Opaque Entities
taleden
Join Date: 2003-04-06 Member: 15252Members, Constellation
Does the 'opaque' light flag correctly handle light generated from switchable texture lights? I have some big double doors which are flagged 'opaque' and start in the closed position (for light calculation), however when a light is switched on or off on one side of the doors, the effect can be seen on the other side as well. Any ideas?
Comments
I had some problems getting opaque faces to work correctly yesterday with a simple direct light--I'm wondering now if the code is working 100%. I'll be testng the standard 1.7 HLRAD against 1.7p9 today to see if there's any difference.
Sure, toss the test case it my way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, when I used the flag compile time was doubled. Once removed, everything was hunky-dory again, but as I generally do my lighting at the end of room creation, it took me a couple of hours to find the problem.
I could do a screen shot tonight, if you don't get what I'm saying.
My problem isn't that opaque entities are too opaque and somehow suck up light from the rest of the room - my problem is that they're not opaque enough, and light (especially switchable lights) is penetrating through them where it shouldn't.
Jeez, 1.7p9? I need to bind "w" "download XP-Cagey tools". Is there an update each day at the moment?
bind "w" "dlcageytools"
Jeez, 1.7p9? I need to bind "w" "download XP-Cagey tools". Is there an update each day at the moment?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, I know there have been a lot of quickie bugfix releases -- I need an early adopter program with a last "stable" release for download. It's difficult to talk about "stable" releases, however, when the code base that you're basing the modifications on is a moving target with some documented bugs.
The last two releases were 10 days apart... I'm assuming people would rather have the bugs stamped out sooner vs. later. If I were using the valve versioning system, I think I'd have laid it out this way:
1.7p - 1.7.1.0 (feature addition)
1.7p2 - 1.7.1.1 (bugfix)
1.7p3 - 1.8.0.0 (major feature addition)
1.7p4 - 1.8.0.1 (bugfix)
1.7p5 - 1.8.1.0 (feature additions)
1.7p6 - 1.8.1.1 (bugfix)
1.7p7 - 1.8.1.2 (bugfix)
1.7p8 - 1.8.1.3 (workaround)
1.7p9 - 1.8.2.0 (feature addition / bugfix)
I chose to use the patch # notation instead so that Merl could safely continue using a numbering scheme without anybody getting confused. It's bad enough that 1.7 is an offshoot and later version of 2.5.3 without having to worry about a third set of numbers.
There have been nine releases in 3 months, which is more than you'd see in a professional environment, but as I've said I'm being less rigorous than I would with something I expected people to pay for (I'm not being purposely cavalier or careless, but I'm not doing formal unit testing, either... if it works with the test maps, I release it).
I've been working for the last few week on setting up an actual home for the modified tools, but it's not ready for prime time yet. I'm thinking about using a notification list eventually, but for the time being the thread here is a quick way to see if there's been an update.
If/when I perform a fundamental rewrite the compile process (there's a lot of room for improvement that tweaks can't implement), an optional check for updates probably wouldn't be too hard to include in the program(s).