MadDeCoDeR / Classic-RBDOOM-3-BFG

DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG) is a source port based on RBDOOM-3-BFG and enchance the experience of Ultimate DOOM, DOOM 2 and DOOM 3.
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"Convergence Chamber" Lights can be Seen Through Doors on Mars City Underground #134

Open mmillar-bolis opened 10 months ago

mmillar-bolis commented 10 months ago

Describe the Bug: At the beginning of the level Mars City Underground (game/mc_underground.map), the player receives their gear ("Mars Sec. radio check") and then proceeds through the unlocked door, down the stairs, and through another door into the "Energy Stabilization" section of the base. Behind the stack of crates to the left, Mr. Rodgers pops out to spook the player. To the right, however, is a door labelled "Convergence Chamber - 1". In that room there is a light that revolves roughly every five seconds. However, before entering that room, while still near Mr. Rodgers, the light in the next room appears to cast across the opposite side, e.g. the closed door.

There is more than once instance of this rotating light, but they all seem to cast through the closed doors to their respective areas. While still present with all of the extra lighting effects, the issue is most pronounced when playing with set r_useSSAO 0; set r_useHDR 0; set r_useHalfLambertLighting 0; set r_forceAmbient 0.00; set r_useShadowMapping 0.

To Reproduce: Steps to reproduce the behavior:

  1. Load game/mc_underground.map or begin a new game, follow the Sentry Bot, and board the elevator to the next map.
  2. Wait and fetch your gear, then proceed down the linear path and into the "Energy Stabilization" area.
  3. Wait outside the door to "Convergence Chamber - 1" for merely a few seconds.

Expected Behavior: This bug does not seem to occur in vanilla Doom 3 BFG. When standing outside of the "Convergence Chamber - 1" room, the closed door facing the player remains darkened.

Screenshots: Using set r_useSSAO 0; set r_useHDR 1; set r_useHalfLambertLighting 1; set r_forceAmbient 0.01; set r_useShadowMapping 1:

screenshot001 screenshot002

Note the light and shadows cast across the bottom half of the door in the second picture.

Using set r_useSSAO 0; set r_useHDR 0; set r_useHalfLambertLighting 0; set r_forceAmbient 0.00; set r_useShadowMapping 0:

screenshot003

Desktop: