Page 1 of 1

[0.9.18] Pausing resets pulsing dynamic lights

Posted: Sun Nov 20, 2005 23:09
by Xaser
I was messing around with dynamic lighting in a little test map I put together, and I noticed something quite odd.

I have a hallway which uses lots of pulsing dynamic lights. They are flagged as dormant from the start, and an OPEN script at the beginning activates each set of lights after a short delay, to simulate ZDoom's phased lighting (ie, lightset 1 is activated, short delay, lightset 2 is activated, delay, lightset 3, etc.). This works fine, without any problems. See this screenshot for reference:
Image

However, this is where the trouble starts. Apparently, when the game is paused, the timer that controls the pulsing lights resets, and upon unpausing, the lights are all flashing in unison. This completely ruins the effect I'm looking for, and it seems odd that pausing the game would do something so strange:
Image

Seems like a bug to me.

Posted: Mon Nov 21, 2005 18:09
by Graf Zahl
Not a bug but a design flaw. You have to ask Timmie why he did it like this though.

The code is completely ignorant when it comes to time. Saving and reloading also cancels any effect like yours.

Posted: Wed Nov 23, 2005 10:46
by Graf Zahl
I did some changes. Can you send me the map for testing?

Posted: Thu Nov 24, 2005 12:00
by Graf Zahl
Any help?

Posted: Sat Jan 07, 2006 14:53
by Graf Zahl
Since I am getting absolutely no feedback on this I'll close this now. But don't complain if it still doesn't work!