Author Topic: FSO 3.8.0 x64 SSE2 Ignores Lighting Options  (Read 855 times)

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FSO 3.8.0 x64 SSE2 Ignores Lighting Options
Hi there! I'm looking to play the original Freespace 1 campaign using FS2O. I have everything up and running with MediaVPs, the campaign works, etc.

However, I ran into a minor graphical issue.

When I launch "fs2_open_3_8_0_x64_SSE2.exe" with the baseline recommended lighting flags, they appear to be ignored.
I compare the graphical effects to when I launch "fs2_open_3_7_2.exe" using the same command flags and there is a clear difference.

In fact, the only difference between the launches is that I use a different file.

What can I do about this, so that the SSE2 version respects the lighting flags?

System specs
Code: [Select]
OS Name Microsoft Windows 10 Pro
Version 10.0.15063 Build 15063
System Type x64-based PC
Processor Intel(R) Core(TM) i7 CPU         970  @ 3.20GHz, 3201 Mhz, 6 Core(s), 12 Logical Processor(s)
Adapter Type GeForce GTX 680, NVIDIA compatible
Adapter Description NVIDIA GeForce GTX 680
Adapter RAM (2,147,483,648) bytes
Driver Version 23.21.13.8813

fs2_open.log
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log 'data/fs2_open.log', Sat Nov 25 07:39:24 2017 ...
  Initializing SDL...
FreeSpace 2 Open version: 3.8.0
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -nomotiondebris
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -fb_thrusters
  -no_fps_capping
  -orbradar
  -3dwarp
  -snd_preload
  -mod fsport-mediavps_2014,fsport,mediavps_2014
  -fps
Building file index...
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\2014_mv_fsport.vp' with a checksum of 0xe91d2478
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-bastion-a.vp' with a checksum of 0x82b6fbe1
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-bastion-b.vp' with a checksum of 0x4e630e65
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-galatea-a.vp' with a checksum of 0xc9260764
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-galatea-b.vp' with a checksum of 0x5c431f81
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-krios.vp' with a checksum of 0x59379e46
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-soyakaze.vp' with a checksum of 0xfdae516b
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport.vp' with a checksum of 0x8f115616
Found root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport_music.vp' with a checksum of 0x09631a14
Found root pack 'D:\GOG_Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x3b0c0e71
Found root pack 'D:\GOG_Games\Freespace 2\fsport\fsport3_5.vp' with a checksum of 0xe3af711d
Found root pack 'D:\GOG_Games\Freespace 2\fsport\odeon_fs1.vp' with a checksum of 0x9db5a4ac
Found root pack 'D:\GOG_Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0xdf2dbf98
Found root pack 'D:\GOG_Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0xc9e1a0ca
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0x110c971c
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0xe3c8d13b
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x5ddd28f7
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0x52d85c46
Found root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xf615f6be
Found root pack 'D:\GOG_Games\Freespace 2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x00000000
Found root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'D:\GOG_Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\GOG_Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\GOG_Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\GOG_Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\GOG_Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\GOG_Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\GOG_Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\GOG_Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\GOG_Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\GOG_Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\GOG_Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\' ... 6 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\2014_mv_fsport.vp' ... 1 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-bastion-a.vp' ... 6201 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-bastion-b.vp' ... 5944 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-galatea-a.vp' ... 1510 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-galatea-b.vp' ... 1509 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-krios.vp' ... 904 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport-soyakaze.vp' ... 600 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport.vp' ... 742 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport-mediavps_2014\mv_fsport_music.vp' ... 122 files
Searching root 'D:\GOG_Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\fsport3_5.vp' ... 969 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\stu_fs1.vp' ... 1546 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'D:\GOG_Games\Freespace 2\fsport\warble_fs1.vp' ... 111 files
Searching root 'D:\GOG_Games\Freespace 2\mediavps_2014\' ... 0 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' ... 0 files
Searching root pack 'D:\GOG_Games\Freespace 2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'D:\GOG_Games\Freespace 2\' ... 27 files
Searching root pack 'D:\GOG_Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\GOG_Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\GOG_Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\GOG_Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\GOG_Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\GOG_Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\GOG_Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\GOG_Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\GOG_Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\GOG_Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\GOG_Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 45 roots and 37672 files.
AutoLang: Language auto-detection successful...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Removed extension on ignored campaign file name FreeSpace2
Game Settings Table: Removed extension on ignored campaign file name STemplar
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on VoiceMeeter Input (VB-Audio VoiceMeeter VAIO)
  Capture device: Microphone (M-Audio Micro)
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 680/PCIe/SSE2
  OpenGL Version   : 4.1.0 NVIDIA 388.13

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.10 NVIDIA via Cg compiler
... OpenGL init is complete!
Initializing path renderer...
Size of bitmap info = 1039 KB
Size of bitmap extra info = 64 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
TBM  =>  Starting parse of 'mainhall-snd.tbm' ...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.

  Initializing Haptic...
  Available haptic devices:
    <none>
    ERROR: Unable to open haptic joystick: Haptic: There are 0 haptic devices available
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_fsport-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_radar-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_loadout-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_icons-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 18x24 (25.0% wasted)
ANI cursor.ani with size 18x24 (25.0% wasted)
TBM  =>  Starting parse of 'soyakaze-hall.tbm' ...
TBM  =>  Starting parse of 'krios-hall.tbm' ...
TBM  =>  Starting parse of 'galateab-hall.tbm' ...
TBM  =>  Starting parse of 'galateaa-hall.tbm' ...
TBM  =>  Starting parse of 'bastionb-hall.tbm' ...
TBM  =>  Starting parse of 'bastiona-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
FFmpeg library initialized!
FFmpeg: License: LGPL version 2.1 or later
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 407
Initializing head tracking...
TrackIR Init Failed - 1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : The parameter is incorrect.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFMPEG Log: [theora @ 000000000236ba00] 7 bits left in packet 82
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
FFMPEG Log: [theora @ 00000000023586e0] 7 bits left in packet 82
FFmpeg: Using video codec Theora (theora).
FFmpeg: Using audio codec Vorbis (vorbis).
Compiling new shader:
Video Playback
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Shader Variant Features:
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, non-keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, non-keyframe not correctly marked.
FFMPEG Log: [ogg @ 0000000002356540] Broken file, keyframe not correctly marked.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Bunny.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Sat Nov 25 07:39:31 2017

 
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
I don't remember but does 3.7.2 have bloom? Try adding "-bloom_intensity" to your flags. IIRC the default value is 100 (which is in my opinion way too high). Try setting it to something smaller like 8 or disabling it at zero.

  

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
In fact, the only difference between the launches is that I use a different file.
Here's the thing, though: that's actually a major difference. 3.7.2 and 3.8.0 have entirely different rendering engines; in fact, they both have different rendering engines to 3.7.4, the stable version in-between the two.

Long story short, you are never going to get 3.7.2 and 3.8.0 looking the same, especially not with the same lighting flags. You can, however, get 3.8.0 looking somewhat more similar to 3.7.2 by disabling post-processing.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
Ah, I see. Thank you then. I might try turning off post-processing or playing around with the effects. Thank you, I know now that at least it's not something I've messed up.

 
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
It's a huge mistake that the new renderer in 3.8.0 is made mandatory. I don't like it at all, and it seems there are a lot of people sharing that feeling.

There really should a command line parameter like "-Use_legacy_renderer", which reverts to 3.7.4 era renderer. I mean, the code for it already exists, doesn't it?

Before 3.8.0 all the other graphical features were optional, even deferred lighting and shadows!  :nervous:

 

Offline m!m

  • 211
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
Keeping the legacy renderer would require maintaining two or even more separate rendering paths which is not an option if the SCP already has a problem with finding graphics coders.

 
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
I hear you, but then again the new renderer shouldn't have deviated this much from the original look (even though its inner workings are now revisioned).

One of the thing that irritated me the most was the complete lack of documentation about the graphical changes in 3.8.0. When you look at the wiki page for command lines (http://wiki.hard-light.net/index.php/Command-Line_Reference#Lighting), there are zero mentions about which "lighting options" are now obsolete since 3.8.0. And this wiki page is one of the first pages that a new player looks when they want to setup SCP...  :confused:

 
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
I hear you, but then again the new renderer shouldn't have deviated this much from the original look (even though its inner workings are now revisioned).

One of the thing that irritated me the most was the complete lack of documentation about the graphical changes in 3.8.0. When you look at the wiki page for command lines (http://wiki.hard-light.net/index.php/Command-Line_Reference#Lighting), there are zero mentions about which "lighting options" are now obsolete since 3.8.0. And this wiki page is one of the first pages that a new player looks when they want to setup SCP...  :confused:

EDIT: This page is now obsolete too: http://wiki.hard-light.net/index.php/Sample_Lighting_Settings

 

Offline m!m

  • 211
Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
I hear you, but then again the new renderer shouldn't have deviated this much from the original look (even though its inner workings are now revisioned).
I honestly do not see why everyone is so upset about the new lighting effects. In my opinion, it looks practically the same and in most circumstances it looks even better. The only thing that I needed to change was the ambient light parameter since the new HDR renderer produces brighter images by default.

One of the thing that irritated me the most was the complete lack of documentation about the graphical changes in 3.8.0. When you look at the wiki page for command lines (http://wiki.hard-light.net/index.php/Command-Line_Reference#Lighting), there are zero mentions about which "lighting options" are now obsolete since 3.8.0. And this wiki page is one of the first pages that a new player looks when they want to setup SCP...  :confused:
Updating the lighting presets could be done so if you have some new lighting recommendation then you are welcome to add it to the wiki page.

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: FSO 3.8.0 x64 SSE2 Ignores Lighting Options
I don't like it at all, and it seems there are a lot of people sharing that feeling.
A lot of people like it, too; what's your point? How popular or unpopular it is can't be easily gauged, and is less relevant than who's willing and able to work on the code in question... which is very few people.

There really should a command line parameter like "-Use_legacy_renderer", which reverts to 3.7.4 era renderer. I mean, the code for it already exists, doesn't it?
Yeah, it exists... the entire 3.7.4 codebase is still available. If you want to perform the OpenGL Core overhaul on the old renderer, be my guest; we could use more graphics coders. Don't expect any current SCP devs to do it, though; nobody with the technical know-how is interested in maintaining the old renderer.

Before 3.8.0 all the other graphical features were optional, even deferred lighting and shadows!  :nervous:
Deferred lighting and shadows are still optional. If you don't like HDR that much, turn off post-processing.

there are zero mentions about which "lighting options" are now obsolete since 3.8.0
As far as I know, none of them are obsolete (except maybe -ogl_spec; I can't remember if that was repurposed or not).
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.