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Issues on Winders build - and some thoughts #698

@skies912

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@skies912

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_dust flicker or cut out entirely (but come back eventually) - no apparent cause
  • ambient worldspawn key does not work anymore
  • Console current char position indicator (cursor?) is missing
  • func_door and func_door_rotating have 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"
  • func_plat spawnflag of "low trigger" breaks the trigger entirely, or is just inaccessible?
  • func_plat deacceleration is weird. Suddenly slows way down before reaching destination. Perhaps use the lip value as the accel/deaccel pad to go from 0=>speed=>0? I mainly use a lip of 16. Uncommonly 8 (default). Setting accel key 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 0 when map leaks. Oddly, when editor is enabled, it works fine regardless.
  • Teleport destination particles render at 0 0 0 and not at misc_teleporter_dest
  • target_speaker Doesn't play the given sound. Also, a volume key 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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