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Gas light entities - still make noise once extinguished.


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#1 Bikerdude

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Posted 09 October 2018 - 04:03 PM

I think... I fixed this by making a custom entities for BCD when I came across this issue, but in case I didn't does anyone else know fix this?


Edited by Bikerdude, 09 October 2018 - 04:11 PM.


#2 ERH+

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Posted 09 October 2018 - 10:51 PM

Looking from technical side, if you turn it off it shouldn't, but if you dose it with a water arrow - the flammable fumes will keep going...

Edited by ERH+, 09 October 2018 - 10:53 PM.

S2wtMNl.gif


#3 Bikerdude

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Posted 10 October 2018 - 02:20 AM

Hmm I have sent them to be extinguished in DR, so they shouldn't be on or making a sound.



#4 Obsttorte

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Posted 10 October 2018 - 07:55 AM

What entity are you using?


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#5 Bikerdude

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Posted 10 October 2018 - 01:28 PM

What entity are you using?

atdm:lamp_wall_gasflame03_lit



#6 Bikerdude

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Posted 16 October 2018 - 05:41 AM

bump..



#7 VanishedOne

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Posted 16 October 2018 - 09:33 AM

Maybe the problem is that it's the atdm:lamp_wall_gasflame03_lit entity (which is an idStaticEntity) that has an s_shader set, not the light_gasflame attachment (which is the actual light entity)?


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#8 Bikerdude

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Posted 16 October 2018 - 10:54 AM

Maybe the problem is that it's the atdm:lamp_wall_gasflame03_lit entity (which is an idStaticEntity) that has an s_shader set, not the light_gasflame attachment (which is the actual light entity)?

Some of the electric lights have the shader applied that way and they stop making sounds when turned off, so its must be an issue with the entity definition for the gas light.


Edited by Bikerdude, 16 October 2018 - 02:21 PM.


#9 VanishedOne

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Posted 16 October 2018 - 12:19 PM

Some of the electric lights have shader applied that was and they stop making sounds when turned off, so its must be an issue with the entity definition for the gas light.

Do those electric lights have idStaticEntity spawnclasses or idLight spawnclasses? atdm:wall_sphere_lit for example is an idLight entity. Whereas atdm:lamp_wall_gasflame03_lit is an idStaticEntity which spawns an idLight attachment.


Edited by VanishedOne, 16 October 2018 - 12:20 PM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#10 Obsttorte

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Posted 17 October 2018 - 09:50 AM

Some of the electric lights have the shader applied that way and they stop making sounds when turned off, so its must be an issue with the entity definition for the gas light.

Electric lights differ from gas lights and flames. While the first ones are light entities themselves, the latter one are only static objects with a light entity attached. Use the set command to alter spawnargs on attached entities or create your own entity.


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
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Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#11 Bikerdude

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Posted 17 October 2018 - 11:56 AM

Are there plans by the team to fix this or do I need to log a tracker?



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