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 Post subject: Sikkmod SMP screen problem
PostPosted: Fri Apr 20, 2012 12:57 am 
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I've been modding Quake 4 for for a little while now. I was wanting to use some of sikkpin's features such as the HDR/bloom and DOF. Unfortunately when I have those features turned on with SMP on there is a flashing that goes off in the left corner of the screen. If I turn SMP off then it doesn't flash anymore but it is absolutely essential that SMP be turned on. Is there any other way around the corner flashing problem?

Here is a video link to what the problem looks like. This is with a vanilla install of sikkmod, with bloom on at 1024, DOF on, and SMP on.
http://www.youtube.com/watch?v=qTZGf4jI ... e=youtu.be

I noticed that with bloom, the size of the flicker was directly related to the bloom size setting, so if 1024 it would be 1024 pixels of the screen.


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 Post subject: Re: Sikkmod SMP screen problem
PostPosted: Fri Apr 20, 2012 11:04 am 
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Just a shot in the dark : is that not a subrender which needs to be suppressed? I'd have a look to see that there are not cases in which it's not hidden in the current view.


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 Post subject: Re: Sikkmod SMP screen problem
PostPosted: Fri Apr 20, 2012 8:16 pm 
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You might be on to something. I tried some things: First, I normally play at 1920x1080 so I set the resolution to a 4:3 ratio of 1024x768 and it still occurred. Then I changed it back to 1920x1080 and I changed the timescale to .4 so the FPS was a solid 26fps (under 30) and then the problem didn't occur anymore. It's like if the frames per second goes over 30 it will happen. Since everything is drawn at 640x480 and then stretched to the player's resolution, I would think then that there has to be some type of synchronization problem that SMP is causing.

I'm totally new to sikkpin's stuff so when I look at functions like PostFX_Bloom() I really don't know where to start. Where would the subrender process be and how could I suppress it?


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 Post subject: Re: Sikkmod SMP screen problem
PostPosted: Sat Apr 21, 2012 7:17 pm 
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Ah never mind this subject. I just though it would be a cool idea.


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 Post subject: Re: Sikkmod SMP screen problem
PostPosted: Tue Apr 24, 2012 6:19 am 
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There are a number of sikkmod features that are inhibited by Quake4's sloppier code. I've spent more time than I'd care to remember troubleshooting issues with sikkpin that were non-existent in his doom 3 build.

HDR, Bloom, DOF all work fine, but soft shadows don't work at all and HDR flares may or may not bleed to the opposite side of the screen in the build you have.

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