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Noshadows_lod_x bug


Constantine

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I've found a bug with with the noshadows_lod_x spawnarg.

 

The noshadows_lod_1 spawnarg actually controls LOD 0 shadows, noshadows_lod_2 works at LOD 1, etc.

 

Here is a demo using all the LODs. The shadows are disabled at LOD 3 and 4 in def, but actually they disappear at LOD 2 and 3:

http://hedonism.nm.r...tdm/lodtest.pk4

(To start it, put it in the darkmod folder ant type "map lodtest" in the console).

 

I also found that there is no way to disable shadows at last LOD (independently of the number of LODs), because the corresponding noshadows_lod_x affects the previous (x-1) LOD, and noshadows_lod_x+1 doesn't work if the next LOD (x+1) isn't set.

 

Is it a known bug?

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It's news to me, seems to be a simple mistake, that nobody has caught so far.

 

Could you please file a bug report on http://bugs.angua.at/my_view_page.php ? Thanx!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Fixed this with revision #5656, which is basically:

 

Index: game/Entity.cpp
===================================================================
--- game/Entity.cpp	 (revision 5654)
+++ game/Entity.cpp	 (working copy)
@@ -2738,7 +2738,7 @@
				    m_SkinLODCur = m_LODLevel;
		    }
		    // level 0 is the default
-			   renderEntity.noShadow = (m_LOD->noshadowsLOD & (1 << (m_LODLevel + 1))) > 0 ? 1 : 0;
+			   renderEntity.noShadow = (m_LOD->noshadowsLOD & (1 << m_LODLevel)) > 0 ? 1 : 0;

 

Thank you for your report!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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You might be able to bribe someone into compiling the latest SVN code for ya.

 

If not, you can compile it yourself via the read-only SVN checkout on the downloads page.

 

^_^

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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What nbohr1more said, otherwise the fix will only be available in v1.09 - as far as I'm aware, there will be no intermediate release (because a release is a lot of work). v1.09 is quite some way ahead, tho, because AFAIK it will only be released when TDM is fully stand-alone, which is a long way off due to the high number of assets we need to replace.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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