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LightIntensity= broken?
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 03, 2020 9:47 am    Post subject:  LightIntensity= broken? Reply with quote  Mark this post and the followings unread

Ares seems to have broken the LightIntensity= tag, it only works with whole numbers now & rounds down any decimal points. Most of the light posts in the game use a setting of just 0.01 though (1.0 is quite bright) so this breaks all of them.

Can someone else corroborate my findings, you can just add the standard light post code to the bottom of a Conyard & start a game to test it.

Code:

LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01


I would have thought this would have been spotted long before this, but I guess light posts are barely used in vanilla YR so it's easy to miss...

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Dec 03, 2020 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Working for me on Ares 3.0 RC8.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 03, 2020 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok after some testing I've found that it's not Ares but instead a bug with the game...

If you change any part of a building's code in a game mode (& presumably a map too) then you need to also add LightIntensity= too or it wont read anything after the decimal point in the rules value.

This is similar to the PrismSupportModifier= bug were if you change something in the [General] section with a game mode or on a map & dont add the PrismSupportModifier= tag again it will give all prism towers a 100% damage boost!  

I guess not an Ares bug report now but instead a request to fix an original game bug...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Dec 03, 2020 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the lighting flags were among the ones that you have to redeclare every time you insert the building section in map code, otherwise they get reset. I didn't know it only cuts the decimals though.

There are a few flags in TS-to-YR that require this kind of special treatment. PrismSupportModifier is infamous, but there are others like CollateralDamageCoefficient, Jellyfish and IsMobileEMP in Firestorm.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Dec 03, 2020 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Similar is when defining AmbientChangeRate/AmbientChangeStep in maps, it needs redefining ExtraUnitLight, ExtraInfantryLight and ExtraAircraftLight.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Dec 04, 2020 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Similar is when defining AmbientChangeRate/AmbientChangeStep in maps, it needs redefining ExtraUnitLight, ExtraInfantryLight and ExtraAircraftLight.


Thanks for reminding me, I've updated the ModEnc articles accordingly.

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