MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 51 of 64 View original ↗
  1. montehawks said:
    Checked out the demo.. noticed that the lighting effect disappears if my character is standing 10-12 blocks away from it. Is there a way to increase this draw distance?
    Yeah there's a draw distance in the options. I had the same confusion as well. I don't remember the option name but you'll find it toward the bottom
  2. I'm at work rn so can't test it, but does this have dynamic shadow generation?
  3. Hello, I use MV. I'd like confirmation that this is compatible with Moghunter's Time System plugin, as I noticed someone mention some dozens of posts ago that due to the ticks being different between them, trying to sync the two sacrifices functionality from Mog's. I'd like to avoid that if possible, because the changing of seasons will be important for my game.

    Instead of operating off Community Lighting's time progression, I'd like to operate off Mog's and have Community Lighting tint accordingly with the time of day.

    Also, apparently Terrax implemented some compatibility that does not currently work, hence my interest in using Community Lighting instead; I've followed along the instructions I copypasted from the original file into this post, but to no avail. I have even tried making the variables the same.
  4. First of all: Amazing plugin, ll be switching to this one from now on, I truly wish I'd found it sooner ;-;

    I'm having an issue with this plugin, whenever I try to load a save file I get this screen:

    EDIT: This is happening in new projects and in the Demo as well. :(

    TypeError
    1666278857004.png
  5. The persistent trouble with Z-levels. Any ideas on how I can get Khas Hint/Tutorial System to show-up higher than the lighting layers? Plugin order had no effect.
    Khas Hint/Tutorial System
  6. UncreativeMedia said:
    First of all: Amazing plugin, ll be switching to this one from now on, I truly wish I'd found it sooner ;-;

    I'm having an issue with this plugin, whenever I try to load a save file I get this screen:

    EDIT: This is happening in new projects and in the Demo as well.

    TypeError
    View attachment 243070


    Yea I just tried this and having the same error when loading saves in my game, and the demo as well. Great plugin though if that gets to working!

    *edit* I also tried Snaphat's version and get the same bug.

    I also am having issues, but I am probably doing something wrong since it works fine on a new project I tested. I tried turning my other plugins off on my project, and it just seems buggy to me. Like the screen is tinted black, and the light around the player works fine(I set it to 100), but no other light sources seem to work right. I tried to set an event with a fire animation, and set the note tag to <cl: fire 300 #ffa500> and it does nothing. I then set a NPC to <cl: light 350 #ffffff>, and there is a light there, but it's very small(much smaller than the 350). Changing the radius doesn't change anything.

    I then tried deleting the fire, and remaking it and I used light instead of fire, and it worked when I tested the game. But then I changed it back to fire, and now it wont work if I set it to fire or light. Using the plugin command to tint the screen doesn't seem to work either. I also tried a flashlight how the demo does it, and there is no light whenever I use it. It's like the plugin is half working. Something is conflicting I think, but I have no idea since all other plugins are off. I tried the latest plugin from github, and snaphat's version. Same issue on both. I also tried the "releases build" from May, and it just gives an error and wont load at all. Also note this project I converted from MV to MZ today since I just bought MZ and ported my project over. I wasn't to far along only having several maps done and plugins. I used the Terrax lighting system from MV previously, and figured I would try this one for MZ now. Thanks for any help or suggestions!
  7. Okay so somebody did a bunch of weird with the clone function (among other things) since I last looked at the code. There's no checks for potential null/undefined values, and when/if one comes up (which seems to be the case on a loaded save) then...boom.

    If you guys (MV users, didn't test the MZ version) don't mind rolling back to 4.2, you can use the version on my personal github which should work. Note that saved games made with the newest version won't work, but you should be able to save and then reload your save just fine with 4.2.
  8. Using the MZ version, 4.6 I believe, but for whatever reason lights cannot be changed once turned on. I read that the plugin is supposed to prioritize comment tags, assuming they're first, but once I activate a light on a specific page of an event, even if I change the page, the event won't update the light. No matter what, lights keep whatever setting they receive first and will not change. Event note tags will also always trump page comment tags too as far as I can tell. If I give a light settings via the event note, nothing I put in a comment tag seems to matter.
  9. Aesica said:
    Okay so somebody did a bunch of weird **** with the clone function (among other things) since I last looked at the code. There's no checks for potential null/undefined values, and when/if one comes up (which seems to be the case on a loaded save) then...boom.

    If you guys (MV users, didn't test the MZ version) don't mind rolling back to 4.2, you can use the version on my personal github which should work. Note that saved games made with the newest version won't work, but you should be able to save and then reload your save just fine with 4.2.
    Crashing here too on mv because of the clone error. Where would we find your personal github to grab 4.2?
  10. Hey! So I was using 4.6 until it began crashing on me while testing my project... So I did a roll back as advised, but now when I go to a map with plugin command "light activate" it gives me a "TypeError - cannot read property 'r' of null.

    I did as mentionned above, made a new save in game, and then reloaded, but to no avail...


    EDIT: Wait, by new save, do you guys mean start a fresh new save? Cause I tried that, and that seems to do the trick... ?
  11. Ryuukun said:
    Hey! So I was using 4.6 until it began crashing on me while testing my project... So I did a roll back as advised, but now when I go to a map with plugin command "light activate" it gives me a "TypeError - cannot read property 'r' of null.

    I did as mentionned above, made a new save in game, and then reloaded, but to no avail...


    EDIT: Wait, by new save, do you guys mean start a fresh new save? Cause I tried that, and that seems to do the trick... ?
    Yeah I meant start a new game on the title screen, then save it. I'm guessing the latest version saves a few things in a way that don't make sense to the older version. That said, as much as I'm annoyed by the weird way in that the latest stuff was coded (and completely refactored) compared to the rest of the plugin, there's some pretty great stuff (specifically, the gradual light transitions) so at some point, I'll take a look at it if hat dude doesn't see this and fix it first. :) My older version (4.2) does not have that feature, so be aware of that.
  12. For those having a problem, please go to https://github.com/ImaginaryVillain/community_lights/releases
    and download 4.6 for your respective engine. The code on the main page never had it's version updated by the last person who did massive work on it. It's more accurate to say it's version 5+. Until now I haven't tested it, but with such drastic changes to it since I last looked, it will take some time to figure out what's wrong. So until then, get actual 4.6.
  13. ImaginaryVillain said:
    For those having a problem, please go to https://github.com/ImaginaryVillain/community_lights/releases
    and download 4.6 for your respective engine. The code on the main page never had it's version updated by the last person who did massive work on it. It's more accurate to say it's version 5+. Until now I haven't tested it, but with such drastic changes to it since I last looked, it will take some time to figure out what's wrong. So until then, get actual 4.6.

    Thanks for this link! I just integrated this version of 4.6, and so far so good!
  14. Just an update, I've been going over this and there's a lot more problems going on than just the clone() error. It's not saving properly in certain situations, daynight lighting isn't triggering properly after map transitions, and a few other things seem to have imploded as well. This might take a bit more time than expected, but hopefully the transitional lighting will be worth it in the end.

    Definitely a thisisfine.jpg moment.
  15. UncreativeMedia said:
    First of all: Amazing plugin, ll be switching to this one from now on, I truly wish I'd found it sooner ;-;

    I'm having an issue with this plugin, whenever I try to load a save file I get this screen:

    EDIT: This is happening in new projects and in the Demo as well. :(

    TypeError
    View attachment 243070
    Just pushed a fix for this. RPGMaker wasn't reconstructing the typing on load (I should have realized this would be the case given the json loader).

    Save fixes by snaphat · Pull Request #108 · ImaginaryVillain/community_lights
  16. Aesica said:
    Just an update, I've been going over this and there's a lot more problems going on than just the clone() error. It's not saving properly in certain situations, daynight lighting isn't triggering properly after map transitions, and a few other things seem to have imploded as well. This might take a bit more time than expected, but hopefully the transitional lighting will be worth it in the end.

    Definitely a thisisfine.jpg moment.

    Just fixed the saving issue (this is also the clone issue). I'll test the daynight transitions shortly. Can you give a list of any other issues you've found? Thanks!

    Edit: daynight lighting should be fixed on transition as well with this https://github.com/ImaginaryVillain/community_lights/pull/109
  17. snaphat said:
    Just fixed the saving issue. I'll test the daynight transitions shortly. Can you give a list of any other issues you've found? Thanks!

    Edit: daynight lighting should be fixed on transition as well with this https://github.com/ImaginaryVillain/community_lights/pull/109
    Improper radius parsing, daynight failure on transition, saving failure due to circular references, daynight not starting when loading/new-gaming into a daynight map were among the main issues that came to mind. I was actually partway through fixing them too, as well as a few other fixes/additions of my own, but I'll wait until your fixes are all in first.
  18. twosnakes said:
    The persistent trouble with Z-levels. Any ideas on how I can get Khas Hint/Tutorial System to show-up higher than the lighting layers? Plugin order had no effect.
    Khas Hint/Tutorial System
    Try this. It adds a sorting layer option to the CL plugin options. Setting it to 1 seems to do the trick. The general issue is that normally CL adds itself as the last layer on updates so isn't fixable outside of CL
    GitHub - snaphat/community_lights at sort_layer
    If it works, I'll put it as a PR
  19. Aesica said:
    Improper radius parsing, daynight failure on transition, saving failure due to circular references, daynight not starting when loading/new-gaming into a daynight map were among the main issues that came to mind. I was actually partway through fixing them too, as well as a few other fixes/additions of my own, but I'll wait until your fixes are all in first.
    They got merged so I think it's good to go (to add your changes).

    Apologies for the saving issue. I did not test that. And yup, the circular refs I added was part of the saving issue + generally most of the (current map) light data not being saved as part of a save game + typing being lost on load