GZDoom will not run if sectorlights in GLDEFS specify size.

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Moderator: Graf Zahl

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Aliotroph
Posts: 2
Joined: Wed Aug 05, 2015 18:51

GZDoom will not run if sectorlights in GLDEFS specify size.

Post by Aliotroph »

I've tested this in several versions, including the latest dev build (g2.1.pre-1196-g02c3828).

I added a light to GLDEFS that looks like this:

Code: Select all

sectorlight PickupGlow
{
	color 0.5 0.5 1
	size 7
	scale 0.5
	offset 0 0 0
	dontlightself 1
	subtractive 0
}
It works nicely as a point light (minus the scale parameter), but when I try to assign any size to a sector light GZDoom emits the following on start:

Execution could not continue.
Script error, "cubetest5.wad:GLDEFS" line 33:
Unknown tag: size

If I take out the size line it works properly and displays whatever the default size is for a light.
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Graf Zahl
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Re: GZDoom will not run if sectorlights in GLDEFS specify si

Post by Graf Zahl »

Sector lights do not have a 'size' property, just like the error says, they use the sector's light level instead, that's the whole point of their existence.
Aliotroph
Posts: 2
Joined: Wed Aug 05, 2015 18:51

Re: GZDoom will not run if sectorlights in GLDEFS specify si

Post by Aliotroph »

That makes more sense when I consider the only intensity control for point lights is their size. I see the wiki has been updated too.

Does the scale property work? Actors in dim sectors get smaller lights and bright sectors give large lights, but they don't seem to be affected by by the scale.
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