[1.5.01] Dynamic lights messing up sector lighting

Bugs that have been resolved.

Moderator: Graf Zahl

User avatar
Rex Claussen
Developer
Developer
Posts: 2661
Joined: Tue Jul 11, 2006 18:36

[1.5.01] Dynamic lights messing up sector lighting

Post by Rex Claussen »

The new GZDooM version (1.5.01) seems to mess up dynamic lighting. Here's what I have:

1. Several sectors with ceiling FLATS as lights
2. Light value in those sectors the same as surrounding sectors
3. Transfer_CeilingLight special to brighten up the ceiling FLATS
4. Dynamic lights (some of them colored), that are large enough to light the floors.

In v1.5.0 everything was working fine. In V1.5.01, here's what happens:

1. Either the entire light sector is being brightened, or a Transfer_FloorLight special is also being applied.
2. The dynamic lighting in sectors with the Transfer_CeilingLight special is not working. However, the color is being applied to the floor.
3. If the sector does not have a light special, the dynamic lights work but seem to have a washed-out effect and don't brighten the volume like they used to.
DynLite1.jpg
DynLite2.jpg
DynLite3.jpg
You do not have the required permissions to view the files attached to this post.
Last edited by Rex Claussen on Sat Aug 28, 2010 3:12, edited 2 times in total.
User avatar
Rex Claussen
Developer
Developer
Posts: 2661
Joined: Tue Jul 11, 2006 18:36

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Rex Claussen »

I'm adding another example because of the 3-file upload limit.
DynLite4.jpg
I just noticed this additional weirdness.

1. The blue-white oval shows that only one part of the sector is being lit up, even though the light thing is squarely in the middle of that sector.
2. The green oval shows that the edge of the sector is properly lit up.
3. The yellow oval shows that the edge of the sector (which should be lit up like in 2, above) is not lit up at all.
DynLite5.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Rex Claussen
Developer
Developer
Posts: 2661
Joined: Tue Jul 11, 2006 18:36

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Rex Claussen »

And upon further investigation, it appears that the dynamic light may be lighting up the entire sector using the value in the Transfer_CeilingLight special (in this case = 160). [A notable exception is in DynLite5.jpg, above, where only a part of teh sector appears to be brightened.] Here is an example of when the player is outside the light sector, and what happens when the player steps into the light sector.
DynLite6.jpg
DynLite7.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Rex Claussen
Developer
Developer
Posts: 2661
Joined: Tue Jul 11, 2006 18:36

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Rex Claussen »

And here's another example showing that the colored lighting is indeed being applied to the entire volume (i.e., not just the floor, as seen in DynLite2-4, above).
DynLite8.jpg
DynLite9.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Salad Viking
Posts: 40
Joined: Mon Aug 23, 2010 21:50
Location: A hot air balloon traveling over Chile

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Salad Viking »

What is happening seems to be that dynamic lights only light up the subsector they are in.

[spoiler]Image[/spoiler]
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Graf Zahl »

Hm, looks like Randy's 'optimizations' did break something after all which I did not catch yesterday...
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Re: [1.5.01] Dynamic lights messing up sector lighting

Post by Graf Zahl »

Fixed. As supspected this was a result of Randy's 'optimization' not working correctly. To be precise, the internal node builder no longer exported the partner segs correctly.

Return to “Closed Bugs”