View Issue Details

IDProjectCategoryView StatusLast Update
0003392The Dark ModDef / Setuppublic02.05.2013 00:27
ReporterSpringheel Assigned ToSpringheel  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 2.00 
Target VersionTDM 2.00 
Summary0003392: flickering light entities not working properly
DescriptionThe electric lights that use "s_shader" to flicker alongside a sound effect aren't working properly. In some cases they are casting blindingly white light, and in others they are casting no light.

atdm:lamp_electric_shaded_lit is one example of a light not working. The lamp skin is dark, and no light is visible, but the flickering sound is playing, and you can see that textures with speculars are flickering bright white along the pattern of the sound. See screenshot.

Don't know what's going on. All the right files seem to be present.

When I took the following from one of the light material shaders:

red Parm0 / (sound*sound)
green Parm1 / (sound*sound)
blue Parm2 / (sound*sound)

and replaced it with

red Parm0 / (sound*5)
green Parm1 / (sound*5)
blue Parm2 / (sound*5)

the flickering on the specular textures stopped being pure white and looked more normal.
TagsNo tags attached.




29.04.2013 23:42




29.04.2013 23:46

administrator   ~0005343

The two window textures flickered, as well as the metal on the citywatch, the door handles, and the AI hands. The wood, bricks, cloth and stone around the light did not flicker.


30.04.2013 00:21

administrator   ~0005344

Taking a regular indoor electric light entity, which works; adding the following two spawnargs causes it to start casting weird white light:

"texture" "lights/biground1_streetlamp_4fold_snd"
"s_shader" "light_flicker_104"


30.04.2013 00:23

administrator   ~0005345

Last edited: 30.04.2013 00:30

View 3 revisions

The first thing that strikes me is that this is a lit lamp, but all three of its skins are unlit skins.

The skin and skin_lit settings should be for lit skins.

Only skin_unlit should be set to an unlit skin.


Here are the 1.08 settings. Who's been messing with these things? (Oh, it's you. :) )

"skin" "lights/lamp_shaded_colorme"
"skin_lit" "lights/lamp_shaded_colorme"
"skin_unlit" "lights/walllight1_unlit"



30.04.2013 00:38

administrator   ~0005346

I remember making a lot of changes to try and get them working even before switching to standalone. Issue 0003332.

That was probably something I was in the midst of testing and shouldn't have been uploaded. I'll change it back.


30.04.2013 00:41

administrator   ~0005347

Last edited: 30.04.2013 00:44

View 2 revisions

Wow, that definitely had an impact. No idea why, but with that change the light is now being cast on all textures the way it should. It's WAAAAAAY too bright, but at least it is consistent now. See new screenshot.

I can't figure out why a skin on the model would have any impact on the light the entity casts.



30.04.2013 00:42




02.05.2013 00:27

administrator   ~0005352

Ok, slowly sorting this out by changing the math according to this thread:

Issue History

Date Modified Username Field Change
29.04.2013 23:42 Springheel New Issue
29.04.2013 23:42 Springheel File Added: beleaguered_fence_2013-04-29_19.24.43.jpg
29.04.2013 23:46 Springheel Note Added: 0005343
30.04.2013 00:21 Springheel Note Added: 0005344
30.04.2013 00:23 grayman Note Added: 0005345
30.04.2013 00:27 grayman Note Edited: 0005345 View Revisions
30.04.2013 00:30 grayman Note Edited: 0005345 View Revisions
30.04.2013 00:38 Springheel Note Added: 0005346
30.04.2013 00:41 Springheel Note Added: 0005347
30.04.2013 00:42 Springheel File Added: beleaguered_fence_2013-04-29_20.40.36.jpg
30.04.2013 00:44 Springheel Note Edited: 0005347 View Revisions
02.05.2013 00:27 Springheel Note Added: 0005352
02.05.2013 00:27 Springheel Status new => resolved
02.05.2013 00:27 Springheel Resolution open => fixed
02.05.2013 00:27 Springheel Assigned To => Springheel