DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

Advanced Shading Bugs
Page 1 of 1
DieHard Wolfers Forum Index -> SDL Code Crackers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Aryan_Wolf3D
I am Death Incarnate
I am Death Incarnate


Joined: 21 Jul 2011
Last Visit: 16 Dec 2017

Topics: 6
Posts: 172

blank.gif

PostPosted: Fri Sep 16, 2016 5:51 am
   Subject: Advanced Shading Bugs
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

I wonder if anyone has managed to get this working without any bugs? Because I've found some problems, and I don't know exactly what causes them, or how to fix them.

Some screenshots:

Standing enemy doesn't light up when near lights



Neither do dead ones, BUT if you kill an enemy under a light, then start a new game, this happens:




The biggest problem is that lights don't appear to reset between levels (And possibly save/load games, but I haven't tested that yet).

Level 1 end...

Level 2 start. Those light circles are caused by the lights in the level 1 screenshot.

There may be other issues, but this is all I've found so far. I'm pretty sure I added all the code correctly, but just in case I didn't, here are the changed files if anyone wants to take a look: https://www.dropbox.com/s/hxuuzevh72i4qe1/AdvShade.zip?dl=0
AlumiuN
DieHard Wolfer
DieHard Wolfer


Joined: 29 Nov 2007
Last Visit: 2:00 ago.

Topics: 37
Posts: 2401
Location: Christchurch, New Zealand
newzealand.gif

PostPosted: Fri Sep 16, 2016 3:15 pm
   Subject: Re: Advanced Shading Bugs
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I did get it working roughly correctly at one point, but I remember it needed quite a bit of work to do so. I might still have the codebase with it implemented; I'll go take a look.

EDIT: Looks like I don't have it any more, sorry. You might want to make sure lightMap is getting cleared and set properly in SetupGameLevel (i.e. it should be near the end).
Aryan_Wolf3D
I am Death Incarnate
I am Death Incarnate


Joined: 21 Jul 2011
Last Visit: 16 Dec 2017

Topics: 6
Posts: 172

blank.gif

PostPosted: Sat Sep 17, 2016 6:24 am
   Subject: Re: Advanced Shading Bugs
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thanks for the tip... I'll see what I can come up with.

_________________
"Way too many #ifdefs in the code!" - John Carmack
Aryan_Wolf3D
I am Death Incarnate
I am Death Incarnate


Joined: 21 Jul 2011
Last Visit: 16 Dec 2017

Topics: 6
Posts: 172

blank.gif

PostPosted: Wed Sep 21, 2016 11:52 am
   Subject: Re: Advanced Shading Bugs
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

Alright, at least I found out how to get enemies to light up when they go into their death, pain, and non-fullbright shooting frames... and I can't believe I didn't think of it before. Embarassed

For deaths, putting "T_LightEnemy (ob);" in the KillActor function won't work properly... It will only illuminate the first death frame. Instead, put
"(statefunc)T_LightEnemy" here:

::: CODE :::

statetype s_grddie1             = {false,SPR_GRD_DIE_1,15,(statefunc)T_LightEnemy,(statefunc)A_DeathScream,&s_grddie2};
statetype s_grddie2             = {false,SPR_GRD_DIE_2,15,(statefunc)T_LightEnemy,NULL,&s_grddie3};
statetype s_grddie3             = {false,SPR_GRD_DIE_3,15,(statefunc)T_LightEnemy,NULL,&s_grddie4};
statetype s_grddie4             = {false,SPR_GRD_DEAD,0,(statefunc)T_LightEnemy,NULL,&s_grddie4};


Do the same for the pain states and any shooting states that don't have a gunflash. I'm still working on getting a standing enemy to light up though... I thought that putting "T_LightEnemy (ob);" in the T_Stand function would be enough, but apparently, it isn't, because a standing guard won't be illuminated until another guard has moved under a light.

I'll be working on it in the meantime, so any help will be appreciated.
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> SDL Code Crackers View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts Sticky: [Tutorial] Compiling Wolf4SDL with Code::Blocks
Author: dcbasic
90 17503 Wed May 24, 2017 7:53 pm
Falcon*93 View latest post
No new posts [HELP] Stat-bar problem.
Author: Raziel
1 668 Sun Jul 20, 2008 12:43 pm
insurrectionman View latest post
No new posts Problem with new Wolf4SDL Demo Releases
Author: BrotherTank
4 1420 Sun Jul 20, 2008 3:57 am
Ripper View latest post
No new posts [SDL-Help] Wall patches fix
Author: insurrectionman
0 915 Tue Jul 15, 2008 11:12 am
insurrectionman View latest post
No new posts [Help] Problem with Checkweaponchange function (wolf4sdl)
Author: Mortimer
4 2335 Sat May 17, 2008 11:26 am
Mortimer View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group