scaled Posted January 2, 2015 Finally got Veteran Edition to have a legal strife install. Problem is none of the text is readable. Logo, menu text, in game character dialog, nineo f it is readable. Did an integrity check. Deleted local content and redownloaded anyway. Tried every resolution ranging from 320x200 windowed all the way to my monitor's max of 1440x900. I have also taken strife1.wad and ran it in chocolate strife, go_chocolate strife, zdoom, zandronum, and gzdoom 1.8 (since computer cannot run 2.x branch.) Every port other than VE works fine. I have even taken the config file from gz_chocolate and dumped it into VE since one would think they would render the same other than colored lights. Nope. Screenshots. I would like to know what the problem might be. My computer is a piece of crap, but just because it uses radeon xpress 200 graphics should not mean it won't work. 0 Share this post Link to post
Quasar Posted January 2, 2015 For whatever reason I cannot see any shots when I visit that page. I am going to hazard a guess based on what I've seen on some other YouTube videos though and guess that your card doesn't support the type of clamping setting that Kaiser is using when doing filtering. Is linear filtering on, or off? 0 Share this post Link to post
scaled Posted January 2, 2015 Near as I can tell from config is it's turned off. Tried it both ways to be honest. As I said GL_chocolate works. So I have no idea here. Kinda bumed out. Sorry for a not so precice answer but I literally cannot read the text. Everything else renders correctly (though I have to keep bloom turned off or it's a slideshow. Still renders correct, but a slideshow.) Edit: http://m.imgur.com/a/SNPI9 Imgur link to show both menu and in game. 0 Share this post Link to post
fraggle Posted January 2, 2015 Looks like it's a problem with the patch rendering rather than text rendering specifically. Not sure how that works in Strife VE. 0 Share this post Link to post
scaled Posted January 2, 2015 Here's output from stdout.txt: Strife-VE 1.0.0 saving config in strife.cfg adding strife1.wad adding voices.wad adding SVE.wad OPL_Init: Using driver 'SDL'. GL_Init: Initializing OpenGL extensions GL Extension: GL_ARB_multitexture = true GL Extension: GL_EXT_compiled_vertex_array = true GL Extension: GL_ARB_texture_non_power_of_two = true GL Extension: GL_ARB_texture_env_combine = true GL Extension: GL_EXT_texture_env_combine = true GL Extension: GL_EXT_texture_filter_anisotropic = true GL Extension: GL_ARB_vertex_buffer_object = true GL Extension: GL_ARB_shader_objects = true GL Extension: GL_ARB_framebuffer_object = true RB_Init: Initializing OpenGL render backend GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI RADEON XPRESS 200 Series GL_VERSION: 2.1.8543 Release GL_MAX_TEXTURE_SIZE: 2048 GL_MAX_TEXTURE_UNITS_ARB: 16 GL_MAX_COLOR_ATTACHMENTS_EXT: 4 =========================================================================== Strife: Quest for the Sigil ================================stderr.txt: IOperm_InstallDriver: Failed to start service (2). Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWWARNING: built-in varying gl_TexCoord [1] has mismatched access semantics between the vertex and fragment shader Vertex shader was successfully compiled to run on hardware. Fragment shader was successfully compiled to run on hardware. 0 Share this post Link to post
Quasar Posted January 2, 2015 I'll have to get Kaiser to look at those error messages; it being a shader problem makes sense based on what that output looks like though. If any of the following are enabled, try disabling bloom, motion blur, and FXAA one at a time, and see if any of those make a difference. Shaders aren't used for very many things in SVE because Kaiser wanted to keep it widely compatible. 0 Share this post Link to post
scaled Posted January 2, 2015 Bloom I know is turned off, what are the entries for the other two? I'm pretty sure they're off but I don't know. Edit: turned everything starting with gl_ to 0 and none of them helped. 0 Share this post Link to post
Kaiser Posted January 2, 2015 The fonts aren't tied to shaders so we can rule that out. The patch buffer seems to be affected entirely, because I can see the hud icons not looking correct either. 0 Share this post Link to post
scaled Posted January 2, 2015 Anyone else with integrated ATI graphics complain or have performance wonk? Edit: also why would gl_chocolate work, but not VE? 0 Share this post Link to post