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East Pointing Dynamic Pulse lights Don't Work

Posted: Sun Jun 29, 2014 15:21
by Enjay
GZDoom 1.8.6 and current Git build from 27 June 2014.

For whatever reason, map-placed dynamic pulse lights don't provide any light. It doesn't seem to affect point lights. I haven't tried any other lights.

Picture of attached demo map taken facing North:

Image

There are 8 squares on the floor surrounding a heart-pillar for orientation. Each square has an identical dynamic light placed on it. The light faces the direction of the position of the square. As you can see from the screenshot, the one to the right (East) is dull. Changing the facing angle of the light to anything other than East makes the light work.

Image

Re: East Pointing Dynamic Pulse lights Don't Work

Posted: Tue Jul 01, 2014 9:31
by Graf Zahl
Not a bug.

Pulse lights use the thing's angle as a time value for pulse duration. But since east is 0, it's quite obvious what will happen...

Re: East Pointing Dynamic Pulse lights Don't Work

Posted: Tue Jul 01, 2014 9:59
by Enjay
But I thought that the duration was how long it took to cycle from the min to the max radius (or whatever the size parameter is called).

Surely setting the value to 0 should simply mean that the light never pulses and stays at radius 1 (i.e. behaves like a non-pulsing point light) rather than being disabled entirely? If someone is setting up a light, my guess is that they would probably want it to actually emit some light (given that the light can be activated/deactivated by other means anyway). Of course, if they are setting up a pulse light, then you might wonder why they would set it at an angle that meant it wasn't pulsing but at least that strikes me as a bit better than simply not working at all.

Additional question: If the angle of a pulse light is changed during play (e.g. via ACS) does the interval change or is the interval fixed when the map starts?