View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001910 | The Dark Mod | Design/Coding | public | 17.08.2009 01:58 | 29.10.2009 07:55 |
| Reporter | Nightprowler | Assigned To | |||
| Priority | normal | Severity | normal | Reproducibility | always |
| Status | closed | Resolution | not fixable | ||
| Platform | PC | OS | Windows Vista Home Premium x64 | ||
| Summary | 0001910: Some surface properties do not update after the user re-executes dmap on an updated worldspawn brush | ||||
| Description | Some surface properties do not update after the user re-executes dmap on an updated worldspawn brush. The user must create a worldspawn brush, run dmap, change the texture of the worldspawn brush and then run dmap again in order to reproduce this issue. Some examples of surface properties that will not update are footstep noise and arrow impact reactions. | ||||
| Steps To Reproduce | Note: Simply run the pre-built, attached map and start at step 14 or start a new map and follow all of the steps below. 1. Create a basic map with a player, a light and a room. 2. Create a BSP brush that is large enough to shoot with a broadhead arrow. 3. Select the brush and assign the “wood/boards/dark_varnished” wooden texture to the BSP brush 4. Create a few “Ammo/Arrows/ammo_broadhead_small” entites. 5. Assign the “inv_map_start” with the value 1 for each broadhead arrow. 6. Run “dmap” to build the map. 7. Run “map” to load the map. 8. Shoot a broadhead arrow into the worldspawn brush. 9. Observe that the arrow attaches to the worldspawn brush, as expected. 10. Return to DarkRadiant. 11. Assign the “stone/flat/smooth/marble_white_shiny” texture to the worldspawn brush that has the wooden texture. 12. Run “Dmap” to build the map. 13. Run “map” to load the map. 14. Shoot a broadhead arrow into the worldspawn brush. 15. Observe that the broadhead arrow still attaches to the marble worldspawn brush. | ||||
| Additional Information | - Workaround 0000001: Delete the .darkradiant, .cm and .proc files (that share the same name as the map) and then rebuild. The surface information will update properly with this method. - Workaround 0000002: The surface updates if a new worldspawn brush (that contains the same texture) is created before running dmap. | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
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This is a problem with Doom 3's map compiler - it doesn't seem to detect whether just a shader got changed and the .proc/.cm files don't get updated during the next run. Nothing I can do about that at the moment, the compiler is still closed source. |
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| Not fixable without access to the map compiler source, sorry. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 17.08.2009 01:58 | Nightprowler | New Issue | |
| 17.08.2009 01:58 | Nightprowler | File Added: Surface_Update_Issue.zip | |
| 17.08.2009 05:20 | greebo | Status | new => acknowledged |
| 17.08.2009 05:28 | greebo | Note Added: 0002620 | |
| 27.10.2009 12:04 | greebo | Project | DarkRadiant => @8@ |
| 29.10.2009 07:45 | greebo | Project | @8@ => The Dark Mod |
| 29.10.2009 07:55 | greebo | Note Added: 0002724 | |
| 29.10.2009 07:55 | greebo | Status | acknowledged => closed |
| 29.10.2009 07:55 | greebo | Resolution | open => not fixable |