View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005017 | The Dark Mod | Def / Setup | public | 21.03.2019 16:56 | 09.03.2020 11:21 |
Reporter | VanishedOne | Assigned To | stgatilov | ||
Priority | low | Severity | tweak | Reproducibility | N/A |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.07 | ||||
Target Version | TDM 2.08 | Fixed in Version | TDM 2.08 | ||
Summary | 0005017: Mine explosions have a light, fire arrow explosions don't | ||||
Description | RPGista pointed out that the fire arrow never actually illuminates anything. Which is surprising, given that it boosts your lightgem just by being aimed. Explosive mines, on the other hand, do create a flash of light. The fire arrow blast has flame particles but unlike other flames in the game, they aren't associated with illumination, which seems inconsistent. | ||||
Tags | No tags attached. | ||||
I think I'll add flashlight to fire arrow explosion. It will be very small, weak, and in yellow/red tones --- very different from the flashbomb/mine flash. I have a proof-of-concept implementation. Now thinking on how to do it properly. |
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I noticed that the new implementation of explosion trigger when arrow hits water. | |
I decided to return back to the implementation using script to temporarily spawn a light entity. Otherwise, it would be too hard to avoid flashlight when hitting water surface. Done in svn rev 15767. |
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Here is the explanation about difference between implementation: The first one is used by mine, flashmine and flashbomb. They have def_flashlight spawnarg, which specifies a def of a light. The attached script object (result_flashbomb and result_mine) takes the value of this spawnarg and spawns the specified object for a hardcoded duration of time. Arrows don't use such system yet. The second approach is used by fireball (i.e. atdm:projectile_fireball). It works by specifying a set of detonate_on_* spawnargs, then mtr_explode_light_shader and explode_light_* cvars to specify light source parameters. As far as I understand, it works via C++ code (idProjectile::Explode) left from Doom 3. It seems that firearrow also uses some of this system, namely mtr_detonate cvar. Copied from internal discussion: https://forums.thedarkmod.com/index.php?/topic/20210-5017-illumination-from-fire-arrows/ |
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Date Modified | Username | Field | Change |
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21.03.2019 16:56 | VanishedOne | New Issue | |
02.01.2020 15:22 | stgatilov | Assigned To | => stgatilov |
02.01.2020 15:22 | stgatilov | Status | new => assigned |
02.01.2020 15:24 | stgatilov | Note Added: 0012020 | |
03.01.2020 06:19 | stgatilov | Relationship added | related to 0001104 |
03.01.2020 06:20 | stgatilov | Note Added: 0012034 | |
03.01.2020 09:48 | stgatilov | Note Added: 0012035 | |
03.01.2020 09:49 | stgatilov | Note Added: 0012036 | |
03.01.2020 09:49 | stgatilov | Status | assigned => resolved |
03.01.2020 09:49 | stgatilov | Resolution | open => fixed |
03.01.2020 09:49 | stgatilov | Fixed in Version | => TDM 2.08 |
09.03.2020 11:21 | stgatilov | Target Version | => TDM 2.08 |