View Issue Details

IDProjectCategoryView StatusLast Update
0004116The Dark ModSEEDpublic21.11.2022 21:06
Reporteruser81Assigned ToSteveL  
Status resolvedResolutionfixed 
PlatformWin32OSWindowsOS Version7 sp1
Product VersionTDM 2.03 
Target VersionTDM 2.04Fixed in VersionTDM 2.04 
Summary0004116: LOD objects blocking player after map start
DescriptionI've just added "map_lod_bias" to a bunch of the tress in the forest map in nhat, and I noticed on first map load after a dmap the player was being blocked by invisible tress that should be fully hidden by LOD.
Steps To Reproduce1. create a bunch of trees and set some of them to map_load_bias 1.5.
2. set the LOD slider to lowest.
3. do a fresh map.
4. then try to walk directly through/over where a tree was located and you will find you blocked.
5. move the LOD slider to highest, go into game
6. move the LOD slider back to lowest, go into game.
7. you'll find you can now walk over/through where the tress was located.
Additional InformationWe need a category for LOD, had to select SEED as there was no other relevant category.
TagsNo tags attached.


related to 0006175 resolvednbohr1more Models hidden at map start are nonsolid and can't be frobbed after show() 



11.03.2015 13:54


Typo in the description, should have been "min_lod_bias"


21.03.2015 09:51

reporter   ~0007474

The problem:
The min_lod_bias is picked up during idEntity::Spawn, and the entity is hidden right there and then during ParseLODSpawnargs(). But the clipmodel contents are re-enabled immediately afterwards during idStaticEntity::Spawn.

Required fix: ParseLODSpawnargs should post a hide event rather than call Hide() directly.


22.03.2015 16:18

reporter   ~0007476

Committed at rv 6479



17.03.2016 12:18


Nice one fella.


21.11.2022 21:06

developer   ~0015460

// gameLocal.Printf ("%s: Hiding due to lodbias %0.2f not being between %0.2f and %0.2f.\n",
// GetName(), cv_lod_bias.GetFloat(), m_MinLODBias, m_MaxLODBias);
- Hide();
+ // 0004116: Post a Hide() event instead of hiding immediately as this routine is called during spawning
+ PostEventMS( &EV_Hide, 0 );
                    // and make inactive

Issue History

Date Modified Username Field Change
11.03.2015 11:19 user81 New Issue
11.03.2015 13:54 user81 Note Added: 0007458
21.03.2015 09:51 SteveL Note Added: 0007474
21.03.2015 09:51 SteveL Assigned To => SteveL
21.03.2015 09:51 SteveL Status new => assigned
22.03.2015 16:18 SteveL Note Added: 0007476
22.03.2015 16:18 SteveL Status assigned => resolved
22.03.2015 16:18 SteveL Fixed in Version => TDM 2.04
22.03.2015 16:18 SteveL Resolution open => fixed
17.03.2016 11:25 SteveL Target Version => TDM 2.04
17.03.2016 12:18 user81 Note Added: 0008055
21.11.2022 19:48 nbohr1more Relationship added related to 0006175
21.11.2022 21:06 nbohr1more Note Added: 0015460