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IDProjectCategoryView StatusDate SubmittedLast Update
0001398Zandronum[All Projects] Bugpublic2013-07-14 08:512013-07-21 08:26
ReporterPresident People 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusacknowledgedResolutionwaiting for zdoom 
PlatformAppleOSMac OS XOS Version10.4-10.7
Product Version1.0 
Target VersionFixed in Version 
Summary0001398: Pulselight dynamic light type bugginess
DescriptionDepending 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.

Attached Files? file icon BrokenBarrel.pk3 [^] (1,322 bytes) 2013-07-14 08:51
? file icon BrokenBarrelv2.pk3 [^] (1,357 bytes) 2013-07-14 22:32

- Relationships

-  Notes
User avatar (0006626)
President People (reporter)
2013-07-14 08:59

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.
User avatar (0006627)
Dusk (developer)
2013-07-14 13:32

Updated description with the corrected paragraph.
User avatar (0006629)
Torr Samaho (administrator)
2013-07-14 15:32

Is this any different in GZDoom?
User avatar (0006642)
President People (reporter)
2013-07-14 22:35
edited on: 2013-07-14 22:36

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.

User avatar (0006669)
Arco (updater)
2013-07-16 17:23

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.
User avatar (0006721)
Torr Samaho (administrator)
2013-07-21 08:25

Then this should be taken care of in GZDoom first.

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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 View Revisions
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 View Revisions
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






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