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Posted

Here, the light entity is offset and it's center is in the wall.

 

PKpSeN3.png

 

Did you do that offset or is that part of the model?

 

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I always assumed I'd taste like boot leather.

 

Posted
1 minute ago, AluminumHaste said:

Here, the light entity is offset and it's center is in the wall.

 

PKpSeN3.png

 

Did you do that offset or is that part of the model?

 

It's not that lamp - it's the one above it

  • Like 1
Posted

This might be why, maybe. The material def for that window texture:

 

textures/darkmod/window/smallpanels_4w_dirty01_unlit
{

    qer_editorimage    textures/darkmod/window/smallpanels_4w_dirty01_unlit_ed
    glass
    noselfshadow
    noshadows
    diffusemap _black
    {
        blend add
        map     textures/darkmod/window/smallpanels_4w_dirty01_unlit
        rgb .4
    }
    frobstage_texture textures/darkmod/window/smallpanels_4w_dirty01_unlit 0.15 0.40


}

 

 

Includes noshadows, so when the visportal is opened the light is activated in that visleaf, and it shines through the window panes.

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I always assumed I'd taste like boot leather.

 

Posted

That certainly seems to be part of the issue.

When I copy and paste that part into a test map, and place a light behind the windows, the light goes right through.

 

G0hGxHI.png

 

So in reality, light is bleeding all out of there in into that room from both sides. You only see it on the wall because the light is close to that spot.

 

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I always assumed I'd taste like boot leather.

 

Posted (edited)

what is 'noshadows' intended to be used for in a material definition?  I see that it means 'don't cast shadows', but in practical terms does that also mean 'make the material transparent (to light)'? If so, why isn't the light shining through when the door is closed?

Edited by Frost_Salamander
  • Like 1
Posted

Because the visportal is closed and lights in that visleaf are no longer active, they're shut off. Why bother wasting CPU/GPU time on lighting a room that's completely closed off.

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I always assumed I'd taste like boot leather.

 

Posted
1 minute ago, AluminumHaste said:

Because the visportal is closed and lights in that visleaf are no longer active, they're shut off. Why bother wasting CPU/GPU time on lighting a room that's completely closed off.

OK that makes sense.  Looking at some of the other window material definitions some of them don't have that keyword.

Also, if you are outside and noclip up so you are outside the window next to the other lamp (the standing copper one), you can see the lightgem light up.

So I guess one workaround if you really wanted to use that material is to just make your own version and remove the 'noshadows' from it?

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Posted
5 minutes ago, AluminumHaste said:

Not sure why it was used for this material to be honest.

Fair enough 🙂 . Anyways thanks for taking the time to look into it, and I learned something new today!

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Posted

🚨 Release 1.2 now available.

Mostly minor fixes, but includes one fix that will hopefully prevent the prison key from not spawning.

Full changeloghttps://github.com/FrostSalamander/fsx/releases/tag/1.2

 

Download:

Proton Drivehttps://drive.proton.me/urls/4YTT2D72EW#FJ9furObjD19

Githubhttps://github.com/FrostSalamander/fsx/releases/download/1.2/highex.pk4

@nbohr1more could you do the honours and add to mission DB please?

 

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  • 2 weeks later...
Posted

I can't open the metal doors with the prison key, am I doing something wrong? I play the version 1.2 middle grade

Posted
56 minutes ago, Heuli said:

I can't open the metal doors with the prison key, am I doing something wrong? I play the version 1.2 middle grade

which metal doors exactly?  Are you sure you are actually in the prison?  Can you provide a screenshot of the door?

  • Thanks 1
Posted

Yes - I know what the problem is.  This is a very stupid bug on my part in 1.2.  You can either wait for the fix (I will fix it now but it might take awhile to get it uploaded), or to proceed you can spawn a new key with the correct name.  Open the console and type:

spawn fsx:prison_cell_key name prison_cell_key inv_name fixed_prison_key

It will appear as 'fixed_prison_key' in your inventory, and that one should work.

 

  • Thanks 1
Posted

Thank you for your quick response😃

no problem all right take your time i thought i did something wrong .that's a good mission something can go wrong

Posted
Posted
3 minutes ago, Heuli said:

Thank you, you're fast, I'm 64 and I'm joyful I can play dark mod 😀

No problem 🙂. I just happened to have a day off today and was already sitting in front of the PC. Plus it's an embarrassing (and game-breaking) bug so best to get it updated ASAP.

Posted
25 minutes ago, Frost_Salamander said:

ok fixed.  Version 1.3:

Proton Drive: https://drive.proton.me/urls/2X9ZGQD3PR#txKKpE5GW1zq

Github: https://github.com/FrostSalamander/fsx/releases/download/1.3/highex.pk4

changelog: https://github.com/FrostSalamander/fsx/releases/tag/1.3

@nbohr1more sorry to ask again - could you please update the mission DB?

No worries. I'll get this updated tonight unless another team member gets it done before me.

  • Like 1

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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