Comments (9)
Worst. Bug report. Ever.
from ioq3.
Please give us a screenshot of the bug so that we can reproduce it and repair it.
from ioq3.
I'll tell you how to reproduce it. Step 1: Grab sst13's d-light map. Step
2: Load the map. Step 3: Witness the broken dynamic lighting. Easy as 1, 2,
3, isn't it?
On Monday, March 14, 2016, Zachary J. Slater [email protected]
wrote:
Please give us a screenshot of the bug so that we can reproduce it and
repair it.—
Reply to this email directly or view it on GitHub
#179 (comment).
from ioq3.
Without a screenshot of exactly what you see so that we know we're seeing the right bug and can verify it is fixed, the steps to reproduce (which you've given us now), and a link to whatever files are required ( now that we know we need some extra map pk3) it is not going to be fixable.
from ioq3.
Here's the link to the map: http://sst13.de/map-d-light.pk3
On Sunday, March 20, 2016, Zachary J. Slater [email protected]
wrote:
Without a screenshot of exactly what you see so that we know we're seeing
the right bug and can verify it is fixed, the steps to reproduce (which
you've given us now), and a link to whatever files are required ( now that
we now we need some extra map pk3) it is not going to be fixable.—
You are receiving this because you authored the thread.
Reply to this email directly or view it on GitHub
#179 (comment)
from ioq3.
This is fixed in ioquake3, but you need to use the ioquake3 cgame vm.
Vanilla quake 3 incorrectly keeps mover light color in the 0-255 range instead of 0-1 which all other dlights use. See here and here.
from ioq3.
Thanks jpcy.
from ioq3.
Thanks for letting me know about this... I will use a fresh compile of the q3 vm's from here on in...
from ioq3.
Mind you, the VMs only work locally or on servers running those VMs with pure server enabled.
from ioq3.
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