Hello! I'm updating Time Gentlemen, Please! Somewhere along the line, I've updated it from what it was made in (3.0, I think) to the latest, 3.2.1
I'm suddenly seeing a weird lighting issue - the region they're standing on has an initial lightLevel of 40. Once you open the panel to the left, it's set in-script to 90 (region[3].LightLevel = 90)
(http://sizefivegames.com/uploads/TGP_light.PNG)
The contrast on the characters is suddenly way up. Has something else changed somewhere I'm not aware of? Reading around, I think character.Tint has some new parameters and may be part of the problem.
Any suggestions?
Cheers,
Dan
I just checked and the parameter list for Character.Tint hasn't changed since at least AGS 2.72 (possibly earlier), though I do seem to recall something of a bug having been reported regarding the way tint levels were being applied (maybe, I might be imagining that!).
One thought I had though, have you per chance changed from the DirectDraw 5 to DirectX 9 driver in Game Settings? I definitely remember there being discrepancies between the drivers.
My mistake - got the numbers wrong. I'm now using 3.2.1, don't know if that makes a difference.
Definitely using DX9 for display, which is how it always was and always worked.
Recompiling with 3.1 this issue doesn't exist, so it's definitely something that's changed with 3.2.1.
I've been fiddling with this for hours now, and found no way around it.
Anyone know of a reason why this behaviour might be happening? Is it a bug?
The D3D driver tint shader was changed for version 3.2.1 to deal with a bug. It's possible that that may have introduced a new bug with certain values.
Any chance a mod could shift this into Technical? I'm pretty sure this is an issue. I've exhausted every workaround I can think of... :(
Could you verify if the same issue is present in 3.2? It is possible that the changes Calin is talking about are the root cause of your issue.
I can't find a link to 3.2 on the download page... am I missing a link?
There's one here:
http://www.agsarchives.com/engine/archive.html
Thank you!
Problem still exists in v3.2 though, I'm afraid...
Hmmm. Is this just a disparity between editor-side and script-side code?
In editor a light level of 40 is low, 90 is high. If I just set the light level to 20, it renders it marginally higher, and looks right.
So there *is* a workaround, it's just not ideal?
I find it hard to believe that this bug has slipped through unnoticed. People use region light level all the time.
Are you sure you arent doing anything odd?
Could this maybe be caused by the bit depth of the sprites?
I remember testing light levels for the first time with the Roger character and it was all screwed up due to the sprites not being 16bit ones.
Yea, I thought the same actually.
Did the upgrade process fuck with your bit depth settings?