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"Reset Rings" action uses incorrect rotation and step values on Kaleidoscope environment #625

@CofiPRT

Description

@CofiPRT

ChroMapper version
v0.13.892

Description
When a light show is viewed in-game or through Chromapper (when opening the editor and not pressing the "Reset Rings" keybind), the rings seem to be at the correct rotation, step, and zoom values.

These appear to be "rotation" : 0 and "step": 45, simply from the looks of them, and I'm unsure what the zoom value is.

Image

Upon pressing the "Reset Rings" keybind, the state of the rings appears to be a different one, namely a rotation of 180 and a step of 90, and possibly a different zoom level (should be checked).

Image

Steps to Reproduce
I am confident this issue can be verified by simply checking the values used upon resetting the rings and comparing them against the ones used when first opening the difficulty.

In these steps I will make use of light events to better highlight the differences.

To match the two screenshots above:

  1. Create a new v2/v3 map (haven't checked whether it happens on v4 too)
  2. Create a new difficulty with the KaleidoscopeEnvironment environment and open the editor
  3. Add a BACK LASERS (ALL LIGHTS) light event
  4. Add a BIG RINGS ID1 light event and modify its $.customData.lightID array to only contain the value 2 (upon creation the array contains 1 and 2)
  5. Make sure "Reset Rings" has not been pressed so far - otherwise, save and reopen the difficulty
  6. Play the map and take note of the rotation, step, and zoom values of the rings
  7. Press the "Reset Rings" keybind (by default Numpad0)
  8. Play the map again and take note of the rotation, step, and zoom values of the rings

Expected Behavior
Upon pressing the "Reset Rings" keybind, the rings should be in the same state they were in upon opening the difficulty.

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