Punches' flashes appear semi-randomly

Issue #137 wontfix
Американский Шпион created an issue

when you hit surfaces with a fist in E1 blue sparkles and light frequently do not appears. also, the decals produced after hits sometimes appears black with no textures

Comments (11)

  1. Purkkaviritys

    The sparks don't appear if you stand little bit farther away from the object you're hitting. You need to be sticked together to the object for the sparks to fly after hitting.

    As for the hit decal texture being black... that's probably a genuine issue but I wasn't able to reproduce it. I think you might have a corrupted Daikatana folder or something.

  2. Американский Шпион reporter

    I sure it's not. the game is pure installation from disc with patches installed

    You need to be sticked together to the object for the sparks to fly after hitting.

    not really. if you hit a wall they surelly will not appear if you stand further then several steps from it, but if you hit an enemy it will appear every time. it's really easy to notice since the attack distance is ridiculously far, try to smash some roboskeets. btw here is a screenshot from the cave against the entry on e1m1c daikatana009.jpg

    EDIT: also: hit sound is a one sound or two? because it contains sparks noise

  3. Purkkaviritys

    I cannot see anything because your brightness and intensity are set to such values that it is impossible to see anything except the very dark UI parts in the shot. Rise intensity to 3 and lower the brightness to 70% and take a new screenshot. Most likely there isn't a bug and it's just your intensity and brightness which are messed up.

  4. Purkkaviritys

    Aah, ok. that looks like an genuine issue. Something to do with how light is reflected from those decals so it's about angle of the surface probably. I need to test if I can make that happen too.

  5. Purkkaviritys

    I think so because it's been there as long as I can remember. And this game has also other kind of similar details. But lets wait and see what the guys who can look at the code can tell us.

    By the way, I also managed to reproduce this "a wild black decal appears on random"-thing on my nVidia GPU. I haven't tested the laptop's built-in Intel GPU yet but I guess it's probably going to give the same result. So I can confirm that this issue exists.

    There's some variation to it how it appears. It'll appear in some walls easier than others. And if it appears then for almost certainly after few punches it's possible to also get a proper textured decal to appear in exact same place where black one appeared.

    daikatana018.jpg

  6. Frank Sapone

    Regarding sparks not showing up all the time. When the distance is a bit farther away they're not supposed to appear so that is intended code behaviour. Regarding teh black decals, I am not sure why this happens yet but I need to follow the code more as I found a spot in the beginning of e1m1a that I can make it reliably happen.

  7. Frank Sapone

    The problem is that GetLightPoint in ref_gl goes into a function that calls RecursiveLightPoint based on the lightmaps. There's a lot of math involved that I don't really understand. Unless Knightmare knows of some clever way to detect this situation and make it work properly I don't see a fix coming any time soon for it.

  8. Frank Sapone

    Also, the reason for the code to base it off the lightmaps would be so if you're punching in a really dark area the decal should be dark with it instead of being full bright and silly looking. So there may be parts of the map when it was made with rad that some parts of the wall are darker than others, maybe not a whole lot, but just enough to make that part of the code fail or it's either some math issue itself in the RecursiveLightPoint code. Either way, totally out of my league, but maybe Knightmare can find time if he's willing to look into it.

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