Point lights affected by actor movers get stuck.

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Expand view Topic review: Point lights affected by actor movers get stuck.

Re: Point lights affected by actor movers get stuck.

by Graf Zahl » Sun Aug 18, 2019 7:20 am

This shouldn't be an issue anymore, now that the actors are no longer the objects representing the light to the renderer.

Re: Point lights affected by actor movers get stuck.

by Graf Zahl » Sat Aug 12, 2017 2:21 am

Putting on hold as this involves a major rewrite of the light code.

Re: Point lights affected by actor movers get stuck.

by Wuerfel_21 » Tue Jul 18, 2017 10:57 pm

For me, the +NOCLIP flag bugged the lights a little. They would not illuminate walls that were outside of their spawn radius.
So i resorted to writing an Actor that copies its args and position to a point light. (That works)

Re: Point lights affected by actor movers get stuck.

by Rachael » Tue Jul 18, 2017 2:53 pm

The forum can hold aattachments, but I don't know off the top of my head if it's supported for guests.

Otherwise, personally I use "mega.nz" - it's one of the more reliable file sharing hosts I've encountered.

Re: Point lights affected by actor movers get stuck.

by Guest » Tue Jul 18, 2017 1:31 pm

Thanks, guys! Thanks to you, we now have both short-term and long-term solutions, and I can continue my experiments!

On a side note, any idea where I would post examples?

Re: Point lights affected by actor movers get stuck.

by Graf Zahl » Sun Jul 16, 2017 7:05 am

The implementation here probably needs to change. Having lights as regular actors is something that was inherited from ZDoomGL but it'd be a lot better if lights weren't actual actors that are part of the physical map. Ideally even the dynamic light things should just attach a light object and aside from that be simple no-ops.

Re: Point lights affected by actor movers get stuck.

by _mental_ » Sun Jul 16, 2017 6:35 am

It always worked like that as far as I know. If need to avoid collision detection create own point light derived from existing class and add +NOCLIP flag to it.

Point lights affected by actor movers get stuck.

by Guest » Wed Jul 12, 2017 5:53 am

Hello, everyone!

I was working on a map for testing GZDoom's new shadow mapping feature when I happened upon an annoying little glitch.
When using an actor mover and interpolation points to try and make moving light sources for a particular test, I found that if the radii of the moving lights hits any sort of infinite height line, the lights appear to collide with the line and stop moving, making the test I was attempting utterly impossible. It's as if the actor mover is considering the light radius a collision radius instead and is causing the bug/issue.

More information available upon request.

Here is the WIP map with the bugged out lights:
https://drive.google.com/file/d/0B6yNjT ... sp=sharing

Also worth mentioning is that there are some problems with sector-synced light sources and complex geometry.

The bug(s) can be found in the last room(s) of the map.

Thanks in advance for any help.

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