To solve the light issue under 5.2 change the code like so -

Code:
 function Light_Update()
{
var temp2loop=0;

//loop through and update each active light in the array
while(temp2loop<max_sphere_lights)
{
temp=closestlight[temp2loop];
if(temp>0)
{
me=ptr_for_handle(closestlight[temp2loop]);

if my.skill5<=max_light_dist
{
Sp_Init_Light(vector(my.x,my.z,my.y),vector(my.skill8,my.skill9,my.skill10),vector(temp2loop,temp2loop,my.Sp_lightrange*2));

Sp_Light_Dist(my.skill5+20,temp2loop);
}

//if light is nt within mac dist, make it black and very far away so there can be no popping artifacts
if(my.skill5>max_light_dist)
{
Sp_Init_Light(vector(10000,10000,10000),vector(0,0,0),vector(temp2loop,temp2loop,my.Sp_lightrange));

Sp_Light_Dist(my.skill5+20,temp2loop);
}
}

else
{
if(my)
{
Sp_Init_Light(vector(10000,10000,10000),vector(0,0,0),vector(temp2loop,temp2loop,my.Sp_lightrange)); //--- line that produces pointer error

Sp_Light_Dist(my.skill5+20,temp2loop);
}
}

temp2loop+=1;
}
}



Matt, excellent job with this release, having tested and messed around with the code some, just a great job all around. Both the indoor and outdoor scenes work great, and the water is some of the best(if not the best) i've ever seen in a game. I was wondering about the trees though, how do you make them sway? I cant seem to find what causes it past the plant_wave() function. As well, I couldn't figure out how to add them in a custom level, how is the bmap loaded that places them? Thanks.


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