• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Bug Reports Fixed or invalid
« Previous 1 … 69 70 71 72 73 … 87 Next »
[Effects] Source Lights are inconsistent

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

[Effects] Source Lights are inconsistent
Offline Chronicron
10-07-2020, 11:02 AM,
#1
Assuming direct control
Posts: 1,419
Threads: 127
Joined: Aug 2017

====================
Type: Effects
Bug: Source Lights are inconsistent
====================

As I imagine it, Source lights should be constant, yet they're not and they don't have a set pattern of flickering either

 
Offline Treewyrm
10-07-2020, 11:09 AM,
#2
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

1) Sprite flicker is determined by attached light properties and sequential number of hardpoints they're attached to.
2) Lighting on mesh from attached lights is unsupported and won't ever work correctly due to limitations in fixed pipeline of DirectX 8.
Offline Groshyr
10-07-2020, 11:20 AM,
#3
Member
Posts: 3,802
Threads: 376
Joined: Mar 2018

Just saying...

As far as I know there's a limit of three light sources per location due to Freelancer's DX8. Usually, you have at least one source per system - it's the sun (in system file the light source is a separate entity, means, it can be not attached to the sun). Therefore, maximum of the sources you can get is like 1 or 2 additional 'dynamic' light sources.
Offline Treewyrm
10-07-2020, 11:40 AM,
#4
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

Technically speaking the limit in API is eight, however a number of them are reserved by engine, so actual available count is fewer even. Systems sometimes have secondary light source to create more dramatic effect: hot color from visible light source and dimmed cold color (or reverse) from secondary source, typically set in opposite direction to primary. Practically four overlapping light sources is the limit for system developers. There can be many more of course but they must avoid overlapping then. THN scenes have benefit of light groups to divide them apart, but not systems.
Offline Chronicron
10-07-2020, 04:00 PM,
#5
Assuming direct control
Posts: 1,419
Threads: 127
Joined: Aug 2017

Two Source lights per ship appears to be the upper limit before Source Lights start to go ham

[Image: uXIwfFB.png]
 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode