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IDProjectCategoryView StatusLast Update
0003694The Dark ModCodingpublic22.09.2014 12:22
Reportergrayman Assigned To 
PrioritynormalSeveritynormalReproducibilityhave not tried
Status confirmedResolutionopen 
Product VersionTDM 2.01 
Summary0003694: Problem with info_location ambient lighting?
DescriptionIf I start in an area that has no location entity, the ambient lighting defaults to the ambient_world lighting.

If I move into other locations with location entities and experience the shift to their ambient light settings, then go back to my starting spot, I'm left with the ambient light of my most recent location, not the default from ambient_world, as I expect.
TagsNo tags attached.
Attached Files

Relationships

related to 0003859 suspended Location settings script object always manipulates the ambient light 

Activities

grayman

grayman

17.03.2014 18:43

viewer   ~0006443

If I run through a location and exit it while the ambient light is fading from one color to another, I'm left with whatever the value was when I exited the location.

So it appears to just stop updating when there's no new location entity to take over the fade.

There needs to be some default code that recognizes there's no location entity in the area the player is stepping into. Then the code would fade from the current ambient to ambient_world's color.
tels

tels

22.09.2014 11:17

reporter   ~0007028

Last edited: 22.09.2014 11:18

Not including an info_location entity in a location is a serious mapper error, as most settings are suddenly undefined, including the "in which location are we actually" setting.

This not only happens to ambient light, but also to the ambient music.

Failing gracefully would of course be an idea, but maybe it would be even better to notify the mapper somehow of the problem?

The color value cannot be used from the ambient_world light (it was already changed), instead the stored default value must be used. It is doable.

tels

tels

22.09.2014 12:21

reporter   ~0007029

Please find attached a testmap, and a new tdm_location_settings.script, which fixes this issue.

The testmap has an undefined location to the far right, if you enter it, the red ambient will fade to black, and back to red if you leave again.

The console will output these events (invalid/valid zone).

The attached patch and script are based on bug 03859, and they also fix 3859, plus another issue when starting in an invalid zone, or in a zone with "no_ambient_light_fade" "1".

Issue History

Date Modified Username Field Change
17.03.2014 18:38 grayman New Issue
17.03.2014 18:38 grayman Status new => assigned
17.03.2014 18:38 grayman Assigned To => grayman
17.03.2014 18:43 grayman Note Added: 0006443
25.05.2014 00:56 grayman Assigned To grayman =>
25.05.2014 00:56 grayman Status assigned => confirmed
22.09.2014 11:17 tels Note Added: 0007028
22.09.2014 11:18 tels Note Edited: 0007028
22.09.2014 12:21 tels Note Added: 0007029
22.09.2014 12:21 tels Relationship added related to 0003859
22.09.2014 12:21 tels File Added: ambient_fade_test_3694.pk4
22.09.2014 12:22 tels File Added: tdm_location_settings.script