View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004116 | The Dark Mod | SEED | public | 11.03.2015 11:19 | 21.11.2022 21:06 |
Reporter | Assigned To | SteveL | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | Win32 | OS | Windows | OS Version | 7 sp1 |
Product Version | TDM 2.03 | ||||
Target Version | TDM 2.04 | Fixed in Version | TDM 2.04 | ||
Summary | 0004116: LOD objects blocking player after map start | ||||
Description | I'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 Reproduce | 1. 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 Information | We need a category for LOD, had to select SEED as there was no other relevant category. | ||||
Tags | No tags attached. | ||||
related to | 0006175 | resolved | nbohr1more | Models hidden at map start are nonsolid and can't be frobbed after show() |
Typo in the description, should have been "min_lod_bias" | |
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. |
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Committed at rv 6479 /trunk/game/Entity.cpp |
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Nice one fella. | |
https://github.com/DanielGibson/thedarkmod-mirror/commit/619c36a353671a3905817d65b617060caeb4937e { // 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 BecomeInactive(TH_PHYSICS|TH_THINK); |
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Date Modified | Username | Field | Change |
---|---|---|---|
11.03.2015 11:19 |
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New Issue | |
11.03.2015 13:54 |
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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 |
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Note Added: 0008055 | |
21.11.2022 19:48 | nbohr1more | Relationship added | related to 0006175 |
21.11.2022 21:06 | nbohr1more | Note Added: 0015460 |