[1.5.10] Random water tiles appearing after new install

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BugReporter
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Posts: 62
Joined: Wed Jun 06, 2018 10:53 am

Re: [1.5.10] Random water tiles appearing after new install

#16 Post by BugReporter »

Thanks for testing. With two reports [1] and the fact that this issue disappears when advanced shaders are disabled [2][3][4], it's safe to assume that water.frag is at fault.
I made another test addon to find the code in water.frag that doesn't work on some hardware, but didn't upload it due to a lack of free time. Maybe I should check if it's ready and add it to this topic.

[1] Another report http://forums.te4.org/viewtopic.php?f=4 ... 10#p234989
[2] http://forums.te4.org/viewtopic.php?f=4 ... 9a#p233610
[3] https://steamcommunity.com/app/259680/d ... 2487338631
[4] A table with shaders that load on the world map and options that disable them, provided I did it correctly.

Code: Select all

main_fbo.lua         main_fbo.frag         shaders/framebuffer
full_fbo.lua         full_fbo.frag         shaders/framebuffer
wobbling.lua         wobbling.frag         shaders/framebuffer
underwater.lua       underwater.frag       shaders/framebuffer
motionblur.lua       motionblur.frag       shaders/framebuffer
blur.lua             blur.frag             shaders/framebuffer
timestop.lua         timestop.frag         shaders/framebuffer
line_grids.lua       line_grids.frag       shaders/framebuffer
gestures.lua         gestures.frag         shaders/framebuffer
target_fbo.lua       target_fbo.frag       shaders/framebuffer
boneshield.lua       boneshield.frag       shaders
rotatingshield.lua   rotatingshield.frag   shaders
shadowfire.lua       shadowfire.frag       shaders
flames.lua           sparks.frag           shaders
water.lua            water.frag            shaders/avanced
textoutline.lua      textoutline.frag      shaders
objectsoutline.lua   objectsoutline.frag   shaders
tree.lua             tree.frag             shaders/framebuffer

BugReporter
Higher
Posts: 62
Joined: Wed Jun 06, 2018 10:53 am

Re: [1.5.10] Random water tiles appearing after new install

#17 Post by BugReporter »

OK. I got a chance to test this issue on a system with a desktop Haswell cpu with Intel HD Graphics 4600 igpu. Driver version was 15.40.42.5063 (the latest version available as of the moment of testing). ToME 1.5.10, Win10.
Tried playing normally a little (only several dungeons in the beginning of the game), restarting the game, a few different race + class combinations, changing shader options and tile size. Unfortunately, there were no signs of water in places other then where it usually is. Maybe the system, igpu or its driver is unaffected by this bug or actions were wrong.
I fixed a test addon and reduced the number of files to be tested but I totally forgot there was 1.6. Give me a few days. I'll make sure it works with the newest version of the game.

Edit. Added a test addon for ToME 1.6.4.

IMPORTANT! If you decide to test, please do be careful. Water flickers in game when water.frag from water_test_files/1/ is used. I tried to minimize the effect, but it is still noticeable.

Steps:

1. Back up your tome home folder (T-Engine) in C:/users/"UserName"/.

2. Extract files. There should be 2 directories: tome_water_test.teaa and water_test_files.

3. Copy tome_water_test.teaa in "TomeInstallPath"/game/addons/.

4. Enable the water test addon in addons menu.

5. Enable Developer Mode in Options.

6. Start a new ToMe game. I don't know if this bug always appears.

7. If the bug appears, press Ctrl+S to save the game.

8. Use Ctrl+Alt+Shift+R to reload to make sure the issue remains after reload.

9. Switch to explorer. Copy water.frag from water_test_files/1/ to "TomeInstallPath"/game/addons/tome_water_test.teaa/overload/data/gfx/shaders/.

10. Switch to the game and reload with Ctrl+Alt+Shift+R.

11. If water appears where it shouldn't be => try water.frag from water_test_files/1-a/ and reload the game with Ctrl+Alt+Shift+R.
If water appears where it should be => try water.frag from water_test_files/2/ reload the game with Ctrl+Alt+Shift+R. Then try water.frag files from water_test_files/2-"letter"/

I don't know if step 11 is well explained. Maybe the following example can do it better.

Code: Select all

water.frag with water in place of grass
          1       or         2
         /                    \
       1-a              ________________
  Is water broken?     /    /     \     \
     /      \         2-a   2-b   2-c   2-d
   yes      no     Does any of 2-"letter" have broken water?
                    /     \
                  yes     no
12. Remove water test addon.

13. Restore your user data backup.

Notes:
Water may look weird with some water.frag files. But what's important is whether it appears where normally there is no water.
Line 5 in every water.frag file (excluding original water.frag) has the file's number (example for a file from water_test_files/2-c/ "// Water test file 2-c").

IMPORTANT! If you decide to test, please do be careful. Water flickers in game when water.frag from water_test_files/1/ is used. I tried to minimize the effect, but it is still noticeable.
Attachments
testing_water_frag _addon.zip
Please read IMPORTANT! note above before testing this addon.
(10.71 KiB) Downloaded 135 times

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