Typo in lights.pk3

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Expand view Topic review: Typo in lights.pk3

Re: Typo in lights.pk3

by Gez » Mon Oct 21, 2019 7:55 am

D'Sparil is typically fought in wide open-sky areas that are brightly lit, so the effect of dynlights is less pronounced that when they happen in small, dark corners.

Re: Typo in lights.pk3

by Enjay » Mon Oct 21, 2019 6:03 am

In this case, it probably shows how few people play Heretic, or at least Heretic maps with D'Sparil in them.

I just checked out my own lights definition that I updated from the previous non-attenuated values and I'd set it to 84 myself. Not saying that's better (the difference would be barely noticeable - much less than a difference of 500 anyway) more that my own calculation got it pretty close to the intended official 88.

Re: Typo in lights.pk3

by Graf Zahl » Mon Oct 21, 2019 5:44 am

Amazing what kind of stuff goes unnoticed for so long...

Re: Typo in lights.pk3

by Rachael » Mon Oct 21, 2019 5:19 am

Typo in lights.pk3

by Marisa the Magician » Mon Oct 21, 2019 5:03 am

While playing Heretic some days back I noticed something odd in the D'Sparil fight. The Serpent's fireballs had a really broken light with a massive flicker radius. I traced it down to this.

Code: Select all

// D'Sparil serpent fireball
flickerlight SERPENTBALL
{
    color 1.0 0.95 0.5
    size 588
    secondarySize 96
    chance 0.5
	attenuate 1
}
Pretty sure that size should be 88. Seems like this has been a thing for over two years and no one has noticed? The commit where it happened is this.

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