[Fixed] Fake Contrast nullifying Lightspot around player sometimes

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Fake Contrast nullifying Lightspot around player sometimes

Postby Sinael » Wed Jan 16, 2019 2:46 pm

I am not sure if this is a bug or just another weird Doom behaviour, but there should be at least an option to fix this IMO.
In "Software" and "Doom" sector lightmodes Player has a bright spot around them that raises the brightness of the surroundings to certain minimum that allows player to at least barely see nearby walls even in complete darkness.
However under some circumstances the fake contrast effect makes the wall lighting to go beyond black, that the aforementioned lightspot does not brighten it up (even if it brightens up surrounding walls that are in exact same 0 brightness sector). It rarely occures, but when it does - it sticks out like a sore thumb. Ocured plenty of times in Hellbound map set. Examples below are from E1M8 of DTWID.wad

With Fake Contrast


No Fake Contrast


Map spot
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Sinael
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Re: Fake Contrast nullifying Lightspot around player sometim

Postby Graf Zahl » Wed Jan 16, 2019 3:01 pm

Do you have ambient occlusion enabled? The images look like you have.
If yes, how does it look without?
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Re: Fake Contrast nullifying Lightspot around player sometim

Postby Sinael » Wed Jan 16, 2019 3:09 pm

Makes no positive difference at all, if anything makes it stick out even more.


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Re: Fake Contrast nullifying Lightspot around player sometim

Postby _mental_ » Fri Jan 18, 2019 10:59 am

This happens with other sector light mode as well. Walls become pure black when calculated fake contrast value is equal to sector light level except the sign.
In other words, it happens when sum of a value assigned here and sector light level is zero.

By default, all horizontal walls of sectors with light level equal to 16 are affected. The initial value of WallHorizLight is -16.
Probably, there can be other ways to trigger this issue, but this one was obvious.
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light_level.wad
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