@Terrax
Is there a script call or plugin command to change the opacity of the black layer?
Thanks for the script btw, it's awesome.
Plugin call : Tint set #333333
For more opacity, increase the color value upwards.
Plugin call : Tint set #000000 : total darkness
Plugin call : Tint set #222222 : very dark
Plugin call : Tint set #444444 : dark
Plugin call : Tint set #666666 : early dawn
What is the best way for make light for a windows, that need to light on one direction so... But I alwayt want inside of the house do no be black at all lol. Thanks
Improved flashlight and square beams for windows are next on the development list, after frame-rate improvements.
Updated the plugin and tried it on a map that contains flash lights, event lights, and the general terrain tag lights including some regional ones, the game functions without crashes but the frame rate is incredibly harsh giving about from what I can estimate almost 3 frames a second.
So my next plan was to copy the map- remove each light type and test at a time from removing flash light events to light events and so on- I've concluded that the updated plugin is infact having difficulties with events that have light tags including standard circular ones. When the map is left with nothing but region and terrain lighting the game lags almost as bad with the events but shortly afterwards runs smoother until gradually being the smoothest frame rate possible. Pausing also resets the lag briefly also.
I am however uncertain how to configure the screen size paramitters, my screen resolution may different to other players so I am uncertain what to do with it- and if it's an essential reason for my projects lag with the plugin. I'm sure you've kept things mostly the same except for the new functions, are there any drastic changes I should make with how light sources are executed?
Thank you :)
I've been doing some testing on framerates and there are some improvements that 'm going to work on
Currently the plugin works like this
- Each frame update, all the events are scanned if they contain lights. if they do a lightsource is made. If you have a lot of events this scanning can take a lot of time.
--> improvement : Scan all events on map-load and save them. In subsequent scans, only update the mapsources that have lights.
--> expected problem : A way to handle spawned events that have lightsources, since they do not exist on mapload. Plugin call to counter this effect.
- Each frame update, the complete map is scanned for region and tag lights -> more then 3 tag/region lights takes 3 scan and kill framerates in a dramatic way.
--> improvement : Build a stack on map-load and in subsequent scans work from the stack instead of continues slow mapscans.
This is what i'm going to focus on first, before new features.
I've updated the plugin on Github, it includes a speed-test function you can call. If displays the average time in ms that plugin takes
each cycle to update the screen.
You can use :
Plugin command : 'script speedtest on' to display the timer.
The timer will appear after 500 cycles have past, and give the average time it took to complete a cycle messured over 500 cycles.)
It will give you a clue to what is causing the most delay in your game. Give it a test and ill get started on what causes most delays.