SEED - Known bugs: Difference between revisions
fixup |
m update |
||
Line 18: | Line 18: | ||
For now you must manually lower the density when you change the distribution. This will likely get fixed soon, as this is very cumbersome, esp. with multiple inhibitors and image based falloff maps, which make the required calculation for the density adjustment non-trivial. | For now you must manually lower the density when you change the distribution. This will likely get fixed soon, as this is very cumbersome, esp. with multiple inhibitors and image based falloff maps, which make the required calculation for the density adjustment non-trivial. | ||
== Crashes == | |||
The system currently crashes when saving a mission, or when loading such a savegame. Also it can crash at the end of the game session. These are probably due to incorrect memory management (double free by the system itself, and then by the doom engine again). | |||
== Model Regeneration takes too long == | |||
The Model Generator can take up to 1/3 of a second to rebuild complex models. 95% of that time are spent in the closed source parts of the engine. A workaround will be implemented for v1.04 by completely redesigning the model generator. | |||
== See also == | == See also == |
Revision as of 22:20, 22 December 2010
Introduction
The new LODE system can generate entities for you, in random or image-map based distributions, with random rotations and more. This page lists a few of the know bugs and not-yet-completed features:
Rotating
It is not possible to abitrarily rotate the lode inside DR. The only way to rotate the LODE shape is by adding an "angle" spawnarg on the LODE.
To find out the value of "angle", rotate the LODE inside DR until it fits, then rotate it back and set the angle spawnarg accordingly.
Density and Entity Count
The calculation of the entity based on the density does not take into account inhibitors, nor the falloff distribution of any image map based inhibition. Instead it always assumes that all entities are distributed evenly across the entire space.
This means adding inhibitors to one space of the lode will redistribute the inhibited entities to the other spaces, not just suppress them. Or in other words, if a given density will produce 100 entities inside the LODE area, adding an inhibitor that suppresses the entities in one half, there will still be 100 entities in the other half of the area.
Workaround
For now you must manually lower the density when you change the distribution. This will likely get fixed soon, as this is very cumbersome, esp. with multiple inhibitors and image based falloff maps, which make the required calculation for the density adjustment non-trivial.
Crashes
The system currently crashes when saving a mission, or when loading such a savegame. Also it can crash at the end of the game session. These are probably due to incorrect memory management (double free by the system itself, and then by the doom engine again).
Model Regeneration takes too long
The Model Generator can take up to 1/3 of a second to rebuild complex models. 95% of that time are spent in the closed source parts of the engine. A workaround will be implemented for v1.04 by completely redesigning the model generator.
See also
- LOD System
- LODE - Usage - Example on how to use LODE in real-map scenarios
- LODE - Falloff function - How to use "falloff" "func" to get more complicated distribution patterns
- LODE - Known bugs
- LODE - FAQ