MantisBT - Zandronum
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0000947Zandronum[All Projects] Bugpublic2012-08-02 05:182012-08-06 11:23
Cerebus 
 
normalminoralways
closedwaiting for zdoom 
MicrosoftWindowsXP/Vista/7
1.0-beta 
 
0000947: Dynamic Lights shining through walls
I was playing Doom 2 when I came across a visual glitch where the dynamic lights of what looks like Armor is seen shining through a wall-door (you get what I mean on this, hopefully).
IWAD: Doom 2
PWADs: none
Map: MAP06
No tags attached.
png Screenshot_Doom_20120801_221217.png (1,758,619) 2012-08-02 05:18
/tracker/file_download.php?file_id=653&type=bug
png Screenshot_Doom_20120802_182027.png (1,247,039) 2012-08-03 01:26
/tracker/file_download.php?file_id=655&type=bug
png Screenshot_Doom_20120802_212429.png (1,157,634) 2012-08-03 04:27
/tracker/file_download.php?file_id=656&type=bug
Issue History
2012-08-02 05:18CerebusNew Issue
2012-08-02 05:18CerebusFile Added: Screenshot_Doom_20120801_221217.png
2012-08-02 05:20Torr SamahoNote Added: 0004187
2012-08-02 05:21Torr SamahoStatusnew => feedback
2012-08-02 05:39CerebusNote Added: 0004188
2012-08-02 05:39CerebusStatusfeedback => new
2012-08-02 06:05CerebusNote Edited: 0004188bug_revision_view_page.php?bugnote_id=4188#r2297
2012-08-02 13:02ZzZomboNote Added: 0004190
2012-08-02 19:47Torr SamahoPriorityhigh => normal
2012-08-02 19:47Torr SamahoSeveritymajor => minor
2012-08-02 19:48Torr SamahoNote Added: 0004209
2012-08-02 19:48Torr SamahoStatusnew => needs testing
2012-08-02 20:55QentNote Added: 0004212
2012-08-02 21:03Torr SamahoNote Added: 0004213
2012-08-02 22:04MinigunnerNote Added: 0004214
2012-08-02 22:07MinigunnerNote Edited: 0004214bug_revision_view_page.php?bugnote_id=4214#r2311
2012-08-02 22:22CerebusNote Added: 0004216
2012-08-02 22:30CerebusNote Edited: 0004216bug_revision_view_page.php?bugnote_id=4216#r2313
2012-08-02 22:45CerebusNote Edited: 0004216bug_revision_view_page.php?bugnote_id=4216#r2314
2012-08-03 00:45DuskNote Added: 0004218
2012-08-03 00:45DuskStatusneeds testing => feedback
2012-08-03 01:10CerebusNote Added: 0004220
2012-08-03 01:10CerebusStatusfeedback => new
2012-08-03 01:12CerebusNote Deleted: 0004220
2012-08-03 01:26CerebusNote Added: 0004221
2012-08-03 01:26CerebusFile Added: Screenshot_Doom_20120802_182027.png
2012-08-03 01:29CerebusNote Edited: 0004221bug_revision_view_page.php?bugnote_id=4221#r2318
2012-08-03 02:48CerebusNote Edited: 0004221bug_revision_view_page.php?bugnote_id=4221#r2319
2012-08-03 03:28QentNote Added: 0004223
2012-08-03 04:26CerebusNote Added: 0004225
2012-08-03 04:27CerebusFile Added: Screenshot_Doom_20120802_212429.png
2012-08-03 04:28CerebusNote Edited: 0004225bug_revision_view_page.php?bugnote_id=4225#r2321
2012-08-03 21:21DuskNote Added: 0004236
2012-08-03 21:21DuskStatusnew => acknowledged
2012-08-03 21:21DuskResolutionopen => waiting for zdoom
2012-08-03 22:40CerebusNote Added: 0004237
2012-08-03 22:43CerebusNote Edited: 0004237bug_revision_view_page.php?bugnote_id=4237#r2325
2012-08-03 23:21CerebusNote Edited: 0004237bug_revision_view_page.php?bugnote_id=4237#r2326
2012-08-03 23:55CerebusNote Edited: 0004237bug_revision_view_page.php?bugnote_id=4237#r2327
2012-08-04 02:31QentNote Added: 0004239
2012-08-04 09:45Torr SamahoNote Added: 0004240
2012-08-06 04:24CerebusNote Added: 0004281
2012-08-06 11:23Torr SamahoStatusacknowledged => closed

Notes
(0004187)
Torr Samaho   
2012-08-02 05:20   
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?
(0004188)
Cerebus   
2012-08-02 05:39   
(edited on: 2012-08-02 06:05)
I compared the two, GZDoom 323 does not have this problem; only Zandronum
EDIT: Updated GZDoom to latest revision, same results

(0004190)
ZzZombo   
2012-08-02 13:02   
Not only a "wall-door", but dlights seem to pass through and some other walls in ZH.
(0004209)
Torr Samaho   
2012-08-02 19:48   
Can somebody double check that GZDoom 323 behaves differently in this regard?
(0004212)
Qent   
2012-08-02 20:55   
GZDoom 323 doesn't work on my computer, but the latest GZDoom does have this issue.
(0004213)
Torr Samaho   
2012-08-02 21:03   
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?
(0004214)
Minigunner   
2012-08-02 22:04   
(edited on: 2012-08-02 22:07)
I have been told (by Gez or Blzut3, IIRC) that fixing that would require constant line of sight checks or some cheap workaround.

(0004216)
Cerebus   
2012-08-02 22:22   
(edited on: 2012-08-02 22:45)
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?

(0004218)
Dusk   
2012-08-03 00:45   
Try a clean INI on both and see if the behavior stays the same?
(0004221)
Cerebus   
2012-08-03 01:26   
(edited on: 2012-08-03 02:48)
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.

(0004223)
Qent   
2012-08-03 03:28   
That is true -- I had to load lights.pk3 (included in the GZDoom zip) manually.
(0004225)
Cerebus   
2012-08-03 04:26   
(edited on: 2012-08-03 04:28)
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

(0004236)
Dusk   
2012-08-03 21:21   
Please report this at GZDoom, then.
(0004237)
Cerebus   
2012-08-03 22:40   
(edited on: 2012-08-03 23:55)
:\ . . . 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

(0004239)
Qent   
2012-08-04 02:31   
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.
(0004240)
Torr Samaho   
2012-08-04 09:45   
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.
(0004281)
Cerebus   
2012-08-06 04:24   
And that is the exact response I got over at GZDoom as shown here:
'http://forum.drdteam.org/viewtopic.php?t=5911 [^]'