Notes |
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IIRC this is a known limitation of the dynamic light system, but just to be sure: Is it any different in GZDoom 323? If not, is it different in the latest GZDoom version? |
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(0004188)
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Cerebus
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2012-08-02 05:39
(edited on: 2012-08-02 06:05) |
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I compared the two, GZDoom 323 does not have this problem; only Zandronum
EDIT: Updated GZDoom to latest revision, same results
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Not only a "wall-door", but dlights seem to pass through and some other walls in ZH. |
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Can somebody double check that GZDoom 323 behaves differently in this regard? |
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(0004212)
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Qent
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2012-08-02 20:55
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GZDoom 323 doesn't work on my computer, but the latest GZDoom does have this issue. |
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Qent, thanks for checking. This is what I expected. Cerebus, I can hardly believe that this doesn't happen with GZDoom 323. Can you double check this? |
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(0004214)
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Minigunner
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2012-08-02 22:04
(edited on: 2012-08-02 22:07) |
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I have been told (by Gez or Blzut3, IIRC) that fixing that would require constant line of sight checks or some cheap workaround.
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(0004216)
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Cerebus
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2012-08-02 22:22
(edited on: 2012-08-02 22:45) |
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I rechecked like you asked, I stand on my statement. It does not occur in GZDoom 323 or the latest revision. Perhaps it the way the settings are arranged?
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(0004218)
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Dusk
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2012-08-03 00:45
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Try a clean INI on both and see if the behavior stays the same? |
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(0004221)
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Cerebus
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2012-08-03 01:26
(edited on: 2012-08-03 02:48) |
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I IDCLIPed into the same area where the armor flashes from in GZDoom (latest revision, same problem happens in GZDoom 323). I found out that the reason the dynamic lights are not flashing through the wall in either revision of GZDoom because there is no light emitting to begin with as shown in this next screenshot.
EDIT: Forgot to mention that I did a clean INI on Zandronum, no improvement.
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(0004223)
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Qent
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2012-08-03 03:28
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That is true -- I had to load lights.pk3 (included in the GZDoom zip) manually. |
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(0004225)
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Cerebus
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2012-08-03 04:26
(edited on: 2012-08-03 04:28) |
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Disregard the 2nd screenshot I uploaded. I did as Qent said and loaded lights.pk3 manually. It turns out that the problem also occurs in the latest GZDoom revision which, in turn, means that it happens in GZDoom 323
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(0004236)
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Dusk
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2012-08-03 21:21
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Please report this at GZDoom, then. |
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(0004237)
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Cerebus
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2012-08-03 22:40
(edited on: 2012-08-03 23:55) |
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:\ . . . Perhaps you haven't paid attention to the last 8 notes or so, but (1) this happens in both GZDoom and Zandronum and (2) I am not a registered member at the GZDoom forums and right now I report bugs as I see them on Zandronum. :)
EDIT: just made an account there withing the last 5 minutes of this edit and have since reported the problem
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(0004239)
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Qent
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2012-08-04 02:31
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No, he paid attention to them. When a bug occurs in both (G)ZDoom and Zandronum, what is typically done is the bug is fixed in (G)ZDoom first, and then the fix is backported to Zandronum when convenient. |
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As I said in the first note
Quote from Torr Samaho IIRC this is a known limitation of the dynamic light system
So you can report it over there, but chances are that it won't be fixed. |
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