the bugs in r_useportalculling that occasionally caused a black screen.
jitspoe - I had to fix the bounds checking on dsi/dti to be no more than lmwidth-2 because otherwise it could read out of bounds when sampling right at the edge, which USUALLY won't crash but I wouldn't count on it, so it willl interpolate right up to the edge but won't fetch past it.
Hello Cobalt,
I noticed the "occasionally black screen" bug, which was introduced with beta build 20140304, and informed LH about it some days later.
You can reproduce the bug by starting E4M5 (single player) and do not move your mouse or player when map is started: Your screen is always black. Move the player a little and its gone.
LH told me to change cvar
r_useportalculling from default '2' to 0 or 1. That fixed it.
Since "stable" build 20140507 he fixed the bug in his engine (also in default '2' cvar setting).
Funny thing about this cvar
r_useportalculling is, that when you read the description of it via
'apropos r_useportalculling' (or in .c file directly), it says that its default is not '2' due to a special reason, but its default is still '2'...
So I recommend you switch this cvar to 0 or 1. It hopefully fixes the issues you are experiencing now.
I have set it to 1 and never experienced the issue again (1 should be default in my opinion).
Best of luck.