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1.0.5g colors go wonky in scintilating caverns

Posted: Sat Nov 02, 2013 4:02 am
by Doctornull
OS/X 10.9 64bit, playing in a window (not fullscreen).

Here's the log around where this happened:

Code: Select all

[LOG]	Shard uses Mindlash.
[MIND CRIT %]	4.2
[PROJECTOR] starting dam	79
[PROJECTOR] after difficulty dam	79
[PROJECTOR] res	0	1	 on dam	79
[PROJECTOR] after resists dam	79
[PROJECTOR] after flat damage armor	79
[PROJECTOR] final dam	79
New GL Shader program 16
*p 16: Uniform: 0: 1406 ellipsoidalFactor
*p 16: Uniform: 1: 1406 tick_start
*p 16: Uniform: 2: 1406 oscillationSpeed
*p 16: Uniform: 3: 8B5E tex
*p 16: Uniform: 4: 1406 tick
*p 16: Uniform: 5: 1406 time_factor
[LOG]	#UID:1655:0#Shard(YOU) hits King cobra for #aaaaaa#79 physical#LAST# damage.
[LOG]	#{bold}##UID:1655:0#Shard(YOU) killed King cobra!#{normal}#
[LOG]	
[LOG]	Resting starts...
Astar fail: destination unreachable
[LOG]	The shield around Shard crumbles.
black crystal	17820	dumb ai talents can use	Phase Door	T_PHASE_DOOR
dumb ai uses	T_PHASE_DOOR
white crystal	17828	dumb ai talents can use	Phase Door	T_PHASE_DOOR
dumb ai uses	T_PHASE_DOOR
Astar fail: destination unreachable
Astar fail: destination unreachable
[LOG]	#00ff00##UID:997:0#Talent Mindlash is ready to use.
[LOG]	#00ff00##UID:538:0#Talent Arcane Reconstruction is ready to use.
Astar fail: destination unreachable
giant rabbit	17858	dumb ai talents can use	Evasion	T_EVASION
dumb ai uses	T_EVASION
[LOG]	#00ff00##UID:116:0#Talent Rune: Shielding is ready to use.
black crystal	17820	dumb ai talents can use	Phase Door	T_PHASE_DOOR
dumb ai uses	T_PHASE_DOOR
white crystal	17828	dumb ai talents can use	Ice Shards	T_ICE_SHARDS
white crystal	17828	dumb ai talents can use	Phase Door	T_PHASE_DOOR
dumb ai uses	T_ICE_SHARDS
[SPELL CRIT %]	26
Adding entity	17950	after	17828
[LOG]	Rested for 11 turns (stop reason: hostile spotted to the west (black crystal)).
[LOG]	
[LOG]	Shard uses Mindlash.
[MIND CRIT %]	4.2
[PROJECTOR] starting dam	76
[PROJECTOR] after difficulty dam	76
[PROJECTOR] res	0	1	 on dam	76
[PROJECTOR] after resists dam	76
[PROJECTOR] after flat damage armor	76
[PROJECTOR] final dam	76
New GL Shader program 23
*p 23: Uniform: 0: 1406 ellipsoidalFactor
*p 23: Uniform: 1: 1406 tick_start
*p 23: Uniform: 2: 1406 oscillationSpeed
*p 23: Uniform: 3: 8B5E tex
*p 23: Uniform: 4: 1406 tick
*p 23: Uniform: 5: 1406 time_factor
[LOG]	#UID:1655:0#Shard(YOU) hits Black crystal for #aaaaaa#76 physical#LAST# damage.
[LOG]	#{bold}##UID:1655:0#Shard(YOU) killed Black crystal!#{normal}#
white crystal	17828	dumb ai talents can use	Phase Door	T_PHASE_DOOR
dumb ai uses	T_PHASE_DOOR
[LOG]	
Server latency	203
[USERCHAT] channel achievement	klee53	tome	Curse Lifter	false	false
[ENGINE] Setting requested FPS to 2 (500 ms)

Re: 1.0.5g colors go wonky in scintilating caverns

Posted: Sat Nov 02, 2013 4:40 am
by Doctornull
Happened again, this time right when entering Last Hope.

Re: 1.0.5g colors go wonky in scintilating caverns

Posted: Sat Nov 02, 2013 10:55 am
by darkgod
Ah you too .. hum
Can you please edit the file engine/Shader.lua

replace at line 37 the function

Code: Select all

function _M:cleanup()
	local time = os.time()
	local todel = {}
	for name, s in pairs(self.progs) do
		if s.dieat < time then todel[name] = true end
	end
	for name, _ in pairs(todel) do self.progs[name] = nil end
end
with

Code: Select all

function _M:cleanup()
end
To edit the file you need to open game/engines/te4-1.0.5.teae as a zip file

Re: 1.0.5g colors go wonky in scintilating caverns

Posted: Sat Nov 02, 2013 9:54 pm
by Doctornull
After applying your fix, I'm not seeing that washed-out graphics glitch anymore.

I'll report back if it happens again. Thanks!