sector turns full bright

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NeoHippo
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sector turns full bright

Post by NeoHippo »

I just noticed on oddity when playing one of my test maps.

With the newer revisions, from r1496 on, the (nearest?) sector turns full bright when the flamethrower is fired
Spoiler:
which does not happen with revisions up to and including r1488
Spoiler:
In each case, r1488 and r1496, identical logfiles are generated.
Unfortunately I do not have the revisions in between.
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Gez
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Re: sector turns full bright

Post by Gez »

Can't replicate with r1566, in any of the lighting modes available.
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NeoHippo
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Re: sector turns full bright

Post by NeoHippo »

A short video to show more clearly what happens.

I used r1562.
Sector Light Mode - Standard

The sections turning full bright seem to follow this:
Spoiler:
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Enjay
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Re: sector turns full bright

Post by Enjay »

I noticed something similar a little while back but I thought the mod I was playing was broken (well, it was in a number of other ways, which is why I didn't connect this with the engine).
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Gez
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Re: sector turns full bright

Post by Gez »

Well, I do notice some light level discrepancies between sectors appearing when using a ton of dynamic lights, but couldn't replicate your exact results. Some floors were noticeably brighter than their neighbors, but never to the point of becoming fullbright. (Note that you don't get full brightness for the entire sector in your example, since ceilings and walls aren't affected.)
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NeoHippo
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Re: sector turns full bright

Post by NeoHippo »

Gez wrote:...... (Note that you don't get full brightness for the entire sector in your example, since ceilings and walls aren't affected.)
That's why I changed my wording to sections and included the node view screenshot of the map.
It appears that something is affecting subsectors or whatever those sections are called.
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Enjay
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Re: sector turns full bright

Post by Enjay »

FWiW, I note that the pictures show a flamer-type weapon with lots of fires burning (presumably each with their own dynamic light). The mod where I noticed the problem had a very similar weapon and I got the full-bright issue when I had been spamming flamer shots all over the place too.


I'm finding it easy to replicate the problem with NeoHippo's test map in r1565.

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Enjay
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Re: sector turns full bright

Post by Enjay »

Update:

With "Use shaders for lights" set to "Yes" in the menu, I get the problem. Changing the option to "No" removes the problem.

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Gez
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Re: sector turns full bright

Post by Gez »

I had it set to yes; and the issue is still much lesser on my end than on yours. Odd.

Anyway, those revisions between 1488 and 1496 were all Graf's rework of the dynlight code following the addition of the "software" shader (except for one which was backporting the berserk icon on the alt. HUD). He's more likely to have some insight in the problem than me.
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Re: sector turns full bright

Post by Blue Shadow »

Heh, I had suspected it had something to do with shaders, because I haven't experienced it with the old hardware I'm using and the lack of shader support my Intel chip has; that setting is always set to "No", for me, and can't be changed.
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Graf Zahl
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Re: sector turns full bright

Post by Graf Zahl »

fixed
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