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Still present or just noticed as of commit a03748c :
- [NEW] Light shadows, ents, even sky cuts out or flickers at L/R edges of viewport. Not as much anymore though. Could be related to aspect ratio issues since I have an UW monitor?
- Light "banding" still occurs for faces at extreme angles from source. Or on a face supposed to be occluded but ~perpendicular to the source (see hexa.map for this one)
- Some faces appear black even with a light next to them. Winding issue? (my fault?)
- Particles from
misc_dustflicker or cut out entirely (but come back eventually) - no apparent cause -
ambientworldspawn key does not work anymore - Console current char position indicator (cursor?) is missing
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func_doorandfunc_door_rotatinghave texture position/scaling binding issues - Fog volumes dissappear when intersecting with ambient light.
density / 4 && color.R|G|B|A / 4? - Small fog volumes (<128^3) don't render well, if at all
- Now that weapon sounds work again.. BFG "wind up" repeats before the "wind down"
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func_platspawnflag of "low trigger" breaks the trigger entirely, or is just inaccessible? -
func_platdeacceleration is weird. Suddenly slows way down before reaching destination. Perhaps use thelipvalue as the accel/deaccel pad to go from 0=>speed=>0? I mainly use alipof 16. Uncommonly 8 (default). Settingaccelkey to 0 helps a little but meh - I still have entity state and material state issues when switching maps, reloading via time limit hit. Phantom ents, wrong material state etc.
- Wireframe mode has very low visibility since the lines are based on amount of light is present. I suggest a second mode to just render it as all fullbright white. Perhaps even a third mode to render white lines on top of textured faces? I can create an alias to swap between them.
- Parallax still has some issues where viewing from extreme angles (close to parallel to face) will heavily distort the effect
- Models (.obj) marked with "solid" contents within its .mat file does not work. If intentional, this would not be great for using models for statues etc
- There seems to be a floating precision bug in quemap somewhere. When working with TB's group and (esp) linked-group feature, brushes somewhat frequently resolve to winding errors or other vertex related issues.
- Discord lib logs me in successfully but does not send correct command to let discord know I am playing Quetoo. I noticed it works for you @jdolan.
- Weather particles render at
0 0 0when map leaks. Oddly, when editor is enabled, it works fine regardless. - Teleport destination particles render at
0 0 0and not atmisc_teleporter_dest -
target_speakerDoesn't play the given sound. Also, avolumekey is missing.
Some thoughts:
- Since we are still heavily in dev, maybe disable the in game update reminder?
- Speaking of aliases, is there a way to make them conditional on command states?
- How hard would it be to re-add Bloom (maybe in a different way?) back into surfaces? It's a shame we can't light the surface of lava anymore for example. Using an array of point lights is too expensive.
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