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greebo

DarkRadiant 2.0.1 pre-release test

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Here is the thread:

 

http://forums.thedarkmod.com/topic/14375-dr-and-its-shifting-planes/

 

the last problem was tracker 3571 which was caused by mappers moving brush-based Func_Statics around rather than the original problem

of the map save operations causing precision deterioration.


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Here is the thread:

 

http://forums.thedar...hifting-planes/

 

the last problem was tracker 3571 which was caused by mappers moving brush-based Func_Statics around rather than the original problem

of the map save operations causing precision deterioration.

 

I remember that thread. Just saying I am having issues with regular brushes. I probably need to make a focused test case.

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Guys -- sorry not been following this thread or the 2.0 one, I've been obsessed with soft particles since I got back from hols -- but has anyone reported a problem in 2.0 with light shaders being copied between lights inappropriately? A lot of my lights in test maps are ending up with ambient light shader if I haven't specified a texture. If it's not already been dealt with leave it with me to test properly so I can make a quality report. I just don't want to go to that trouble if it's already in hand.

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A lot of my lights in test maps are ending up with ambient light shader if I haven't specified a texture.

Not sure if DarkRadiant can be the cause of this problem, but if you have a specific entity which is showing that kind of behaviour, I can look into it.

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Not sure if DarkRadiant can be the cause of this problem, but if you have a specific entity which is showing that kind of behaviour, I can look into it.

I worked it out I think. Not sure if you consider this a bug or not, but I'll track it in case.

 

The light inspector remembers the most recent texture that it saw on any light, and copies it to any other light if that light has no texture specified. That's how the lights in my test maps all ended up with ambient texture, because ambient world was the only light that had a texture. It happens only to lights without a texture, and only if you make a change (but unrelated changes will do).

 

Steps to reproduce:

- Create 2 lights in an empty map.

- Select light 1 and open the light inspector and the entity inspector. Click on a texture for light 1. Note the new "texture" spawnarg appears immediately in the entity inspector.

- Close light inspector and deselect light 1

- Select light 2 and open light inspector

- Click on "parallel" or color or any other setting, and note that two spawnargs appear for light 2 in the entity inspector: the option you chose, plus the texture you gave to light 1.

 

This also works with lights that have their texture defined in a .def file like ambient world. You don't have to set any texture in the light inspector. If you open light inspector with a textured light, then select a light without a texture, any change at all in the light inspector will write the last-seen texture to the new light.

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