View Issue Details

IDProjectCategoryView StatusLast Update
0000536Gameplay + OpenGL[All Projects] Bugpublic2017-04-13 07:59
ReporterMajor Cooke 
Assigned To 
Status resolvedResolutionfixed 
Summary0000536: Dynamic lights no longer affecting owners
DescriptionIt used to be where dynamic lights would work on actors with bright maps but now, this no longer has an effect. For example, give a cyberdemon a standard black light, and his entire body will still be unaffected while everything else around him will be.
TagsNo tags attached.



Major Cooke

Major Cooke

2017-04-04 07:25

reporter   ~0001235

To be specific, make sure it does NOT have the 'dont affect source' option.
Graf Zahl

Graf Zahl

2017-04-05 08:37

administrator   ~0001250

Major Cooke

Major Cooke

2017-04-05 08:49

reporter   ~0001251

After clearing out the gl options inside my INI file, it started working again. I don't know which one did it though.

This can be closed.
Major Cooke

Major Cooke

2017-04-07 17:05

reporter   ~0001276

I did some more experimenting but it appears there may be an uninitialized variable somewhere, which is causing some weird behaviors with the lights... Not sure where though.
Graf Zahl

Graf Zahl

2017-04-12 19:56

administrator   ~0001328

Sounds logical, I also got other strange reports about this issue, but I haven't seen it yet.
Major Cooke

Major Cooke

2017-04-12 20:45

reporter   ~0001329

Okay, the most direct way I can tell you how to make it happen is by downloading AEons of Death, start a new game and summon DarkDragonHead in console. Sometimes when spawned it will be the dark red tinted version of itself with the lights actually affecting it, but most of the time it's usually just the black and white variant.

But that's just the most direct way I know to replicating it not working more than working.


2017-04-13 05:17

developer   ~0001332

Fixed in cced9e0
I hope this was the last case of uninitialized variable...


2017-04-13 07:59

reporter   ~0001333

So sorry about that! I knew I missed something. I actually did it correctly in my game's fork, but when porting over the feature to GZDoom's codebase (I had to manually copy/paste code, there was no automation), I accidentally forgot that one last initializer bit.

Issue History

Date Modified Username Field Change
2017-04-04 07:20 Major Cooke New Issue
2017-04-04 07:25 Major Cooke Note Added: 0001235
2017-04-05 08:37 Graf Zahl Note Added: 0001250
2017-04-05 08:49 Major Cooke Note Added: 0001251
2017-04-05 10:59 Graf Zahl Status new => closed
2017-04-05 10:59 Graf Zahl Resolution open => unable to reproduce
2017-04-07 09:29 Major Cooke Status closed => feedback
2017-04-07 09:29 Major Cooke Resolution unable to reproduce => reopened
2017-04-07 17:05 Major Cooke Note Added: 0001276
2017-04-07 17:05 Major Cooke Status feedback => new
2017-04-12 19:56 Graf Zahl Note Added: 0001328
2017-04-12 20:45 Major Cooke Note Added: 0001329
2017-04-13 05:17 _mental_ Status new => resolved
2017-04-13 05:17 _mental_ Resolution reopened => fixed
2017-04-13 05:17 _mental_ Note Added: 0001332
2017-04-13 07:59 Nash Note Added: 0001333