Ok. I reduced it to only 2 RegionBlock zones and that seems to work with minimal hiccups now. However I still would like to be able to use 10 or even more RegionBlock zones in the future. I am using it as a 'fog of war' effect where players get to see new rooms after they open a door (RegionBlock On/Off). This is also extremely useful for hiding secret rooms. With only two regions now I can only limit this to secret rooms and not do the door region thing. I notice that the CPU usage is way up after increasing RegionBlocks. The area size of the region doesn't seem to matter but increasing the number of zones does. Perhaps you can look into that. Thanks!
Ok. I reduced it to only 2 RegionBlock zones and that seems to work with minimal hiccups now. However I still would like to be able to use 10 or even more RegionBlock zones in the future. I am using it as a 'fog of war' effect where players get to see new rooms after they open a door (RegionBlock On/Off). This is also extremely useful for hiding secret rooms. With only two regions now I can only limit this to secret rooms and not do the door region thing. I notice that the CPU usage is way up after increasing RegionBlocks. The area size of the region doesn't seem to matter but increasing the number of zones does. Perhaps you can look into that. Thanks!
I fiddled around a bit with the tileblock code, but i can't make the current setup any faster,
i'm thinking about a new setup of blocked regions that will work much faster with many regions and large blocks, because i like the 'fog of war' for rooms
I know you must have your own life and there's no rush. You mentioned knowing about the problem in PM several days ago, but I wan wondering how high on your to do list is solving this problem:
(depicted in picture)
You said the fix was easy, but that it would disrupt games developed on earlier version? I was wondering if maybe two version would be a possible solution, or is that just a huge amount of extra work for you?
I really don't know anything about it, other than that... should I go back to an older version? Should I stop building my game to rely on your plugins for atmospheric effect? OR.... is it something that you will definitely fix and I should just be patient?
Either way, your work is awesome. I really liked my light timers with your lighting. It adds a resource element to getting through the cave that isn't common.
You said the fix was easy, but that it would disrupt games developed on earlier version? I was wondering if maybe two version would be a possible solution, or is that just a huge amount of extra work for you?
I really don't know anything about it, other than that... should I go back to an older version? Should I stop building my game to rely on your plugins for atmospheric effect? OR.... is it something that you will definitely fix and I should just be patient?
Either way, your work is awesome. I really liked my light timers with your lighting. It adds a resource element to getting through the cave that isn't common.
I will release 2 versions next update (probaly next week, because i'm off on holliday this weekend), one of games created for PIXI version 3.x and one for PIXI version 4.x. (with a readme about updating to the last version of rpg-maker, so i don't have to maintain two versions till the end of days).
I will release 2 versions next update (probaly next week, because i'm off on holliday this weekend), one of games created for PIXI version 3.x and one for PIXI version 4.x. (with a readme about updating to the last version of rpg-maker, so i don't have to maintain two versions till the end of days).
Man, you are the most awesome guy.
Honestly, if I were you, I would just keep working on the newest version and explain to people, "Look, if you don't want to update, here's the version that works. I'm not going to be updating this one anymore, and understand if you aren't ready to update, but..."
Yeah.
Your plugin makes my game (and so many others) have a level that it could never have otherwise visually. The atmosphere of the game I'm making would never be captured without it and I could tint the screen and all at opportune times but it would never be the same effect, so....
I will release 2 versions next update (probaly next week, because i'm off on holliday this weekend), one of games created for PIXI version 3.x and one for PIXI version 4.x. (with a readme about updating to the last version of rpg-maker, so i don't have to maintain two versions till the end of days).
I don't understand about the two versions. RPG Maker is updated now, not just update the script only? Why two versions?
I don't understand about the two versions. RPG Maker is updated now, not just update the script only? Why two versions?
I think that's a perfectly reasonable approach as long as he informs everyone that they need to update their RPG Maker or they need to not update their Terrax Lighting. But whatever he wants to do is fine. I know that if he were to leave it this way, I would install an old version of RPG Maker until I'm finished with this game, that's for sure.
How do I make a certain map blackened and have the player with the light on? (ex. in cave or dungeon)
I managed to set this up with Mog hunter's time system and the only issue I encounter is that even in a cave or dungeon where I intend it to always remain dark, it goes away when the time changes.
Thanks in advance!
Having the same problem...
I set the two plugins up just as your read me stated, Terrax. And still, maps without the mogtimesystem notetag are being tinted depending on the time of day.
I tried everything from turning off all other plugins and creating a fresh project with only your Lighting System and Mog's Time System and Time Hud in it.
I am using the most recent versions available for download (and version 1.3.4 of RPG Maker MV).
I'm unable to get my Dungeon to go black, or my house to have a specific tint, I'm using Mog time system, otherwise both scripts seem to be working perfectly fine together.
My one question is about controlling the lighting. Like lets say it's night on world map. Is there a way to disable the lighting plugin only when out on the world map? Only need it for night time in cities or dungeons.
My one question is about controlling the lighting. Like lets say it's night on world map. Is there a way to disable the lighting plugin only when out on the world map? Only need it for night time in cities or dungeons.
Directly from the help file:
To completly turn off the script use : 'Light deactivate'
To turn it on again use the command: 'Light activate'
What you will do is, in every event transfering to the world map, light deactivate. In every event transfering out of it, light activate.
If for some reason you get weird oddity, like the light turning off too soon or staying on too long, then use fade ins and fade outs to hide this.
I'm unable to get my Dungeon to go black, or my house to have a specific tint, I'm using Mog time system, otherwise both scripts seem to be working perfectly fine together
You're going to have to give a bit more information that that. I'm not sure what you're trying to do or what you've tried that didn't work.
Ok So I've basicly tried to Set Tint #000000 and that breaks the lighting everywhere, and then I've tried to do an even't that
are Plugin Command: Light radius 0 #000000 Erase Event.
The only thing that I can think of... is that you don't currently have the plugin turned on on the map you're trying to dark out the screen with. Is that the case? The map needs to have some event on it that has the Light or Fire or DayNight written in the note tag. If these aren't there, the plugin isn't set to... respond to plugin commands at all.
I'm guessing that's right?
What I used to do before Terrax was I would get picture of just black big enough to cover the screen. I'd call on it and set in the center, and blacked out screen accomplished.
I have a Fire Event in the dungeon, acting like a torch..
Yeah, I just did a test map with Fire 200 #ffffff
Then I set a trigger by action button event to
Light radius 0 #000000 and it succeed in eliminating the glow around my player character, but not the glow around the fire. If the glow around the fire is what you're trying to get to go away, change the fire to
Fire 200 #ffffff 1
and then plugin command
Light off 1.
If that doesn't help, someone else maybe will recognize what could possibly be wrong.
My one question is about controlling the lighting. Like lets say it's night on world map. Is there a way to disable the lighting plugin only when out on the world map? Only need it for night time in cities or dungeons.
I'm unable to get my Dungeon to go black, or my house to have a specific tint, I'm using Mog time system, otherwise both scripts seem to be working perfectly fine together.
Having the same problem...
I set the two plugins up just as your read me stated, Terrax. And still, maps without the mogtimesystem notetag are being tinted depending on the time of day.
I tried everything from turning off all other plugins and creating a fresh project with only your Lighting System and Mog's Time System and Time Hud in it.
I am using the most recent versions available for download (and version 1.3.4 of RPG Maker MV).
I'd appreciate any help.
All these errors are related, Something has changed in the core-scripts and its messing with my script,