-
Notifications
You must be signed in to change notification settings - Fork 181
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Goldfinger multiplayer - Players at the bottom of the screen not rendering #2490
Comments
I have a similar problem to this. The whole bottom screen in multiplayer mode (2+ players) of modded games (Goldfinger, Goldeneye X, Perfect Dark +) exhibits a gray box with only the radar and weapon shown. This behavior doesn't happen on unmodded games like 007 Goldeneye and Perfect Dark. Hope a solution is in the works soon 😃 |
Can you try adding
|
Correction: with the setting "frameBufferEmulation\forceDepthBufferClear=1" on, Perfect Dark Plus(+) works perfectly. Goldfinger 64 and Goldeneye X exhibit the same weird behavior (polygons/images flickering or disappearing). Could this be a result of how those modded games were made? |
Most likely it is the result of modifications.
Hardly. I don't have time for mods. |
I'm able to test with 2 and 3 players in m64p with the April 19 release. Only the sky, radar and the player's weapon render.
During the camera spin around the head at the start of the match, you can see a bit more being rendered. The world geometry disappears when the camera enters the head of the player.
Same result buggy result as before, but not with 3 players. Players at the top of the screen render correctly.
I can add
to
GLideN64.custom.ini
and the result would be this. It renders a bit more, but I'd get other graphical bugs. (polygons not sorted, player models and on-the-ground items not rendering)It's similar to this issue #1173 which has been fixed years ago. Similar behavior to #1609 occurs (seeing through walls, player models disappearing).
I also played around with the settings
frameBufferEmulation\N64DepthCompare=
andgeneralEmulation\enableFragmentDepthWrite=
but couldn't fix the issue.The text was updated successfully, but these errors were encountered: