Dynamic light binding issue not entirely fixed

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Dynamic light binding issue not entirely fixed

Postby Player701 » Sun Sep 26, 2021 1:01 am

It appears that this issue was not entirely fixed. For example, player classes with states marked Light(...) still don't work properly. Example code and PWAD below.

Code: Select allExpand view
class TestPlayer : DoomPlayer
{
    States
    {
        Melee:
            PLAY F 6 BRIGHT Light("ZOMBIEATK");
            Goto Missile;
    }
}

Works in GZDoom 4.6.1, broken in 4.7.0 and above (tested with g4.8pre-7-gb59554f31, which should contain the fix to the mentioned issue). To reproduce, load the attached WAD file, then go to any map and fire a weapon. A light should appear around the player, but it does not happen in recent versions.
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Joined: 13 May 2009
Location: Russia
Discord: Player701#8214
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Dynamic light binding issue not entirely fixed

Postby Player701 » Sun Sep 26, 2021 7:34 am

OK, sorry, it looks like this is a duplicate of this report, while I thought that the other report was actually a duplicate of the original issue that was fixed. Please close this.
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Joined: 13 May 2009
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Discord: Player701#8214
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Dynamic light binding issue not entirely fixed

Postby Graf Zahl » Sun Oct 03, 2021 7:44 am

fixed
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
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Re: Dynamic light binding issue not entirely fixed

Postby Marisa Kirisame » Thu Oct 14, 2021 10:09 am

I'd like to reopen this by saying that it's far from fixed. Attached lights in an actor state now won't detach once that state passes.

Example to reproduce bug here. There are two lights blinking every two seconds. One starts on and one starts off. Normally, the light would be alternating properly, but once the second light goes bright, the light never turns off ever again.
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Graphics Processor: nVidia with Vulkan support

Re: Dynamic light binding issue not entirely fixed

Postby Enjay » Thu Oct 14, 2021 10:54 am

I just noticed in Quake Champions : Doom Edition that the Quake grunt enemies, once they have fired a shot are permanently lit by a yellow dynamic light (even when they are dead). I'd started to dig inside the files but it looks like it's probably the same issue.
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Re: Dynamic light binding issue not entirely fixed

Postby Player701 » Thu Oct 14, 2021 11:13 am

Confirmed, same here, reproducible even with vanilla IWADs and lights.pk3.
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Location: Russia
Discord: Player701#8214
Operating System: Windows 10/8.1/8/201x 64-bit
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Graphics Processor: nVidia with Vulkan support

Re: Dynamic light binding issue not entirely fixed

Postby Enjay » Thu Oct 14, 2021 11:23 am

Player701 wrote:reproducible even with vanilla IWADs and lights.pk3.

Surely not with the vanilla actors though? I'm not seeing it with them - only with actors that have lights attached in their states - which the vanilla monsters don't have (they are allocated on GLDEFS).
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Re: Dynamic light binding issue not entirely fixed

Postby Player701 » Thu Oct 14, 2021 11:24 am

Oops, sorry, forgot I was autoloading a mod. Too much work today... :? Yes, it only happens with lights attached via states, sorry again.
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Joined: 13 May 2009
Location: Russia
Discord: Player701#8214
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support


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