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Summary 0001398: Pulselight dynamic light type bugginess
Revision 2013-07-14 13:32 by Dusk
Description Depending on its position in the dynamic light binding sequence, pulselights may not correctly appear. I have arranged three actors to demonstrate this. They are copies of the ExplosiveBarrel, and each have dynamic lights assigned to them in different order. The explosion staying after they are destroyed is intended behavior.

BrokenExplosiveBarrel has only one dynamic light in the sequence: a green pulselight. when you destroy the actor, the light appears on the last frame and persists (as intended).

BrokenExplosiveBarrel2 has two lights: a red flickerlight on the first frame, and a green pulselight on the last. When the actor is destroyed, the green pulselight appears very brightly for an instant, and disappears completely.

BrokenExplosiveBarrel3 has three lights: a green pulselight, a red flickerlight, and a green pulselight again. The green pulselight on the first frame appears fine. When the actor is destroyed, the red flickerlight and green pulselight will appear very brightly in sequence for an instant, and the green pulselight will persist.


This can't be intended behavior for pulselights? The Zdoom wiki mentions nothing about this strangeness.

Revision 2013-07-14 08:59 by Dusk
Description Depending on its position in the dynamic light binding sequence, pulselights may not correctly appear. I have arranged three actors to demonstrate this. They are copies of the ExplosiveBarrel, and each have dynamic lights assigned to them in different order. The explosion staying after they are destroyed is intended behavior.

BrokenExplosiveBarrel has only one dynamic light in the sequence: a green pulselight. when you destroy the actor, the light appears on the last frame and persists (as intended).

BrokenExplosiveBarrel2 has two lights: a red flickerlight on the first frame, and a green pulselight on the last. When the actor is destroyed, the green pulselight appears very brightly for an instant, and disappears completely.

BrokenExplosiveBarrel3 has three lights: green pulselight, a red flickerlight, and a green pulselight. When the actor is destroyed, the red flickerlight and green pulselight will appear very brightly in sequence for an instant, and again disappear completely.


This can't be intended behavior for pulselights? The Zdoom wiki mentions nothing about this strangeness.







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