Custom palettes, ownership & special lighting bug

Bug #1024367 reported by Chanterier
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Triaged
Medium
Unassigned

Bug Description

Fun stuff. Take a look at this picture:

http://mo.cncguild.net/sharo/psydomlight.png

The Dominator on the left belongs to the Civilian house, the Dominator on the right belongs to me, UnitedStates house.

Psychic Dominator uses a custom palette in Mental Omega. When Dominator is activated and everything turns red, my Dominator is not affected by the lighting and the neutral one is. Checked in skirmish too, none of players' Dominators is affected by the PsyDom lighting.

It is not affected by Nuke flash either.

Revision history for this message
Chanterier (speederyr) wrote :

Lighting Storm lighting change affects it though.

Revision history for this message
WoRmINaToR (worminator) wrote :

Just out of curiosity, why do you need this custom palette for the dominator? It doesn't look a single bit different from the original.

(Don't worry-- I'm not questioning the validity of this bug report, I'm just curious)

Revision history for this message
Chanterier (speederyr) wrote :

I'm using a modified palette which doesn't have purples used for Psychic Dominator's energy orb.

Revision history for this message
Graion Dilach (graiondilach) wrote :

You shoulda see my palette, Worminator, that'd send you to wtf mode how much I rely on that tag. :P

Confirmed issue, it's in for a while... dunno why I forgot reporting.

Changed in ares:
importance: Undecided → Medium
status: New → Triaged
Revision history for this message
Starkku (starkku) wrote :

I am using Ares version 12.204.753 (Fatman) and do not suffer from this issue at all. All structures, player-owned or not, properly obey superweapon lighting changes.

I happen know from past experience, that NPatch had exact same bug and it was caused by the expanded team color system, which explained why it only affected players and not Neutral/Special houses. Reverting back to the original game team color logic fixed it. Whether or not this issue has/had similar reason behind it in Ares, I don't know.

Revision history for this message
AlexB (alexander-b) wrote :

Is this still an issue or was it fixed with Ares 0.5?

Revision history for this message
Graion Dilach (graiondilach) wrote :

Looks fixed and broken at the same time. As in, yes, original issue is fixed, but now a Light.Ambient=0 disable map lighting and not darken the entire map as it's intended.

Revision history for this message
Starkku (starkku) wrote :

It has been a while but I think I figured out the conditions for this problem to occur. This problem appears to affect all objects using Palette, owned by a house using a team color that is not in the first half of the [Colors] list (rounded down in case the total count is an odd number). With vanilla game [Colors] list and player color setup this would mean that green, blue and light blue player colors are affected.

Moving all colors available as player colors, used on singleplayer maps as well as the one used by neutral houses (LightGrey) to the top of the list and ensuring that there's enough colors on the list after them (adding dummy color entries where necessary) is an effective mitigation for modders to use for the time being.

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