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SE lights in HHR messed up in rev. 6885

User is offline   Mark 

#1

I just updated from 6428 to the latest 6885 in my HHR project folder. As you may remember, there is a con effect programmed by Mblackwell that when enabled will turn off SE lights out of the player's view or a certain distance away. But they will come back on when you are near them.

With version 6885 when that feature is enabled ( by pressing the backspace key ) the only lights that show are the "hardcoded" ones like flames and wall switches etc... All other added SE lights disappear. When pressing the key to disable the effect the SE lights do not come back on.

I haven't yet narrowed it down to which was the last good version.

This post has been edited by Mark.: 14 May 2018 - 12:23 PM

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User is offline   Mark 

#2

I also just found out that sound errors are shown in the eduke32.log file that never showed in any previous version in the project.
Sound hlminhal.voc(#23) not found!
Sound hlmexhal.voc(#24) not found!
Sound yes.voc(#45) not found!
Sound fan.voc(#77) not found!
Sound hover.voc(#80) not found!
Sound turrrm.voc(#145) not found!
Sound turrrg.voc(#146) not found!
Sound turrat.voc(#147) not found!
Sound b3atk01.voc(#152) not found!
Sound turrpn.voc(#161) not found!
Sound turrdy.voc(#162) not found!
Sound b3atk01.voc(#176) not found!
Sound vpiss2.voc(#182) not found!
Sound jacuzzi2.voc(#322) not found!

This post has been edited by Mark.: 14 May 2018 - 12:41 PM

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User is online   Danukem 

  • Duke Plus Developer

#3

That's a 9 month gap between revisions there, so you will definitely want to bisect that and figure out when it got broken. This has probably broken similar hacks in other mods, too -- I'm guessing Mblackwell's code was manipulating the lotags of the SEs to turn the lights off and on.

The hacks in questions are certainly NOT something that we can reasonably expect to be supported, though. Ideally, we would have proper access to the dynamic lights in CON and not have to resort to manipulating lotags (maybe picnum?) on the SEs to get the job done.

EDIT: Don't worry about the missing sounds showing up in the log. They have been missing all along, now it's just reported.
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User is offline   Mark 

#4

Ihave no idea how he programmed the light hack. Which is why I was debating whether to even post the glitch in the new revision. Its been a long time since updating because 6428 was the latest when the project released back in Aug 2017

So far its narrowed down between 6450 and 6550. I'll keep looking.

I'm at 6523. The lighting problem is gone but level brightness or visibility went way down in revisions around this one. I'm getting close.

OK. I found it. 6526 is the first revision that breaks the lighting hack.

This post has been edited by Mark.: 14 May 2018 - 01:40 PM

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User is offline   Mark 

#5

Oops. Edit time ran out. The log for 6526 says:
Fix issue with non-actor sprites not being deleted at size 0
Not sure if thats got anything to do with it. But then I'm not a highly paid programmer that gets all the girls.
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User is online   Danukem 

  • Duke Plus Developer

#6

It's possible. If Mblackwell's code spawns a sprite that controls the lights, and he didn't bother to set size on that sprite, then it would spawn at size 0. Then the revision would cause the sprites to delete and hence not work.
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User is offline   Mark 

#7

I will ax him 'bout it
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User is offline   Hendricks266 

  • Weaponized Autism

  #8

View PostMark., on 14 May 2018 - 01:52 PM, said:

Oops. Edit time ran out. The log for 6526 says:
Fix issue with non-actor sprites not being deleted at size 0
Not sure if thats got anything to do with it. But then I'm not a highly paid programmer that gets all the girls.

Oh, this broke HHR too? This is the same commit that broke the released version of the Duke 64 mod. I had it on my list to revert but I'm not sure where that list went.
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User is offline   Mark 

#9

Decay also used the same lighting hack so I'm pretty sure its broke there too. I didn't check. The instructions say to use the supplied eduke32 version for the best experience but we know how that goes. :(

This post has been edited by Mark.: 15 May 2018 - 12:10 PM

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User is offline   Mblackwell 

  • Evil Overlord

#10

Can you retest this with the latest revision?
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User is offline   Mark 

#11

Already done. I was PM'ing with Hendricks. Light hack, doors and conveyor belt issues are all fixed.
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