Sector Light in 3.6.0 and 3.7.0

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Sector Light in 3.6.0 and 3.7.0

Postby SPZ1 » Sun Jan 06, 2019 12:24 pm

Does anybody have a good explanation for this? In 3.6.0 (and older versions) the lights look exactly like I want them to! Now they're spotty and weak! Do I really have to triple all the lights to get them the way they were?

3.6.0
[imgur]https://ibb.co/RS0HNWL[/imgur]

3.7.0
[imgur]https://ibb.co/7bJLRqg[/imgur]
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SPZ1
 
Joined: 02 Aug 2017
Location: Illinois

Re: Sector Light in 3.6.0 and 3.7.0

Postby Enjay » Sun Jan 06, 2019 12:48 pm

I don't know about the problem (other than to maybe suggest looking at which sector lighting mode you are using - a new one was introduced in 3.7.0 that might be changing things).

I just wanted to point out that imgur tags only work if your image is hosted on imgur. ;)
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Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
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Re: Sector Light in 3.6.0 and 3.7.0

Postby Graf Zahl » Sun Jan 06, 2019 7:02 pm

3.6.0 is the broken one. Some time between 3.5 and 3.6 I made some changes to the allowed light size, but only after 3.6 was released I had to find out that my change broke nearly every single map using sector lights, so I had to revert the change. Cheogsh was particularly badly affected.

The problem with the sector lights is that the initial ZDoomGL code applied a poorly chosen scaling factor to them which let them become far too large far too easily, and since everything was clamped to 255, nobody ever noticed how bad that factor was.
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Graf Zahl
Lead GZDoom Developer
 
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Re: Sector Light in 3.6.0 and 3.7.0

Postby SPZ1 » Sun Jan 06, 2019 7:48 pm

I made up this small fix right before Graf posted. I noticed the DynamicLight.Type "Sector" thing type was stuck at 255 myself:

Code: Select allExpand view
ACTOR SectorPointLight_1024White : DynamicLight replaces SectorPointLight {
   Args 255, 255, 255, 1024, 0
   DynamicLight.Type "Point"
}
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Location: Illinois


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