Portkey89

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Terrax, this is amazing!!! Is there any chance that when the player radius is shrunk via radiusglow, that it could store that it's done when it's done? Right now, if you load a save after the glow shrink ends, then the glow shrinks starts over from scratch. Also, the light settings get stored, but a new game picks up the last saved settings. Is there any way to store it with the save file itself? Thanks in advance!
 

Schlangan

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Very nice work Terrax. I have a few suggestions:

- Instead of using the same command for turning the Flashlight On/Off, you should distinguish both. It will be less confusing. For example the flashlight is not needed in a bright place.

- Also, when using the flashlight, it would be better if other player effects do not stop the flashlight. In my case, the player has by default a very short radius, but for me using the flashlight strongly illuminate in front, while increasing a bit the player radius. The current version does not allow that, the flashlight overrides the player radius or vice-versa.
 
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JohnnyR

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Hey, Terrax, and everyone else..

Did you test the game on an Android platform? And did it by any chance worked? 

I just made an apk with the project and the lights simply won't show up. They don't give me an error or anything, they simply don't appear. :p

It's weird, since the PC version works, as they're the same.

Maybe there's something different in matters of OS? Like, stuff you may have done for PC would not work on the Android?

Anyway, could you take a look at that? If you're able to, of course. :)
 

Terrax

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Hey, Terrax, and everyone else..

Did you test the game on an Android platform? And did it by any chance worked? 

I just made an apk with the project and the lights simply won't show up. They don't give me an error or anything, they simply don't appear. :p

It's weird, since the PC version works, as they're the same.

Maybe there's something different in matters of OS? Like, stuff you may have done for PC would not work on the Android?

Anyway, could you take a look at that? If you're able to, of course. :)
If you are using crosswalk to make the apk, I think the answer to your question is found i the crosswalk faq. https://crosswalk-project.org/documentation/about/faq.html.

Canvas and WebGL support Why won't WebGL work in Crosswalk on my device?

Chromium has a blacklist of GPUs which are know to cause stability and/or conformance problems when running WebGL. Chromium will disable WebGL if running on a device with one of the GPUs in this list.

Crosswalk uses the same blacklist. Consequently, if Crosswalk is running on a device with a blacklisted GPU, WebGL is disabled by default.

For more information about which GPUs are blacklisted and when, see the Khronos WebGL wiki.

Terrax, this is amazing!!! Is there any chance that when the player radius is shrunk via radiusglow, that it could store that it's done when it's done? Right now, if you load a save after the glow shrink ends, then the glow shrinks starts over from scratch. Also, the light settings get stored, but a new game picks up the last saved settings. Is there any way to store it with the save file itself? Thanks in advance!
RadiusGrow/Shrink is on a trigger and doesn't last more then 4 seconds, so i don't see the point in keeping track of it in  the save game. Unless you can give me an example when its important.

If you start your game with a plugin command :  'Daynight cycle 16' your game will aways start

with the hour set to 16:00. Don't forget to run the event only once.

Very nice work Terrax. I have a few suggestions:

- Instead of using the same command for turning the Flashlight On/Off, you should distinguish both. It will be less confusing. For example the flashlight is not needed in a bright place.

- Also, when using the flashlight, it would be better if other player effects do not stop the flashlight. In my case, the player has by default a very short radius, but for me using the flashlight strongly illuminate in front, while increasing a bit the player radius. The current version does not allow that, the flashlight overrides the player radius or vice-versa.
I will include both options next update.
 
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Portkey89

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Hi Terrax--What I mean by the keeping track is that once the radius has shrunk from let's say 1000 to 500, if I then save, and reload the game, the save will start at 1000 again, instead of the new 500.  So, for instance, let's say that you have to navigate a maze with a torch.  The torch burns down, and you're down to a low light.  You'd hypothetically need a new torch.  But the user saves and quits and reloads.  Now they're at light level 1000 again.  They can advance for four seconds, save, quit, and restart.  This is a singular example, and weird I know, but to have the light restart its reduction (or start growing again), everytime the save loads, creates an inconsistency for the player.  Does that make more sense than how I initially explained it?

Thanks again!  I apologize if I'm becoming annoying; you really are brilliant, and so-very-much appreciated!!!
 

Terrax

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Hi Terrax--What I mean by the keeping track is that once the radius has shrunk from let's say 1000 to 500, if I then save, and reload the game, the save will start at 1000 again, instead of the new 500.  So, for instance, let's say that you have to navigate a maze with a torch.  The torch burns down, and you're down to a low light.  You'd hypothetically need a new torch.  But the user saves and quits and reloads.  Now they're at light level 1000 again.  They can advance for four seconds, save, quit, and restart.  This is a singular example, and weird I know, but to have the light restart its reduction (or start growing again), everytime the save loads, creates an inconsistency for the player.  Does that make more sense than how I initially explained it?

Thanks again!  I apologize if I'm becoming annoying; you really are brilliant, and so-very-much appreciated!!!
You walk around with a torch for a while, after a certain amount of time you trigger a shrink effect and destroy the torch at the same time.. if the player loads after that, how is he going to activate the torch again? its gone!
 

Portkey89

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Maybe the torch was a bad example for clarity's sake, but I'm preserving a light radius on the player after the shrink. It's just less. So they can still see, just not as far.
 

Terrax

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Maybe the torch was a bad example for clarity's sake, but I'm preserving a light radius on the player after the shrink. It's just less. So they can still see, just not as far.
Ah i get it now. you, want to preserve the currently set lightradius in a save game.. yes, ill fix that, no problem.
 

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If you are using crosswalk to make the apk, I think the answer to your question is found i the crosswalk faq. https://crosswalk-project.org/documentation/about/faq.html.

Canvas and WebGL support Why won't WebGL work in Crosswalk on my device?

Chromium has a blacklist of GPUs which are know to cause stability and/or conformance problems when running WebGL. Chromium will disable WebGL if running on a device with one of the GPUs in this list.

Crosswalk uses the same blacklist. Consequently, if Crosswalk is running on a device with a blacklisted GPU, WebGL is disabled by default.

For more information about which GPUs are blacklisted and when, see the Khronos WebGL wiki.
Yeah, you're right. I've seen this before but I totally forgot about it..

Well, it's a shame, I really wish it would work well on all platforms, but I guess Windows still is the only OS that RM will work 100% on..

Anyway, thanks for finding the info! :)
 

Roguedeus

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Terrax, I just wanted to take another moment to thank you for this script and your continued willingness to add features to it. Quickly too!
 

Portkey89

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Ah i get it now. you, want to preserve the currently set lightradius in a save game.. yes, ill fix that, no problem.
Exactly!   :)  Once the shrink happens, I just want it to stay "happened".  Ha!  You're the best.  I really can't thank you enough for your time and patience.  You're helping make this community feel so amazing!  THANK YOU!
 

Skurge

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Hi, I'm trying to figure out how to use this script, atm it's working but I feel the lighting is a little off.

Firstly how do I know what colours  to write out the notes with?  I'm having little understanding how the numbers work and I assume they are based of the numbers you get from the tint option, but I can't be sure.

What I am aiming to do is have the map set at a certain tint, with various light sources of many sizes with different colours that actually look like they are lighting the area rather than just colouring it with a black boarder around them.

How can I achieve this?
 

isquarei

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Is anyone else getting severe framerate drops when using a web (html) build?  Windows works fine with no drops.  With the plugin disabled the drops disappear.  Only 1 light effect and the player lighting enabled on the (tiny) map.
 

Sideroxylon

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I had a problem with the plugin but due to the new version everything is excellent! Thank you for updating!
 

Skurge

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Thanks for helping me with the colours.

I came across a bug I think, for some reason colours positioned on map edges project the light/colour opposite side of the map's edge. So for example if I have a yellow light positioned on the top of the map, the bottom of the map's has the other half of the light projected on it. How can I fix this?
 

Cazziuz

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Firstly let me say this is an amazing and epic Plug in , i really think i will be getting a ton of use out it as it is , and i cant wait to see what else you add to it . I also want to know , if it is at all possible to make it so events on map can have the flash light effect ? ie im trying to use this plug in in conjunction with a sensor plugin ( thye both seem to play nice together) and i would like my roaming events ( alarms/guards) to have the flashlight effect , i tried to put the plugin command in there event , but it just triggers on the player. is this possible and im just messing it up ? and if it is not currently possible would it be something that could be done in a future update to the plug in ? 
 

Bladeboy05

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Thanks for the plugin, but is there a way to disable the darkness, yet maintain the light? I have a room that I tinted myself, is there a way I can get rid of the darkness caused by the mod?
 

Lindar

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You just have to test and see what value works best for your game, you can set it to any value you like.

1 and 2 are much to fast for any decent game, but could be usefull to mimic your player going to bed and waking

up the next day.
Does not work. I was the third day of trying to set up a suitable test value, but noted that a single value produces different results speed cycle. I do not understand what it depends on and how it works. It is sad...
 

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