MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002724 | Zandronum | [All Projects] Bug | public | 2016-05-03 20:51 | 2018-09-30 21:57 |
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Reporter | Zalewa | |
Assigned To | Edward-san | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 3.0-beta | |
Target Version | 3.0 | Fixed in Version | 3.0 | |
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Summary | 0002724: Blinking sectors with 256 brightness blink to darkness online. |
Description | When sector brightness is set to 256 some of the standard Doom lighting effects (flicker and blink, but not glow) will cause the sector to blink between complete darkness and brightness of the adjacent sector. This happens only online. Tested with build 3.0-alpha-r160131-2023. Correct behavior can be achieved by a workaround of lowering the sector brightness level to 255. |
Steps To Reproduce | 1. Download attached sector_lights.wad
2. Run this WAD on server in cooperative mode (MAP01).
3. Join the server and observe.
4. Then run this WAD in offline mode and observe again - problem should go away. |
Additional Information | I have checked with Zandronum 2.1.2, Chocolate Doom and vanilla Doom. All of them work correctly with brightness 256. |
Tags | No tags attached. |
Relationships | |
Attached Files | sector_lights.wad (5,303) 2016-05-03 20:51 /tracker/file_download.php?file_id=1802&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2016-05-03 20:51 | Zalewa | New Issue | |
2016-05-03 20:51 | Zalewa | File Added: sector_lights.wad | |
2016-05-04 17:21 | Edward-san | Note Added: 0014819 | |
2016-05-04 17:25 | Edward-san | Note Edited: 0014819 | bug_revision_view_page.php?bugnote_id=14819#r8973 |
2016-05-04 18:14 | Edward-san | Note Added: 0014820 | |
2016-05-04 18:14 | Edward-san | Assigned To | => Edward-san |
2016-05-04 18:14 | Edward-san | Status | new => assigned |
2016-05-04 18:15 | Edward-san | Note Edited: 0014820 | bug_revision_view_page.php?bugnote_id=14820#r8975 |
2016-05-04 19:10 | Edward-san | Note Added: 0014821 | |
2016-05-04 19:10 | Edward-san | Status | assigned => needs review |
2016-05-04 20:20 | Zalewa | Note Added: 0014822 | |
2016-05-04 21:55 | Edward-san | Note Added: 0014823 | |
2016-05-04 21:56 | Edward-san | Note Edited: 0014823 | bug_revision_view_page.php?bugnote_id=14823#r8977 |
2016-05-04 22:00 | Edward-san | Note Edited: 0014823 | bug_revision_view_page.php?bugnote_id=14823#r8978 |
2016-05-04 22:00 | Edward-san | Note Edited: 0014823 | bug_revision_view_page.php?bugnote_id=14823#r8979 |
2016-05-08 19:09 | Torr Samaho | Note Added: 0014833 | |
2016-05-08 19:10 | Torr Samaho | Status | needs review => feedback |
2016-05-08 20:57 | Edward-san | Note Added: 0014841 | |
2016-05-08 20:57 | Edward-san | Status | feedback => needs testing |
2016-05-11 22:29 | Ru5tK1ng | Note Added: 0014871 | |
2016-05-11 22:29 | Ru5tK1ng | Status | needs testing => resolved |
2016-05-11 22:29 | Ru5tK1ng | Resolution | open => fixed |
2016-05-11 22:29 | Ru5tK1ng | Fixed in Version | => 3.0 |
2016-05-11 22:29 | Ru5tK1ng | Target Version | => 3.0 |
2016-11-20 21:35 | Edward-san | Product Version | 3.0 => 3.0-beta |
2018-09-30 21:57 | Blzut3 | Status | resolved => closed |
Notes |
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(0014819)
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Edward-san
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2016-05-04 17:21
(edited on: 2016-05-04 17:25) |
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The network code assumes that the light value is in the range [0-255], so of course setting the brightness to 256 won't work. In 2.1, the minlight and the maxlight values were clamped between 0 and 255, so this is why the issue didn't show up before.
BTW: the involved zdoom change is r3223.
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(0014820)
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Edward-san
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2016-05-04 18:14
(edited on: 2016-05-04 18:15) |
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I reread the discussion which brought that fix:'http://forum.zdoom.org/viewtopic.php?f=7&t=29993 [^]' , it seems that it's possible to have the brightness values even greater than 256 (technically in the 'short int' range) since vanilla doom (see esselfortium's post in the next page) so it's necessary to raise the bandwidth consumption as needed.
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Fixed with this pull request.
Incidentally, I noticed a bug in zdoom's code which didn't clamp the light values for the light flicker code and made a bug report here. |
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(0014822)
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Zalewa
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2016-05-04 20:20
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Won't sending a short instead of a byte increase the bandwidth consumption needed during the entire game? Perhaps, while technically incorrect, it would've been more practical to clamp the value to 255 and keep sending it as a byte? I don't know if there's any case where brightness above 256 is used |
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(0014823)
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Edward-san
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2016-05-04 21:55
(edited on: 2016-05-04 22:00) |
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The only action which could give problems in term of bandwidth is the glowing light one (commit history doesn't tell me why each tic the server must send an update for the DGlow2 action...). Nevermind that. The additional bandwidth usage is either 1 or 2 bytes per action start/stop, so it's not a big deal.
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Do you know of any map where spending the additional byte makes a visible lighting difference? |
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Tested this online with r160510-1827 and the light effects appeared to be the same as offline effects. |
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