mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Sept 3, 2023 0:38:12 GMT -5
|
|
|
Post by knightmare on Sept 3, 2023 9:30:35 GMT -5
Does this happen when any menu is open (such as the load game or options menus), or just the main menu?
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Sept 3, 2023 12:28:50 GMT -5
If a map is loaded via console while the menu (no matter which one) is open, the switchable lights cast the wrong light. If you close the menu, the false light disappears.
If you load the map via EXE link and command "-map mapname", the false light remains until it is triggered correctly.
|
|
|
Post by knightmare on Sept 3, 2023 20:14:46 GMT -5
Looks like a minor timing bug that's framerate-sensitive, as having the menu open pauses the game. So it looks like the game is paused before the game library can run the serverframe.
If you have v-sync on and set r_maxfps to 60, the lights don't stay on when in the menu. Any higher, and the issue happens. If v-sync is off, the threshold is 84-85 fps.
Given that most players playing a properly packaged SP mod don't start maps from the console, but from the new game/load game menus instead, this a very low priority bug.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Sept 3, 2023 23:41:16 GMT -5
Many SP maps are loaded via shortcut with "-map map name". This also causes the lighting error without menu.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Oct 19, 2023 0:36:45 GMT -5
I found another bug with switchable lights. No matter with or without menu. Static lights (good): Switchable lights (bed):
|
|
|
Post by knightmare on Oct 19, 2023 15:15:35 GMT -5
In the second set of screenshots, the lasers are off with the lights. So it looks like targets are being properly called in the game code.
|
|
mikem
Quake 2 Mapping Club
Posts: 328
|
Post by mikem on Oct 19, 2023 23:37:28 GMT -5
The right lasers are targeted to info_notnull. A button triggers the lasers and the 4 red lights.
|
|