Lanthanum Lights v1.40

Engr. Adiktuzmiko

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=====================================


Overview


=====================================


This script allows you to:


-Dynamically change the ambient lighting


-Dynamically add/remove lights


-Create lights based on position or target


-Create lights that change depending on target’s facing


-Set methods to run when the player goes in range of a


light


-Set the radius of the light


-Remove lights based on position/target


-Make battles have the same ambient


lighting as that of the map


-Dynamically change the ambient lighting of battles


and add/remove lights (more complicated than normal though)


=====================================


Screenshots and Downloads


=====================================


Go here to view screenshots and download the demo


=====================================


Notes


=====================================


You can also use your own light image if you need/want to.


Get the latest version (v1.40) if you haven't yet.
 
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Engr. Adiktuzmiko

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Updated to version 1.10!


Changes:


Fixed the code since the old one actually interferes with the saving system of RGGS3 making you unable to use the save function in-game
 

Engr. Adiktuzmiko

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Thanks!


Let me know if any problems come up. :)
 

ProfPeculiar

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I can't get the file to download. Was really looking forward to using this in my current project.

Edit: Google Chrome was just being wonky. Opened it up in Firefox and got it just fine. Gonna start putting it to use first thing tomorrow...today...okay time for sleep.
 
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Engr. Adiktuzmiko

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what happens? the link here should bring you to the wordpress page, which has the link to the skydrive file... then you simply need to download the file from there


EDIT: maybe it's simply chrome blocking it cause it's an exe... though normally chrome should simply ask you if you wanna keep it, but in case you closed the download bar at the bottom, you need to go to the downloads page via CTRL J so that you can then choose to keep the file.
 
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Dalph

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The download works just fine to me.

Anyway, this is one of the best lighting scripts ever, it's simple, clean, doesn't lag, it's easy to use\edit and looks good ingame. Thank you very much for creating it, I'll use it for my games.
 
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Engr. Adiktuzmiko

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seems like he managed to get it via firefox.


I tried my best to make it easy to use, since I'm using it too anyways. so I figured doing it via script calls will be the nice way to do it (compared to Khas which uses predefined ones and activating via comments)


If you have any suggestions just say so. not dynamic shadows and light blockers though, I won't do those coz they'll surely increase the lag creation of the script... use Khas instead if you need those... XD


PS: In case it's not so obvious, you can create your own light images btw. :)
 
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cabfe

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I've got to warn that I have a very old CPU (Athlon X2 4200) and this script is a CPU killer on my machine.

Just launching the demo, I've got 20 fps at best.

If I add one light by talking to the standing guy, I only get 11 fps. The more I talk to him, the less fps I have, until 0 (yes, zero frames per second as indicated by the F2 key).

That's probably not noticeable on modern CPUs (which I suppose is Dalph's case with his "doesn't lag" comment), but that's something you may want to know.
 

Engr. Adiktuzmiko

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well, graphical things are a CPU killer for RM since it uses only the CPU...


PS: how does it compare to the minimum req of RM which is a P4 2.0 ghz?
 

cabfe

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According to this benchmark a P4 2.0 GHz is at 190 points where my X2 4200+ marks 1084 points.

A more modern Intel i5 is easily over 2000.

(wow, that minimum CPU requirement seems really low)
 
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Engr. Adiktuzmiko

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half of the current gen power, pretty nice... anyway, you cannot really do much with the lag part as long as RM utilizes purely CPU... even multicores might not even do a thing unless RM games actually can utilize multicores
 

cabfe

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There shouldn't be a lot of old CPUs like mine nowadays so this lag won't impact a lot of people.

I just wanted to inform you that it *can* happen for some unfortunate people like me ;)

Having an old computer helps optimizing games. If it runs smoothly at home, it should be perfect elsewhere!

I haven't looked at the script itself, but is it normal that, when I keep speaking to the standing guy, I get less and less fps? The light radius is slightly bigger and brighter but is that only it or are there one more 'layer' of light each time?
 

Engr. Adiktuzmiko

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it creates a new light on you every time you talk to him. :)
 

Engr. Adiktuzmiko

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Updated to version 1.20.


- Fixed a bug that causes the tint to go above text boxes (using the normal set-up) when you load (possibly even if you just open the menu) the game (during that map only)


- Also realized that the script wasn't using the Z constant, so I fixed that too
 

Zoltor

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This sounds like a great script, especially if you are planning on having a lot of lighting effects in the game.
 

Engr. Adiktuzmiko

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Updated to v1.30 - Added an option to add frame wait to the update process so that you can set it to not update every frame. That lessens the burden on the CPU but also results to a less smoother lighting movement in case of moving lights. From my tests on a map that runs on around 30 fps on my laptop, when I set it to wait 4 frames, it now runs at almost 60fps again without much noticeable loss of smoothness of the moving lights, unless you're running at a higher speed than the normal walking speed which causes the light to be a bit behind. :)


I think that's the best I can do for now to lessen lag since I can't opt not to use blt and stretch_blt no matter how much lag it entails upon heavy usage...
 
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Kes

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Just been trying out the demo and one of your tweaks must have introduced a bug because:

When I speak to the standing guy the light appears over the last follower, whereas I assume it is meant to be over the leader.
 

Engr. Adiktuzmiko

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Nope, the light is meant for the last member. :)
 

Kes

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Ah, my bad.  Thanks for the clarification.
 

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