Graphics and Sound Double-Whammy

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Graphics and Sound Double-Whammy

Postby ImpieTwo » Sun Nov 24, 2019 2:38 am

Using 4.2.4 release and have two issues.

1) The strobe lights in the juno mods no longer emit colored light beams regardless of gl settings: they simply appear as animated sprites with no open gl effects. they don't seem to emit beams at all. any other wad using the same strobe lights has the same issue. They worked fine before when I used older versions of gzdoom.

Every locked door in the Juno mods is marked with these lights. You can see them at the start of map 1 of Operation Sea Wolf: a yellow one is next to the starting position after the briefing.

2) ambient sounds had pitch randomization even when i have it set to "off". this issue seems to have randomly corrected itself, and I'm not sure how to recreate it. toggling the setting didn't have any effect at the time, but i did hard reboot my computer today, and i wonder if that had something to do with it. seems odd to require a restart though, as i use the binaries download and not the installer.
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Re: Graphics and Sound Double-Whammy

Postby _mental_ » Sun Nov 24, 2019 2:50 am

Please do not report unrelated bugs in one topic. It’s hard to manage such issues, and it’s rather easy to miss something.

Regarding the problem with lights, it would help to know in which version they worked correctly.
Actually, the same applies to the second bug as well.
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Re: Graphics and Sound Double-Whammy

Postby Enjay » Sun Nov 24, 2019 5:35 am

I wonder if the lights thing is just another manifestation of this: viewtopic.php?f=7&t=65856&p=1122149

IIRC those lights work by spawning a bunch of short-lived actors with dynamic lights attached in a rotating pattern around the central actor. If those short-lived actors only have a 1 tic state duration (like the actors in LWM's flashlight) then the reason they no longer work could be the same as for the flashlight.
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Re: Graphics and Sound Double-Whammy

Postby Graf Zahl » Sun Nov 24, 2019 5:41 am

No, the state in question is not the spawn state and it has a two tic duration.
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Re: Graphics and Sound Double-Whammy

Postby Enjay » Sun Nov 24, 2019 5:55 am

Ah, OK, not that then.

@ImpieTwo, if you look at the automap with the IDDT cheat used twice, are the rotating light actors still actually spawning (easy to see if they are with the cheat active)?
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Re: Graphics and Sound Double-Whammy

Postby Rachael » Sun Nov 24, 2019 7:06 am

It does seem to be related, actually. When I played Einherjar, I noticed that freezing the level caused the lights to appear, but unfreezing it caused the lights to disappear once more.

This is pretty big, imo, since the lights were a Realm667 resource, which means there's no telling how many mods may have used them.
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Re: Graphics and Sound Double-Whammy

Postby Enjay » Sun Nov 24, 2019 7:29 am

ImpieTwo certainly uses them heavily, but I've seen them in a lot of other mods too.
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Re: Graphics and Sound Double-Whammy

Postby Graf Zahl » Sun Nov 24, 2019 7:46 am

I cannot easily fix this with the current light code. Once the actor is gone, so is the light. These depend on the light's removal being delayed by one frame, but the only way to achieve that would be adding gross hacks.

This light effect is a gross hack anyway - stuff I'd normally classify under "Don't do that!".
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Re: Graphics and Sound Double-Whammy

Postby ImpieTwo » Sun Nov 24, 2019 11:52 pm

Enjay wrote:@ImpieTwo, if you look at the automap with the IDDT cheat used twice, are the rotating light actors still actually spawning (easy to see if they are with the cheat active)?

They are indeed still spawning. So it seems they're there, and just not spawning the gldefs.
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