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Tamer17 said:It's NOT a BUG!
It can't be fixed. Valve chose their way of handeling shadows and one of the "side effects" of Valve's method is the overlapping shadows.
How many times we need to tell you...
Letters said:Hmmmm... never noticed that...
Tamer17 said:It's NOT a BUG!
It can't be fixed. Valve chose their way of handeling shadows and one of the "side effects" of Valve's method is the overlapping shadows.
How many times we need to tell you...
lans said:I agree.
I never actually noticed it in the game - it's these damn screenshot geeks who overanaylze everything who notice this stuff.
Seriously - playing the game makes you forget about all the nasty shadow bugs - so to the rest of you: stop bitching.
qckbeam said:It's not not a bug, it's not a feature, it's a side-effect. The shadow error is simply an ugly side-effect of the way HL2 computes its shadows. It's certainly ugly, but its there to stay. It looks as if the only real fix would be to rewrite the part of the engine which takes care of shadows (which really look just fine for the most part). There are reasons Valve decided upon this particular technique, and there are reasons it won't change. It's either this, or no shadows.
CreedoG said:Yeah right, tell that to my boss. She'd post a notice in our bug tracker program so fast my head would spin.
qckbeam said:Alright then
*qck tells it to CreedoG's boss
I don't know want you want me to tell you. It isn't a bug, because they knew it was going to happen in the design stage.
Ghost Freeman said:I actually like Doom 3's shadows more, because they don't suck.
qckbeam said:Alright then
I don't know want you want me to tell you. It isn't a bug, because they knew it was going to happen in the design stage.
CreedoG said:The designers are non-programmers. They came up with the requirements for the engine, and then designed mockups and storyboards.
qckbeam said:You're kidding me right? The people who layed out the engine before building it had to be programmers.
CreedoG said:The designers are non-programmers. They came up with the requirements for the engine, and then designed mockups and storyboards.
During IMPLEMENTATION, when the programmers actually started coding tests and techniques, the bug popped out.
No designer was sitting around going, "Well, the combine soldier's gun's shadow is going to show through this floor and give away his position to gordon when gordon's in the room below, but hey, it's a feature of our dynamic prop lighting, so oh well."
CreedoG said:The people who implemented the engine are programmers. People who designed the game, and came up with the requirements of the engine are designers, not programmers. You said designers knew about the bug back when they designed it.
we're fighting over vocabulary. i call truce.
It looks stupid But I guess we'll have to live with it. After all.. this is sort of a sci-fi game... who knows if they have fotons going through opaque objects in that worldPlay4Fun said:Heres another pic that shows the "shadow bug"
http://wuggawoo.com/images/games/css/cs_italy0010.jpg
hahah.. ha... ha.... :|Quick someone call She
Probably this shadow-system (allegedly)takes less processing time because it just projects right through everything and doesn't have to bother about checking where to make a stop.Ages120 said:Would it save resources if it only displayed on the first surface it encountered. Instead of projecting on multiple surfaces. I think doing it once and then having some code check to make sure it was only on the first surface it encountered would free up even more time.
She said:ok... the overlapping is a problem.. but the stupid things is that the shadows tend to "travel" through the "active-object's" and land on the map.
That means, if a shadow lands on a table... it's supposed to land on the TABLE.. not travel through and land on the ground...
take his example.. the combine stands on his "vehicle".. now, his shadow travels through the vehicle and lands on the "non-active" gound (map)...