Rev_Heretic wrote:Back to the original problem of this thread, I was looking for a solution to this too. To work around dynamic light 'bleeding' to the next room's floor and ceiling is to place a small sector in the neighbouring room that encloses the affected area and have an open script to tag that sector with Sector_SetPlaneReflection (<tag>, 1, 1). Apparently, sectors flagged with reflective surfaces will not pick up any dynamic lighting, even at its lowest value. It corrects those undesired light bleeds while keeping me free to light the next room any way I please.
If that is the case it's a bug. Better not make your map depend on it, once it gets investigated it will get fixed.