While working on my project, I came across some kind of bug where the GLDEFS dynamic light definitions were not working correctly. In this video I made you can see that the poison clouds from the troll's grenade do not initially display a light. It only shows up when I shoot my weapon. Weird thing too that the weapon I'm using here also has the same bug which I could only resolve with A_AttachLightDef.
Hard to Reproduce GLDEFS light bind bug
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Hard to Reproduce GLDEFS light bind bug
Looks like the same as this one : viewtopic.php?f=2&t=75250
If you have something that can somewhat reliably reproduce the bug, can you please attach it? So far I have been unable to see this in action.
If you have something that can somewhat reliably reproduce the bug, can you please attach it? So far I have been unable to see this in action.
Re: Hard to Reproduce GLDEFS light bind bug
I tried isolating the problem in an example .PK3 but the glitch wasn't there
Re: Hard to Reproduce GLDEFS light bind bug
If it's in particular any sort of memory or corruption issue then it won't be possible to simply put it in a smaller .pk3. Try loading the project without autoloads and if you can reproduce the problem that way, send the project along with your .ini file privately to the GZDoom devs group and we can take a look at it. You can remove things like your real life name or whatever from the materials you send, but please keep your GZDoom settings intact.
Re: Hard to Reproduce GLDEFS light bind bug
The files are sent