View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003707 | The Dark Mod | Coding | public | 03.04.2014 16:46 | 03.01.2023 02:22 |
Reporter | Springheel | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | won't fix | ||
Product Version | TDM 2.01 | ||||
Fixed in Version | TDM 2.01 | ||||
Summary | 0003707: Moving while crouched does not affect lightgem | ||||
Description | I noticed the other day that while walking in partial light, it was very easy to see that the LG was getting brighter when walking, and then dimmed immediately when I stopped moving. However, in the same place, when I crouched and moved, there was no difference in the lightgem between walking and standing still. Need to do some more tests to see if this is true at all light levels. Perhaps something in the math is not applying the movement penalty when crouched? | ||||
Tags | No tags attached. | ||||
related to | 0001430 | new | AI having trouble finding player by sound? |
It seems like the darker the lightgem is, the less penalty there is for moving. In practical terms, once the lightgem is fairly dark, moving doesn't do anything. This isn't ideal, because it's in low light that our eyes become most dependent on movement to detect things. However, changing it is a math issue that's beyond me. |
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Perhaps "tdm_lg_crouch_modifier" "-2" is too strong. We should consider changing "cv_lg_crouch_modifier" to float instead of integer so fractional values like 1.5 can be applied. Eg: returnValue += cv_lg_crouch_modifier.GetInteger(); change to returnValue += cv_lg_crouch_modifier.GetFloat(); in Player.cpp |
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The Lightgem modifier is clamped to integer via idMath::ClampInt. That means that subtle changes to biasing won't show up easily. More study will be needed into whether making the result for lightgem modifier a float will be a feasible approach. One more idea left... bias the movement var directly rather than invoking the crouch var as it's own stage in the process? |
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The most straightforward solution would be to use integers if the player is moving. +1 if moving <= crouch speed, +2 if <= walk speed and +3 if > walk speed. That way the effect would be most noticeable at low light levels, which is more realistic. I don't know that tinkering with key mechanics is a good idea at this point though. |
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Agreed | |
Date Modified | Username | Field | Change |
---|---|---|---|
03.04.2014 16:46 | Springheel | New Issue | |
03.04.2014 16:46 | Springheel | Status | new => assigned |
03.04.2014 16:46 | Springheel | Assigned To | => Springheel |
18.06.2014 19:31 | Springheel | Note Added: 0006678 | |
18.06.2014 19:32 | Springheel | Assigned To | Springheel => |
03.01.2015 16:12 | grayman | Status | assigned => new |
03.09.2016 17:14 | nbohr1more | Note Added: 0008299 | |
03.09.2016 17:16 | nbohr1more | Note Edited: 0008299 | |
03.09.2016 22:20 | nbohr1more | Note Added: 0008300 | |
03.09.2016 22:51 | Springheel | Note Added: 0008301 | |
10.10.2017 16:18 | nbohr1more | Relationship added | related to 0001430 |
03.01.2023 02:21 | nbohr1more | Note Added: 0015682 | |
03.01.2023 02:22 | nbohr1more | Status | new => closed |
03.01.2023 02:22 | nbohr1more | Resolution | open => won't fix |
03.01.2023 02:22 | nbohr1more | Fixed in Version | => TDM 2.01 |