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Post by Paril on Jun 8, 2014 13:08:33 GMT -5
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Post by knightmare on Jun 11, 2014 22:57:09 GMT -5
I don't know of any map tools that delete the light entities from the BSP entity string.
Are you grabbing the entity string on the client side during the BSP load process and parsing it there to extract the lights? With that approach, the client/renderer would not be updated on lights that are switched on/off or lightramped.
Or have you added a method of sending all the lights from the server to the client that breaks network compatibility?
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Post by Paril on Jun 12, 2014 18:20:07 GMT -5
It's entirely compatible with the 3.20 game protocol.
Toggled lights are not implemented yet but not entirely difficult to do because they are sent via configstrings and the entity entry has the index of the configstring used to control that light (lightramp uses the same system). The entity string is parsed on the client side, yes.
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Post by qbism on Jun 15, 2014 13:03:31 GMT -5
I wonder how this performs on Intel graphics notebook computers compared to regular dynamic lighting with its bleed-through. Framerate suffers badly with bleed on an Intel HD I have.
Several Q2 coders visit inside3d occasionally. Might be a good place to post if you continue with this.
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