flashlight mod not working
#1 Posted 22 November 2021 - 07:01 PM
I'm also noticing some of my swing doors that haven't been touched for many months in an area that hasn't been touched for months are glitching and showing parallaxed floors as though they are crossing over sectors.. And the sequence that the map starts with is not running it's con commands. IDK if those are related to the newer eduke or not. I'll be doing further testing and report back.
Flashlight and doors issues are gone using 9305 from Jan of this year. So the problem is fairly recent. I'll bisect to find the start of the problem. However, I have noticed again that polymer lights disappear if you exit to the menu and reload the map. So there is more to hunt down.
This post has been edited by Mark: 22 November 2021 - 07:42 PM
#2 Posted 22 November 2021 - 08:38 PM
#3 Posted 22 November 2021 - 08:43 PM
I still need to find the version that polymer lights disappear on map reload from the menu.
This post has been edited by Mark: 22 November 2021 - 09:02 PM
#5 Posted 22 November 2021 - 09:01 PM
#6 Posted 23 November 2021 - 12:22 AM
#7 Posted 23 November 2021 - 09:57 AM
If I go any closer than this it will glitch. I moved the pivot SE out of the way so you could see the verts. Its usually packed tightly in that corner. Before my fix the vert bodies were partially overlapping instead of touching like they are now. This is maximum zoom in Mapster.
So IMO your changes are fine and glitching doors may be poorly made. There is no need to get any closer than this.
This post has been edited by Mark: 23 November 2021 - 10:03 AM
#8 Posted 23 November 2021 - 03:42 PM
Mark, on 23 November 2021 - 09:57 AM, said:
If I go any closer than this it will glitch. I moved the pivot SE out of the way so you could see the verts. Its usually packed tightly in that corner. Before my fix the vert bodies were partially overlapping instead of touching like they are now. This is maximum zoom in Mapster.
So IMO your changes are fine and glitching doors may be poorly made. There is no need to get any closer than this.
If the changes would break swing doors that are spaced closer than that, it would glitch a lot of maps which make doors like that. I also usually leave just 1 unit between doors and the lintel, if the SE sprite is place correctly (tip: turning off effector descriptions in 2D mode), it works well. Also when your door glitchs, it's good to DNDEBUG the map with the door in open state then check in Mapster what went wrong.
#9 Posted 23 November 2021 - 07:39 PM
This post has been edited by Mark: 23 November 2021 - 07:40 PM
#10 Posted 24 July 2022 - 10:06 AM
#11 Posted 24 July 2022 - 01:41 PM
Mark, on 24 July 2022 - 10:06 AM, said:
Hi Mark, I'm trying to get myself motivated to work on my big projects again, so I could use a little warmup exercise. Can you link me to the mod that is supposed to be working? Maybe I can hack a workaround.
I will not be looking into swing doors, though -- that shit is no fun.
#12 Posted 24 July 2022 - 02:44 PM
What I discovered in Suburbs and likely applies to the other projects, not tested yet,
the flashlight SE50 will shine but only when facing in one direction.
Player look side to side, but the light stays put.
Look up and down the light follows as it should.
Move and the player shadow flickers in the light.
This last bug goes back further than recent eduke revisions. In projects where the flashlight otherwise works, when player's Z position goes down a certain amount from default start like a flight of stairs for instance, the flashlight stops shining. Return to the starting level or go higher the light shines fine again. My workaround was to raise the entire map up however many Z units was needed. I think Mblackwell might have also been working on a fix at the time. I don't recall if it was implemented or not. It was a long time ago.
I'll have to find where in a Decay map the flickering is used.
I have no issue with swinging doors these days because I space my verts a little further from each other than the amount that causes a glitch.
https://forums.duke4...__1#entry215698
https://forums.duke4...__1#entry232700
This post has been edited by Mark: 24 July 2022 - 02:52 PM
#13 Posted 24 July 2022 - 03:44 PM
#14 Posted 24 July 2022 - 03:56 PM
Polymer lights have interpolation etc now and the way the mod is moving the light around probably isn't compatible.
In the middle of the flicker con is an event for something else and can be ignored. I'm not sure why it ended up in there.
Attached File(s)
-
flashlight code.txt (1.6K)
Number of downloads: 189 -
flicker.con (3.38K)
Number of downloads: 190
This post has been edited by Mark: 24 July 2022 - 04:05 PM
#15 Posted 24 July 2022 - 09:37 PM
#16 Posted 25 July 2022 - 03:48 AM
Thanks for your effort.
#17 Posted 25 July 2022 - 12:52 PM
Mark, on 25 July 2022 - 03:48 AM, said:
Thanks for your effort.
The reason I gave up after 30 minutes, aside from the fact that I didn't have a lot of time, is that nothing I did seemed to make any difference. The light was like a dark purple and barely visible, and would not respond in any way to my code -- it would not change angle to be the player's angle, changing its pitch (up/down) just made it disappear, changing the RGB values made no difference, etc. Now there is an important difference between my method and the one provided. In my method I *spawn* the light, whereas in the code provided there is a light already in the map which is then manipulated. The spawn method worked perfectly for me in the past and my old mods that used polymer all do it that way. For me this is essential because the mapper won't know how many lights are needed since that is heavily code effect dependent, so if I can't get it to work with the spawn method then polymer is dead to me.
#18 Posted 09 August 2022 - 06:13 PM
This post has been edited by xlnt: 09 August 2022 - 06:15 PM