My guess is something to do with the recent change to allow light levels to be set outwith the 0-255 range. [/edit]
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 3:43 pm
by Bio Hazard
I can confirm this too on ZDoom/Linux r3239 (and a fresh compile of GZDoom).
I noticed that third first-level run-through I did, the way to the first key room was fine, but on the way back from the key room, lots of sectors in the large room at the beginning had become dark.
With the GZDoom tests, every run seemed fine (I did 3 here also), until you start a new game without exiting, then BAM. Dark sectors all over the place. In the last GZDoom test, I saw lots of sectors go dark right before my eyes when doing things like hitting triplines and switches.
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 3:52 pm
by Enjay
Interesting. I didn't see any sectors change during a game so I assumed they didn't. Apparently I was wrong.
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 4:09 pm
by ChronoSeth
It sounds like this is somehow related to the lightning effect (found on my map and MAP01 of Hexen).
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 4:10 pm
by randi
Any idea what revision started having problems?
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 4:27 pm
by Enjay
I tested in r3224 and was able to find some black/dark sectors. I tried in r3222 and after 5 games I did not find any. The random nature of the bug means this isn't a definite but my guess is that my hunch about the light values outwith 0-255 change in r3223 (which I don't have a build of) being responsible may be correct.
Re: r3242 Randomly dark sectors
Posted: Mon Jun 20, 2011 8:12 pm
by Salad Viking
Since it hasn't been explicitly mentioned, also know that this only happens in Hexen. Doom, Heretic, and the others are fine. For me, that is, but it seems to be the same for everyone.