View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003128 | The Dark Mod | Script/Def | public | 16.05.2012 14:28 | 09.03.2013 16:19 |
Reporter | Springheel | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003128: Movable Oil lamps behave strangely | ||||
Description | The two movable oil lamps that can be turned on and off behave strangely. Pick one up and hit "use". The light goes off. Hit use again, the light comes on. So far so good. But hit use again, and the lamp jumps forward in the grabber with no change in the light. After that, hitting use just causes a "grunt" sound, the same one you get when trying to drop a body without any room. | ||||
Tags | No tags attached. | ||||
Why do we allow the behavior of turning the oil lamp back on by hitting the USE key? I thought the player needed a slowmatch or some other flame source to turn non-electric lights back on. |
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I presume it's not really turning the flame off, but just turning it down so low it doesn't create any noticable light. | |
There a number of issues here. 1 - There's no "skin" or "skin_lit" spawnargs in the def file, so the script that toggles the skin between on and off gets confused. In fact, there's no skin definition that covers the default skin of these lamps. Will need to create one. This is one of the reasons you can toggle the lamp off, but can't toggle it back on again. 2 - The equip and dequip DLL code was written to deal with inventory items, not moveables that are picked up and manipulated. This is why the lamp started moving around and you heard the grunt sound - the code was trying to put the lamp back into inventory, but couldn't. 3 - The equip code looks for an "equip_action_script", which is defined for these lamps, and turns them off. However, the dequip code looks for a "dequip_action_script" to turn them back on again, but there was no spawnarg to define this, so the script code that would try to turn the lamp back on wasn't getting executed. |
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As far as I can see, atdm:moveable_lantern_oil_hand02 has a "skin_lit" "" spawnarg (since the base texture is lit). Maybe something doesn't like that value. However, the atdm:moveable_lantern_oil_hand_lit series does have a specified "skin_lit" "lights/lantern_oil_hand_lit" skin. | |
Yes, that was part of the problem. There have to be explicit "skin_lit" and "skin_unlit" spawnargs for the toggle on/off to work. If either is empty ("") it'll fail. All is fixed now, but I posted a question in the forums about a question I had. |
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There a number of issues here. 1 - There's no "skin" or "skin_lit" spawnargs in the def file, so the script that toggles the skin between on and off gets confused. In fact, there's no skin definition that covers the default skin of these lamps. Will need to create one. This is one of the reasons you can toggle the lamp off, but can't toggle it back on again. FIXED 2 - The equip and dequip DLL code was written to deal with inventory items, not moveables that are picked up and manipulated. This is why the lamp started moving around and you heard the grunt sound - the code was trying to put the lamp back into inventory, but couldn't. FIXED 3 - The equip code looks for an "equip_action_script", which is defined for these lamps, and turns them off. However, the dequip code looks for a "dequip_action_script" to turn them back on again, but there was no spawnarg to define this, so the script code that would try to turn the lamp back on wasn't getting executed. FIXED 4. – 13 skins for one of the lamps had a typo in their skin names, so would never have been offered in DR or found in TDM. Also added a missing set of skins for: lights/metal_rusted_lit lights/metal_rusted_lit_transparent lights/metal_rusted_unlit_transparent rev. 5663: Grabber.cpp rev 13281 & 13282: tdm_moveable_lights.def tdm_lights.skin |
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Is there any chance this change could have caused the issue in 0003332? It's the only change I can see to lights since 1.08 was released. | |
The code changes are only for the grabber. The support file changes are for the movable lanterns. The only suspect change I can see would be the addition of this skin, which was missing: skin lamp_lit_opaque { model "models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp.lwo" model "models/darkmod/lights/non-extinguishable/streetlamps/roundstreetlamp_02.lwo" model "models/darkmod/lights/non-extinguishable/round_lantern_sitting.lwo" model "models/darkmod/lights/non-extinguishable/round_lantern_unattached.lwo" model "models/darkmod/lights/non-extinguishable/lantern_oil_hand02.lwo" model "models/darkmod/lights/non-extinguishable/simple_square1_unattached.lwo" model "models/darkmod/lights/non-extinguishable/simple_square1_hanging.lwo" model "models/darkmod/lights/non-extinguishable/simple_square2_unattached.lwo" } You could try commenting that out of tdm_lights.skin and see if it affects what you're seeing. |
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Doesn't seem likely...two models this is happening to aren't on the list. | |
It looks like that skin entry was removed when Baddcog modified the file in revision 13338. However, adding it back has no effect on the lamp issue. |
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Did I restore it to what it was before his change? I created the list of models from the other related skins model lists. | |
I copied and pasted what you posted above into the file and committed it. | |
It was already there. I committed it as part of the change for this issue. Is it now there twice? |
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You committed it to fix this issue, then Baddcog removed it in 13338. Did you add it again since then? | |
Ah, okay. I didn't notice that his removal came after my addition. I wish he'd asked before removing it. As in, "Does anyone have an objection to my removing this?" Common courtesy. |
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You mentioned above that the oil lamp changes were the only light changes since 1.08. Then you mentioned that Baddcog made light changes in 13338. Might he have made other light changes in that rev that caused the electric light problem? |
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That revision was after I noticed the problem with _snd lights, so it couldn't be the cause. |
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Date Modified | Username | Field | Change |
---|---|---|---|
16.05.2012 14:28 | Springheel | New Issue | |
18.05.2012 18:35 | grayman | Note Added: 0004588 | |
18.05.2012 18:35 | grayman | Note Edited: 0004588 | |
22.05.2012 22:53 | Springheel | Note Added: 0004610 | |
19.12.2012 00:02 | grayman | Note Added: 0004971 | |
19.12.2012 00:02 | grayman | Assigned To | => grayman |
19.12.2012 00:02 | grayman | Status | new => assigned |
19.12.2012 00:03 | grayman | Note Edited: 0004971 | |
19.12.2012 01:36 | Springheel | Note Added: 0004972 | |
19.12.2012 02:01 | grayman | Note Added: 0004973 | |
19.12.2012 13:15 | grayman | Note Added: 0004975 | |
19.12.2012 13:15 | grayman | Status | assigned => resolved |
19.12.2012 13:15 | grayman | Resolution | open => fixed |
19.12.2012 13:15 | grayman | Fixed in Version | => TDM 2.00 |
19.12.2012 13:15 | grayman | Target Version | => TDM 2.00 |
08.03.2013 16:40 | Springheel | Note Added: 0005126 | |
08.03.2013 17:05 | grayman | Note Added: 0005127 | |
08.03.2013 22:08 | Springheel | Note Added: 0005128 | |
09.03.2013 00:50 | Springheel | Note Added: 0005129 | |
09.03.2013 00:52 | Springheel | Note Edited: 0005129 | |
09.03.2013 02:10 | grayman | Note Added: 0005131 | |
09.03.2013 03:50 | Springheel | Note Added: 0005132 | |
09.03.2013 04:31 | grayman | Note Added: 0005133 | |
09.03.2013 13:13 | Springheel | Note Added: 0005134 | |
09.03.2013 13:39 | grayman | Note Added: 0005135 | |
09.03.2013 14:34 | grayman | Note Added: 0005136 | |
09.03.2013 16:19 | Springheel | Note Added: 0005139 | |
09.03.2013 16:19 | Springheel | Note Edited: 0005139 |