View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006297 | The Dark Mod | Graphics | public | 07.06.2023 05:47 | 08.10.2023 17:13 |
Reporter | thebigh | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | PC | OS | Windows | OS Version | 11 |
Summary | 0006297: ambient_dynamic_light_cap not respected with ambient_light_falloff > 0 | ||||
Description | See attached map and script; also see discussion in https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/455/#comment-486157 and https://bugs.thedarkmod.com/view.php?id=2901 The map consists of a standard old ambient_world light, an atdm:location_settings with ambient_light_falloff = 1, ambient_dynamic_light_cap = 0.1 0.1 0.1, and a big red button that calls a script that moves a small, dim light to a point very near the player's head. The dynamic cap should stop the ambient getting too bright; however, pressing the big red button illuminates the ambient and light gem like I've just been teleported into the core of the Sun. Make sure to be standing still when you test this. | ||||
Tags | lighting | ||||
dynamic_bug.map (7,438 bytes)
Version 2 // entity 0 { "classname" "worldspawn" // primitive 0 { brushDef3 { ( 0 0 1 -640 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 1 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 608 ) ( ( 0.01302083302289248 0 0 ) ( 0 0.01302083302289248 0 ) ) "textures/darkmod/sfx/black_matt" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -608 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 1 0 -32 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 96 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -608 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 2.220446049250313e-15 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 1 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 -544 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 96 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 512 ) ( ( 0.006510416511446238 0 3.333333253860474 ) ( -8.673617379884035e-19 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 1 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 64 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 1 -96 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/nature/grass/short_dry_grass" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -608 ) ( ( 0.006510416511446238 0 3.108624468950438e-15 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 -512 ) ( ( 0.006510416511446238 0 4.440892098500626e-16 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 96 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 -544 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 0 ) ( ( 0.006510416511446238 0 -1.77635683940025e-15 ) ( 0 0.006510416511446238 -1.666666626930237 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 1 0 512 ) ( ( 0.006510416511446238 0 10 ) ( -8.673617379884035e-19 0.006510416511446238 -1.332267629550188e-15 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -608 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 1 0 0 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 0 -1 96 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( -1 0 0 -32 ) ( ( 0.006510416511446238 0 0 ) ( 0 0.006510416511446238 0 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 ( 1 0 0 0 ) ( ( 0.006510416511446238 0 13.33333301544189 ) ( -8.673617379884035e-19 0.006510416511446238 -2.220446049250313e-15 ) ) "textures/darkmod/stone/brick/blocks_tealblue_dark" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "angle" "90.000000" "origin" "160 -256 128" } // entity 2 { "classname" "atdm:mover_button" "name" "PUSHME" "model" "PUSHME" "origin" "272 -240 144" "target" "attach_light" "translate" "0 0.5 0" // primitive 0 { brushDef3 { ( 0 0 1 -16 ) ( ( 0.03125 0 8 ) ( 0 0.03125 248 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 ( 0 1 0 -16 ) ( ( 0.03125 0 9 ) ( 0 0.03125 5 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 ( 1 0 0 -16 ) ( ( 0.03125 0 8 ) ( 0 0.03125 5 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 ( 0 0 -1 -16 ) ( ( 0.03125 0 8 ) ( 0 0.03125 9 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 ( 0 -1 0 -16 ) ( ( 0.03125 0 120 ) ( 0 0.03125 5 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 ( -1 0 0 -16 ) ( ( 0.03125 0 121 ) ( 0 0.03125 5 ) ) "textures/darkmod/paint_paper/wallpaper_fleurdelis_orangered" 0 0 0 } } } // entity 3 { "classname" "atdm:ambient_world" "name" "ambient_world" "_color" "0.08 0.08 0.08" "light_center" "0 0 0" "light_radius" "576 576 576" "origin" "256 -256 384" } // entity 4 { "classname" "atdm:target_callscriptfunction" "name" "attach_light" "call" "update_darkvision" "foreach" "0" "origin" "256 -192 160" } // entity 5 { "classname" "atdm:location_settings" "name" "atdm_location_settings_1" "ambient_light_dist_scale" "32" "ambient_light_dynamic_cap" "0.1 0.1 0.1" "ambient_light_falloff" "1" "origin" "256 -448 576" "s_shader" "silence" } // entity 6 { "classname" "info_location" "name" "loc_testroom" "ambient_light_dynamic" "0.01 0.01 0.01" "origin" "256 -416 576" } // entity 7 { "classname" "light" "name" "nightvision" "_color" "0.04 0.04 0.04" "ai_see" "0" "light_center" "0 0 0" "light_radius" "80 80 80" "origin" "256 -480 576" } dynamic_bug.script (203 bytes)
void update_darkvision() { //move the nightvision light to the player's head sys.print( "Attaching light to head" ); $nightvision.setOrigin( $player1.getEyePos() + '0 0 0.01'); return; } |
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It would also be nice to have a spawnarg on lights that would prevent them from contributing to the dynamic, so that you can for example use Sotha's clever "dark vision" technique with a nonlinear ambient_light_falloff | |
Date Modified | Username | Field | Change |
---|---|---|---|
07.06.2023 05:47 | thebigh | New Issue | |
07.06.2023 05:47 | thebigh | Tag Attached: lighting | |
07.06.2023 05:49 | thebigh | Note Added: 0016014 | |
07.06.2023 05:49 | thebigh | File Added: dynamic_bug.map | |
07.06.2023 05:49 | thebigh | File Added: dynamic_bug.script | |
05.10.2023 23:26 | thebigh | Note Added: 0016107 | |
07.10.2023 01:55 | thebigh | Description Updated |