MantisBT - Zandronum
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0003202Zandronum[All Projects] Suggestionpublic2017-07-27 17:332020-12-09 21:56
Korshun 
 
normalminoralways
needs testingopen 
MicrosoftWindowsXP/Vista/7
3.0-beta 
3.1 
0003202: Dynamic light size cannot be enforced by server
Setting gl_lights_size to something huge, like 10, can be used to see what's happening behind walls, and is not enforced by sv_forcegldefaults.
Considering that even the default size of 1 can be theoretically used as a wallhack, it might be preferable to introduce a new cvar to force light size (for maps that require them) or disable dynamic lights. Something like sv_maxlightsize with a default of -1 (unlimited), 0 being force off, 1 being no larger than default size.
No tags attached.
has duplicate 0003222closed  opengl -> glowing object glows via opening walls 
Issue History
2017-07-27 17:33KorshunNew Issue
2017-07-28 00:45jdagenetNote Added: 0018110
2017-08-13 10:36DuskRelationship addedhas duplicate 0003222
2017-08-13 10:39DuskNote Added: 0018175
2017-08-13 10:39DuskTarget Version => 3.1
2017-08-14 18:38FilysteaNote Added: 0018190
2018-05-07 20:09StrikerMan780Note Added: 0019218
2018-05-07 20:10StrikerMan780Note Edited: 0019218bug_revision_view_page.php?bugnote_id=19218#r11527
2020-12-09 21:56doomjoshuaboyNote Added: 0021578
2020-12-09 21:56doomjoshuaboyStatusnew => needs testing

Notes
(0018110)
jdagenet   
2017-07-28 00:45   
I think it'd be better and easier to just force them on with a size of 1 if SV_ForceGLDefaults is true. Seems pointless to have a separate server variable.
(0018175)
Dusk   
2017-08-13 10:39   
I agree, this should be tacked onto sv_forcegldefaults.
(0018190)
Filystea   
2017-08-14 18:38   
since my ticket was closed due to duplicate i clicked strong support tho i think your issue is different.
(0019218)
StrikerMan780   
2018-05-07 20:09   
(edited on: 2018-05-07 20:10)
In the latest GZDoom, the ability to change dynamic light size was removed. (And for good reason.) Might as well follow that.

(0021578)
doomjoshuaboy   
2020-12-09 21:56   
This was fixed in zandronum but need further testing. Thanks to Kaminsky.