ImaginaryVillain

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@Mladjone
Change your screen size settings in the plugin parameters to match whatever screen size you're targeting. :LZSwink::thumbsup-right:

Ok, I was wondering why so many were reverted on Github, now I understand why.
I never realised how similar 'l' and '1' were in Notepad++.

@ImaginaryVillain Totally agree to have a kind of 'release version', I already kinda followed this mentality by only putting known stable version of the plugin in the demos the last time I updated them. It is probably why the bug wasn't reported before or Mladjone didn't experienced it with the demo, as the demos were free of it. I see most of the reverts are still active, it is normal?
Probably what happened. Anyway, I've created releases for each version. From now on I'll just make certain to at least test people's changes beforehand. Not going to lie, I don't even use the engine anymore. So I kind of fell out of the habit. But it's probably a good idea if I don't just assume people tested their code.

I've also removed the demo zip files as Github already allows for a download of the entire project as a zip. And the releases have zips attached to them, making the extra zips pointless.

As for the current state of the plugin, yes I temporarily tried reverting the plugin to get a working version. That is when I discovered I couldn't revert it back to 4.2, I just ended up going in and fixing it. Everything should be good to go. I've remerged everything, so it should be the most up to date possible.
 

Alexandre

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@ImaginaryVillain Hi, I have one more question. I'm not sure if it's a common bug, a problem with this version of the plugin, or just a screw-up on my part, but every light source is blocked by an invisible wall on the upper right corner.

View attachment 202789

I tried looking through the replies here, but either I've not gone far enough or I've missed a similar problem. Any way to fix this?

From what I can see, it sounds like you are using direction for your light without realizing it.
Does your light notetag contains 'd9' or 'D9' by any chance?
 

Mladjone

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From what I can see, it sounds like you are using direction for your light without realizing it.
Does your light notetag contains 'd9' or 'D9' by any chance?
That was absolutely what it was. I am a dum-dum. xD

Thanks for helping out.
 

fireglare

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This is awesome! I've been toying with this crazy setup with the legacy system to get lights on events to turn on and off after they hit you and stuff so this is really gonna save me some time!

However, from what I can see, in both the demo and my current project, the "addColorStop" issue is back.

This is taken from the console of the demo:
rpg_managers.js:1949 Error: Failed to execute 'addColorStop' on 'CanvasGradient': The value provided ('#FFFFFF3f.bffffffffffe') could not be parsed as a color. at Bitmap.radialgradientFillRect (Community_Lighting.js:1782) at Lightmask._updateMask (Community_Lighting.js:1332) at Lightmask.update (Community_Lighting.js:1012) at rpg_core.js:4068 at Array.forEach (<anonymous>) at Spriteset_Map.Sprite.update (rpg_core.js:4066) at Spriteset_Map.Spriteset_Base.update (rpg_sprites.js:2145) at Spriteset_Map.update (rpg_sprites.js:2275) at Spriteset_Map.Spriteset_Base.initialize (rpg_sprites.js:2131) at Spriteset_Map.initialize (rpg_sprites.js:2261)

Same thing occurs in my own project, but only when I enter locations with "fire" lights. I've tested both with cl and legacy support (without cl).
 

Alexandre

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This is awesome! I've been toying with this crazy setup with the legacy system to get lights on events to turn on and off after they hit you and stuff so this is really gonna save me some time!

However, from what I can see, in both the demo and my current project, the "addColorStop" issue is back.

This is taken from the console of the demo:
rpg_managers.js:1949 Error: Failed to execute 'addColorStop' on 'CanvasGradient': The value provided ('#FFFFFF3f.bffffffffffe') could not be parsed as a color. at Bitmap.radialgradientFillRect (Community_Lighting.js:1782) at Lightmask._updateMask (Community_Lighting.js:1332) at Lightmask.update (Community_Lighting.js:1012) at rpg_core.js:4068 at Array.forEach (<anonymous>) at Spriteset_Map.Sprite.update (rpg_core.js:4066) at Spriteset_Map.Spriteset_Base.update (rpg_sprites.js:2145) at Spriteset_Map.update (rpg_sprites.js:2275) at Spriteset_Map.Spriteset_Base.initialize (rpg_sprites.js:2131) at Spriteset_Map.initialize (rpg_sprites.js:2261)

Same thing occurs in my own project, but only when I enter locations with "fire" lights. I've tested both with cl and legacy support (without cl).
I will have a look soon, it is likely the bugfix was lost between the rebases

EDIT: It was exactly that. I found what did go wrong, I made a pull request with the needed fix.
 
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ImaginaryVillain

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I will have a look soon, it is likely the bugfix was lost between the rebases

EDIT: It was exactly that. I found what did go wrong, I made a pull request with the needed fix.
The pull request has been merged.
 

Aesica

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Odd, I thought this thread died or ran its course or something since I stopped getting notifications for it, even though it's on my watched list. Good to see it's still active, although what's up with the typescript definition file?
 

Alexandre

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It is a sort of doc in typescript, but it seems it isn't completed yet.
 

Passingbyposts

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Hi Everyone
Been awhile.
Is there a way to put a light under a tile but above a parralax?
In my example i have a transparent window in a underground train and want the light to look like its coming from outside the train.
Everything else is parralax
Light Issue.gif
 

Aesica

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Hi Everyone
Been awhile.
Is there a way to put a light under a tile but above a parralax?
In my example i have a transparent window in a underground train and want the light to look like its coming from outside the train.
Everything else is parralax
View attachment 203335
Unfortunately, no not without getting into the code itself. The lighting is a special layer that sits above the tile layer. Best I can think of is reducing the size of the light, then possibly adding a second one beside it to fill in the window shape.
 

Passingbyposts

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Unfortunately, no not without getting into the code itself. The lighting is a special layer that sits above the tile layer. Best I can think of is reducing the size of the light, then possibly adding a second one beside it to fill in the window shape.
Ah, i thought that was the case but wanted to make sure

Thanks for letting me know and glad to see you still around Aesica :ptea:
 

Passingbyposts

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Quick Question :

Maybe im being dumb
Shouldn't this force the flashlight to always point up?
As the flashlight continues to move with the direction which i thought could be disabled?
1633776373824.png
Flashlight.gif
 

Aesica

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As far as I know, it only applies to immobile events. It's a pretty old bug that I (or someone else) should probably try to fix at some point. If I get a chance, I'll look at it tomorrow.
 

Passingbyposts

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Yep, seems to be working aswell :)

Have'nt compatability tested it yet with my main project but im not expecting that will be a problem

Thanks alot Aesica , Imaginary and Alexandre :ptea:

hands down best community project on the citadel
Fix.gif
 

Nichmann

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Is there a way to offset the flashlight on the x axis? Also, is there a way to remove the circular light around the player character when using a flashlight?
 

Alexandre

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Is there a way to offset the flashlight on the x axis? Also, is there a way to remove the circular light around the player character when using a flashlight?

There is the possibility to add a x or y offset to any flashlight event (the 'x' and 'y' parameters).

Code:
Flashlight [bl] [bw] [c] [onoff] [sdir] [x] [y] [id]

For the player event, there is a plugin parameter for that.

For the second question, I have no idea.
 

LadyBaskerville

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I'm very interested in the "ultra mini" version of this plugin, but I can't seem to find it on the GitHub. Am I missing something, or is it not available anymore?
 

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