|
|
| Reporter | ungoliant | Assigned To | tels | |
|---|
| Priority | normal | Severity | minor | Reproducibility | always |
|---|
| Status | resolved | Resolution | fixed | |
|---|
| Platform | x86 | OS | Windows XP | OS Version | SP3 |
|---|
| Product Version | TDM 1.06 | |
|---|
| Target Version | TDM 1.07 | Fixed in Version | TDM 1.07 | |
|---|
|
|
| Summary | 0002893: zones w/ dynamic ambient lighting disabled still carry settings from other zones |
|---|
| Description | if dynamic ambient lighting is disabled in a zone by setting spawnarg "ambient_light_dynamic" "0 0 0" to its relevant info_location entity, the current ambient light level of any adjacent zones will stick when crossing into the disabled zone, and will not fade until crossing back into a zone with dynamic lighting enabled.
problem will fix itself by resetting to "ambient_light_dynamic" "0.01 0.01 0.01" instead of disabled, but its the principle of the thing. |
|---|
| Steps To Reproduce | split a simple room into 2 zones with a visportal. set up appropriate info_locationseperator and info_location entities. set one zone with "ambient_light_dynamic" "0 0 0", and the other zone with "ambient_light_dynamic" "0.2 0.2 0.2". use the player lantern in the latter zone, which will create a ridiculously high ambient light value, then cross back into the disabled zone. the dynamic ambient light will not fade. |
|---|
| Tags | No tags attached. |
|---|
|
|