Hello, everyone!
I was working on a map for testing GZDoom's new shadow mapping feature when I happened upon an annoying little glitch.
When using an actor mover and interpolation points to try and make moving light sources for a particular test, I found that if the radii of the moving lights hits any sort of infinite height line, the lights appear to collide with the line and stop moving, making the test I was attempting utterly impossible. It's as if the actor mover is considering the light radius a collision radius instead and is causing the bug/issue.
More information available upon request.
Here is the WIP map with the bugged out lights:
https://drive.google.com/file/d/0B6yNjT ... sp=sharing
Also worth mentioning is that there are some problems with sector-synced light sources and complex geometry.
The bug(s) can be found in the last room(s) of the map.
Thanks in advance for any help.
Point lights affected by actor movers get stuck.
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Re: Point lights affected by actor movers get stuck.
It always worked like that as far as I know. If need to avoid collision detection create own point light derived from existing class and add +NOCLIP flag to it.
- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Point lights affected by actor movers get stuck.
The implementation here probably needs to change. Having lights as regular actors is something that was inherited from ZDoomGL but it'd be a lot better if lights weren't actual actors that are part of the physical map. Ideally even the dynamic light things should just attach a light object and aside from that be simple no-ops.
Re: Point lights affected by actor movers get stuck.
Thanks, guys! Thanks to you, we now have both short-term and long-term solutions, and I can continue my experiments!
On a side note, any idea where I would post examples?
On a side note, any idea where I would post examples?
Re: Point lights affected by actor movers get stuck.
The forum can hold aattachments, but I don't know off the top of my head if it's supported for guests.
Otherwise, personally I use "mega.nz" - it's one of the more reliable file sharing hosts I've encountered.
Otherwise, personally I use "mega.nz" - it's one of the more reliable file sharing hosts I've encountered.
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Re: Point lights affected by actor movers get stuck.
For me, the +NOCLIP flag bugged the lights a little. They would not illuminate walls that were outside of their spawn radius.
So i resorted to writing an Actor that copies its args and position to a point light. (That works)
So i resorted to writing an Actor that copies its args and position to a point light. (That works)
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Point lights affected by actor movers get stuck.
Putting on hold as this involves a major rewrite of the light code.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Point lights affected by actor movers get stuck.
This shouldn't be an issue anymore, now that the actors are no longer the objects representing the light to the renderer.