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Messages - danthat

#1
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?
#2
Thank you!

Problem still exists in v3.2 though, I'm afraid...
#3
I can't find a link to 3.2 on the download page... am I missing a link?
#4
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... :(
#5
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?
#6
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.
#7
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)



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

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