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Halo Combat Evolved

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Reply 21 of 30, by dr.zeissler

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Mac Versions suffer from different glitches in lightning and shaders too. Radeon 2600 seems to be fine, rest has several different glitches.

CPU: PII 133-333 MOBO: SNI-D981 RAM: 512- FDD: Dualfloppy 3,5"HD/5,25"HD - 3,5"HD - 5,25"DD ISA-Catweasel HDD: 2x40GB - DVD
ISA(3): Audician32-S2Dreamblaster - GusACE PCI(3): Monster3D- Intel NW AGP(1): 3dfx V3-3000

Reply 22 of 30, by Dege

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Vaporeon wrote on 2020-05-27, 16:38:

Hey, was anything found on the above plasma glow issue?

Was this issue fixed only partially? I thought it's working with the 2.63.1, I mentioned it in the changelog (Fixing a minor D3D DXBC generator bug (Halo CE)).

Reply 26 of 30, by dr.zeissler

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Are the shaders "universal"? So can I copy them from the PC to the Mac-Version?

I did some additional testing for the MacVersion:

Core2Duo MacMini Nvidia9400m shared gfx. Mac OS 10.6.8 with Halo Mac Universal DVD-Version 2.0
- Vsync is broken. Activating Vsync leads to strange fps and hickups. 30fps setting is working OK.
- Shaders are set to vertex+pixelshaders (advanced shaders produces flickering on some textures)
- Lightning, shadows seem to be ok. for the reflections and the bumps I am note sure.

If I update this universal (ppc+intel) version to the next version 2.0.2 I get broken shaders and broken lightning.
Vsync is fixed though but now the game is ugly. If I only interchange the binary it's also broken...hmm strange...

How are the floor-textures in "Two Betrayals" supposed to look like...are they shiny glass or are they blue metallic?

thx!

CPU: PII 133-333 MOBO: SNI-D981 RAM: 512- FDD: Dualfloppy 3,5"HD/5,25"HD - 3,5"HD - 5,25"DD ISA-Catweasel HDD: 2x40GB - DVD
ISA(3): Audician32-S2Dreamblaster - GusACE PCI(3): Monster3D- Intel NW AGP(1): 3dfx V3-3000

Reply 27 of 30, by Dege

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Vaporeon wrote on 2020-05-30, 19:25:

Load the MP map "damnation" and there is a plasma rifle on the ground (weapon in that image) in a room that is directly next to the waterfall.

Thanks! (though I used cheat_all_weapons instead, proved to be more simple)

So, I debugged how the plasma riffle is drawn and turned out that the glowing plasma-power is always rendered but with varying transparency factor.
For example, it's clearly visible when it's lying on the ground. Or, when I hold it in my hands and make a shoot then it fades away gradually.

It's not clear for me exactly how, but the results of some occlusion queries also affects the value of the transparency factor. The more visible pixels the more opacity.
The thing is, when resolution is forced (to be larger) through dgVoodoo then occlusion queries report more visible pixels than expected, that's why the glow isn't (almost) fully transparent.
I tried the game with unforced resolution/MSAA and it worked as expected in that case:
image.png

The solution would be scaling the result of occlusion queries according to the resolution. I'll consider it for the 2.7.x series (but not for 2.6.x).

dr.zeissler wrote on 2020-05-31, 08:14:

Are the shaders "universal"? So can I copy them from the PC to the Mac-Version?

I don't think that. Probably the sources that they are generated/compiled from have common roots.
But PC version works with DX bytecode shaders that aren't compatible with OGL glsl-shaders the Mac version need (I don't know the Mac version at all though, I just guess it's OGL).

Reply 28 of 30, by dr.zeissler

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Hi there, I managed to get Halo on Mac working with HD3000 by using HaloMD and copy the campain from Halo to HaloMD.
HaloMD seems to have fixed most of the issues. But Bumps are still wrong...

btw. shaders used in riddick are "universal". it worked copying that patch to my mac installation: https://www.moddb.com/mods/the-chronicles-of- … nhdr-shader-mod

CPU: PII 133-333 MOBO: SNI-D981 RAM: 512- FDD: Dualfloppy 3,5"HD/5,25"HD - 3,5"HD - 5,25"DD ISA-Catweasel HDD: 2x40GB - DVD
ISA(3): Audician32-S2Dreamblaster - GusACE PCI(3): Monster3D- Intel NW AGP(1): 3dfx V3-3000

Reply 30 of 30, by MrEWhite

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Delfino Furioso wrote on 2020-06-19, 09:25:

I have a question, just out of naivety.. Why should we use dgVoodoo with HaloCE when Chimera exists?

Well, they both achieve two different things. Using dgVoodoo for Halo allows you to enable proper hardware anti-aliasing, along with fixing shaders on PC without any workarounds. Chimera just adds fixes and QOL changes to Halo.