Make the ent lighting distance match QS by default - increasing the distance from vanilla's 2048 to 8192.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6151 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2022-01-08 09:59:54 +00:00
parent 495abcbe7b
commit 0dbb8919be
2 changed files with 5 additions and 2 deletions

View file

@ -40,6 +40,7 @@ cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to
cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files."); cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
cvar_t mod_lightscale_broken = CVARFD("mod_lightscale_broken", "0", CVAR_RENDERERLATCH, "When active, replicates a bug from vanilla - the radius of r_dynamic lights is scaled by per-surface texture scale rather than using actual distance."); cvar_t mod_lightscale_broken = CVARFD("mod_lightscale_broken", "0", CVAR_RENDERERLATCH, "When active, replicates a bug from vanilla - the radius of r_dynamic lights is scaled by per-surface texture scale rather than using actual distance.");
cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised."); cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
cvar_t mod_lightpoint_distance = CVARD("mod_lightpoint_distance", "8192", "This is the maximum distance to trace when searching for a ground surface for lighting info on map formats without light more fancy lighting info. Use 2048 for full compat with Quake.");
#ifdef SPRMODELS #ifdef SPRMODELS
cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1."); cvar_t r_sprite_backfacing = CVARD ("r_sprite_backfacing", "0", "Make oriented sprites face backwards relative to their orientation, for compat with q1.");
#endif #endif
@ -661,6 +662,7 @@ void Mod_Init (qboolean initial)
Cvar_Register(&mod_loadentfiles_dir, NULL); Cvar_Register(&mod_loadentfiles_dir, NULL);
Cvar_Register(&mod_loadmappackages, NULL); Cvar_Register(&mod_loadmappackages, NULL);
Cvar_Register(&mod_lightscale_broken, NULL); Cvar_Register(&mod_lightscale_broken, NULL);
Cvar_Register(&mod_lightpoint_distance, NULL);
Cvar_Register(&temp_lit2support, NULL); Cvar_Register(&temp_lit2support, NULL);
Cvar_Register (&r_meshpitch, "Gamecode"); Cvar_Register (&r_meshpitch, "Gamecode");
Cvar_Register (&r_meshroll, "Gamecode"); Cvar_Register (&r_meshroll, "Gamecode");

View file

@ -26,6 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps; extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up; extern cvar_t r_hdr_irisadaptation, r_hdr_irisadaptation_multiplier, r_hdr_irisadaptation_minvalue, r_hdr_irisadaptation_maxvalue, r_hdr_irisadaptation_fade_down, r_hdr_irisadaptation_fade_up;
extern cvar_t mod_lightpoint_distance;
int r_dlightframecount; int r_dlightframecount;
int d_lightstylevalue[MAX_NET_LIGHTSTYLES]; // 8.8 fraction of base light value int d_lightstylevalue[MAX_NET_LIGHTSTYLES]; // 8.8 fraction of base light value
@ -2671,7 +2672,7 @@ int R_LightPoint (vec3_t p)
end[0] = p[0]; end[0] = p[0];
end[1] = p[1]; end[1] = p[1];
end[2] = p[2] - 2048; end[2] = p[2] - mod_lightpoint_distance.value;
r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end); r = GLRecursiveLightPoint (cl.worldmodel->rootnode, p, end);
@ -2942,7 +2943,7 @@ void GLQ1BSP_LightPointValues(model_t *model, const vec3_t point, vec3_t res_dif
end[0] = point[0]; end[0] = point[0];
end[1] = point[1]; end[1] = point[1];
end[2] = point[2] - 2048; end[2] = point[2] - mod_lightpoint_distance.value;
r = GLRecursiveLightPoint3C(model, model->rootnode, point, end); r = GLRecursiveLightPoint3C(model, model->rootnode, point, end);
if (r == NULL) if (r == NULL)