View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003843 | The Dark Mod | AI | public | 07.09.2014 17:22 | 10.09.2014 19:27 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003843: AI chasing enemy AI can lose him in good lighting | ||||
Description | While testing the fleeing code, I noticed that an AI chasing another AI would consistently lose sight of him in good lighting. The code says the illumination on the pursued isn't enough for the pursuer to see him, even though there appears to be plenty of light on the pursued. Could be a boundary issue. Needs to be corrected w/o undoing previous changes to make seeing or not seeing bodies work correctly. | ||||
Tags | No tags attached. | ||||
The light registration code and the code that checks whether a light has moved weren’t using the light_offset spawnarg to find the true origin of the light. This was keeping lights whose origins rested against a brush face from being registered and seen by the illumination math. Rev. 6099: darkModLAS.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
07.09.2014 17:22 | grayman | New Issue | |
07.09.2014 17:22 | grayman | Status | new => assigned |
07.09.2014 17:22 | grayman | Assigned To | => grayman |
10.09.2014 19:27 | grayman | Note Added: 0006977 | |
10.09.2014 19:27 | grayman | Status | assigned => resolved |
10.09.2014 19:27 | grayman | Resolution | open => fixed |
10.09.2014 19:27 | grayman | Fixed in Version | => TDM 2.03 |