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Manhunt (NTSC-U) [SLUS-20827] Lighting Issue/bug #257
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If you've stumbled here expecting a solution: As of 1.5.0-git (98e8d93) this bug is still present in software renderer, but it's fixable in HW -- tested with OGL renderer on Linux -- by enabling these user hacks in "Advanced Settings" tab:
And apparently you have to set resolution to 2x native at least. I also recommend enabling "Unscale Point&Line Primitives", the effect of which you can see in the opening scene by comparing with SW output. |
There is also an issue with every time the camera static cutscene shows up, the sound effect is incorrect. And when you get to the crane in Fuelled By Hate, you cannot use the crane at all, but the game will continue. The crane just locks up and you can't exit it or anything. The game hardlocks. |
So enable autoflush solve the lightning bug? If yes the issue should be resolved because it is now implemented also in software mode. The intro issue is still here with last 1.5dev? |
Have you try all Half pixel offset (special-texture (agressive))? If this don't work, can you try the Wild arms offset? And for the crane part, can you try some tips and tell me if this work or not? -Try the OPHflagHack |
Thanks. Special (texture) did away with the graphical issues. I had it as normal (vertex) before. I tried those hacks again and they didn't work. It seems to only work with underclocking cyclerate. With the level "Grounds for Assault", I sometimes get TLB Misses on the start of the level. Similar to the intro issue. On the opening in game cutscene of the level, frames will skip, then it will end up on a grey screen and you can't move, just like the intro issue. It seems to only happen on this level. I found a way of reproducing the issue. It only happens when you let the FMV play all the way through on this level. |
Ok, let's try some workaround, when you start the "Grounds for Assault" level, did you have the EE cyclerate to -3? If yes, disable every speedhacks before entering in the level (or use the preset 1) and if it don't work, put the EE clamping mode to full. If you want to know, the backward compatible PS3 do the same error on the very first level. I suspect it's an Emotion engine Clock speed issue. |
When I start it with EE cyclerate to the preset, it will freeze after the FMV in the intro cutscene. I did find that if I set EE cyclerate to -3, the FMV can play all the way through without it freezing on the intro cutscene. It only seems to work when it's on -3 because I tried -2 and -1 and it froze. |
Ok so put the EE cyclerate to -3 solve the crane and the freezing fmv's issue? |
Yes. The crane also works with it set to -2. The FMV issue seems to only work with it at -3. And it unfortunately causes some stuttering with the FMV's. |
Can someone remove the "Software" and "Maybe?" label but instead add the "timing/voodoo" one? |
Update: Seems like issue is caused by this PR after all #5930. I did some testing and it is started to happen after v1.7.2662. |
Try #6229 |
You should be able to test it with master/nightly now, since #6229 is merged |
I'd wait for #6238 to merge however, I kinda bugged it :P (which it now has merged, please try 1.7.2823) |
Still same even after this PR is been merged. Tested on 1.7.2825. |
Can you also try #6238 as refraction say it may fix other problems. |
I kinda already did since i'm using very latest version and testing was done on it. |
It can sometimes look normal but it's still broken, i can record a vid if needed. P.S Lights look wrong on your pic. P.S.S you can't get correct behavior even via using SW mode, shit is voodoo. (pardon my french) |
tbh I don't know how to feel about this, because software mode looks very broken.. I think the fact it worked before was just lucky. |
I guess, you can get best result if you are will use 1.7.2661, after that build lights can't be fixed even with hacks which is sad. |
I tried 2661, it wasn't any better. |
This is from the Discord server: Don't really see a difference. |
yes, but 2825 Software (well it's actually PR #6251 ) so hardware has a slight difference, but I'm not sure 2662 is to blame, if anything it probably just exposed the issue further. I think we're fighting over the symptoms here. Like a fire is still a fire, if you throw petrol on it or not. |
I'm just saying that it became unfixable even with hacks after 2662 build, that's all. Not denying that this issue in general was before the PR at all. |
Hi, so i just so happen to have this issue, i know there's a fix for these lights above objects but i can only apply it to the stable release, and i can't use the latter because it has given me issues while the nightly build works pretty well for me and i can't apply the known workaround steps on it given the settings. Anyone knows how to fix this? |
The PR linked above is the only fix. and you need to also enable Autoflush. |
Thanks |
How do i activate autoflush on nightly build? |
Finally fixed it, thanks a lot to all of you |
Manhunt is working well now or is it in the maybe state yet? |
This can be closed i think since #10281 is merged. |
Oh yeah, I forgot to link it. |
@refractionpcsx2 thx to your efforts btw, it is finally here :) |
you're welcome :D That commit is kind of an interim solution, the plan is to move it in to the renderers, to hopefully make things more efficient, Plus it was nice to finally get some of the round sprite PR in. |
The first bug is you have to manually run the skip MPEG hack to get past the games intro or it freezes. The second issue is that the street lights are so bright and go throw walls.
I have tried the game on two different pcs and both in hardware and software mode in all dx modes and using AMD graphics card and NVidia card and both problems still exist.
The closest fix would is using skipdraw 2 but then the odd light may still flash and then has a small black square in the middle of it but still makes the game much nicer. It is tolerable until a few levels in where they use a lot of lights in one level and then u get constant flashing if using skipdraw 2 or just a big bright screen from the over kill of the lights.
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