MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001398 | Zandronum | [All Projects] Bug | public | 2013-07-14 08:51 | 2013-07-21 08:26 |
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Reporter | President People | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | acknowledged | Resolution | waiting for zdoom | |
Platform | Apple | OS | Mac OS X | OS Version | 10.4-10.7 |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
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Summary | 0001398: Pulselight dynamic light type bugginess |
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.
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Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
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Attached Files | BrokenBarrel.pk3 (1,322) 2013-07-14 08:51 https://zandronum.com/tracker/file_download.php?file_id=1011&type=bug
BrokenBarrelv2.pk3 (1,357) 2013-07-14 22:32 https://zandronum.com/tracker/file_download.php?file_id=1013&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2013-07-14 08:51 | President People | New Issue | |
2013-07-14 08:51 | President People | File Added: BrokenBarrel.pk3 | |
2013-07-14 08:59 | President People | Note Added: 0006626 | |
2013-07-14 13:32 | Dusk | Description Updated | bug_revision_view_page.php?rev_id=3685#r3685 |
2013-07-14 13:32 | Dusk | Note Added: 0006627 | |
2013-07-14 15:32 | Torr Samaho | Note Added: 0006629 | |
2013-07-14 22:32 | President People | File Added: BrokenBarrelv2.pk3 | |
2013-07-14 22:35 | President People | Note Added: 0006642 | |
2013-07-14 22:36 | President People | Note Edited: 0006642 | bug_revision_view_page.php?bugnote_id=6642#r3698 |
2013-07-16 17:23 | Arco | Note Added: 0006669 | |
2013-07-21 08:25 | Torr Samaho | Note Added: 0006721 | |
2013-07-21 08:25 | Torr Samaho | Status | new => acknowledged |
2013-07-21 08:26 | Torr Samaho | Resolution | open => waiting for zdoom |
Notes |
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Sorry, I explained Barrel3 completely wrong. It's late, and I've wasted my whole night trying to figure this crap out. Here's the correct explanation:
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. |
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(0006627)
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Dusk
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2013-07-14 13:32
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Updated description with the corrected paragraph. |
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Is this any different in GZDoom? |
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It is not any different in GZDoom.
At first I was fooled into thinking it was, as I borrowed a light from Zandronum's DOOMDEFS. The red light did not appear (since it didn't exist), and the green light persisted on all three (since it was defined in the example - which is interesting actually).
But it is indeed broken, as I've updated the example to be self-contained (gldefs-wise, at least); both the red and green lights are defined within the example now.
Same results in GZDoom as in Zandronum with version 2 of the example.
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(0006669)
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Arco
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2013-07-16 17:23
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I tested this with the latest verison of GzDoom (1.8.2) and it appears to have the same problems as defined on this ticket. GzDoom 323 also suffers from this. |
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Then this should be taken care of in GZDoom first. |
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