View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005900 | The Dark Mod | Script/Def | public | 03.02.2022 21:55 | 14.07.2022 15:36 |
Reporter | Geep | Assigned To | Dragofer | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.09 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0005900: Unlit skin for 6-candle chandelier incomplete | ||||
Description | The skin "chandelier_unlit" (in tdm_models_decls01\skins\tdm_lights.skin) references chandelier_6candles_longchain.lwo, but should also include chandelier_6candle.lwo, which is also a standard model included with the distribution. Not fixed in 2.10 beta either. | ||||
Steps To Reproduce | Here's what tdm_lights.skin should look like when a reference to chandelier_6candles.lwo model is added: skin chandelier_unlit { model "models/darkmod/lights/extinguishable/chandelier_6candles.lwo" model "models/darkmod/lights/extinguishable/chandelier_6candles_longchain.lwo" "textures/particles/candlefire" "textures/common/nodraw" "tdm/candle_a" "tdm/candle_a_unlit" } | ||||
Additional Information | The circa-2009 6-candle chandelier, used in Away 0: Stolen Heart (and elsewhere), needs this skin to extinguish all candles properly as a group. The chandelier is paired with a light_extinguishable object. When that is, say, hit by a water arrow, it targets a target_callscriptfunction that calls a script function to setSkin to chandelier_unlit. Workaround: I have tested this with a custom skin over-ride of "chandelier_unlit", in the ongoing work towards a 2.10 maintenance release of Stolen Heart. If this fix is not included when 2.10 is released, then I will ship my release with the custom skin over-ride. | ||||
Tags | No tags attached. | ||||
Rev 16524. Updated the skin definition. Note that the model references in the skin definition are only needed for them to show up in the "Matching Skins" folder in DR's Skin Chooser when choosing a skin for that model. You can set any skin for any model - as long as the model contains materials referenced in the skin def, they'll be swapped. |
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Thanks. I didn't realize the model references had no functional purpose beyond "Matching Skins". Good to know. Aside - I imagine it would be possible to write a maintenance program, that would be run periodically to look for missing Matching Skins (as well as claimed Matching Skins that don't really match). Maybe easier to do for models defined in text form than in binary. (I'm not volunteering to write that.) |
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Date Modified | Username | Field | Change |
---|---|---|---|
03.02.2022 21:55 | Geep | New Issue | |
09.07.2022 15:45 | Dragofer | Assigned To | => Dragofer |
09.07.2022 15:45 | Dragofer | Status | new => resolved |
09.07.2022 15:45 | Dragofer | Resolution | open => fixed |
09.07.2022 15:45 | Dragofer | Fixed in Version | => TDM 2.11 |
09.07.2022 15:45 | Dragofer | Note Added: 0014987 | |
09.07.2022 18:51 | Dragofer | Target Version | => TDM 2.11 |
14.07.2022 15:36 | Geep | Note Added: 0015016 |