View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003694 | The Dark Mod | Coding | public | 17.03.2014 18:38 | 22.09.2014 12:22 |
Reporter | grayman | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | confirmed | Resolution | open | ||
Product Version | TDM 2.01 | ||||
Summary | 0003694: Problem with info_location ambient lighting? | ||||
Description | If 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. | ||||
Tags | No tags attached. | ||||
Attached Files | |||||
related to | 0003859 | suspended | Location settings script object always manipulates the ambient light |
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. |
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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. |
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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". |
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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 |