sektor2111 wrote: ↑Sat Oct 24, 2020 7:23 pm
which you are adding just because "SpawnPoint outside network"
Maybe you bad read:
Buggie wrote: ↑Sat Oct 24, 2020 7:53 am
I never do with paths anything on this map. All copied from original map.
About Spawnpoint. Before YOUR PATHS skaarj follow order and run into deadly beam and die.
After YOUR PATHS skaarj stand still wait player and attack he.
So what reason of this break logic?
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I face strange issue.
Castle full of dynamic light (TriggerLight) for effect with temporary off light on this part map. It cause lags like hell.
So I decide sacrifice this effects (especially it not work properly on network - too many TriggerLight want replicate, so replicated only few of them, all other stay enabled and effect of total dark gone. After 15 seconds all enabled back so this effects most player not see fully).
Because of that I goes to replace all TriggerLight with usual light.
Rebuild light. All fine. FPS increased.
But all Actors black like no light here. In UEd in all renders all fine. In game - they dark.
But not all. Nali fruit which I add later is light normally. Old actors - Trees, Monsters, books - dark.
Fruit is good. Near black book. Very strange.
I try delete replace light. Rebuild without and import from t3d. Rebuild light and got same issue.
Possible push into another limit. IDK.
I try add fresh new light near actors. They black. I ti s mercenary. When they fire they light by muzzle flash and projectiles. But not by map.
Map light as supposed.
Maybe anyone have ideas? I try copy actors to text - nothing special. Light to text - nothing special again.
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Also I try send to Last Light - nope. Send to last actors - nope.
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Look like another limit.
Fruits very special case. They work properly.
If I add book - it is dark.
If I add light - it light actors. Because all Light added without rebuild light added as bDynamicLight.
But if I rebuild light on map, then again all actors dark. Light come to brushes. Possible converted to light maps. But for actors it is not work.
v436 now crash even on try save map. c0000005 exception. Access violation somewhere. Even not usual c++ exception for crash.
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Log from build light:
Code: Select all
Log: Opened temporary viewport
Log: Occluded 8340 views in 15.635867 sec (1.874804 msec per light)
Init: Shut down moving brush tracker for Level MyLevel.MyLevel
Log: 1390 Lights, 27943 Polys, 166296 Pairs, 57865713 Rays