DeeperThought, on Jul 16 2010, 06:51 PM, said:
I agree with DeeperThoght, hardcoded sprite lights should be kept to a minimum and applied very carefully. There's another issue with them: when there are many light-emitting sprites on a small area, their effects on the textures are added together an the result looks completely "overexposed". The room with the slime babes and explosives in E3L1 is a good example.
High Treason, on Jul 16 2010, 08:15 PM, said:
Micky C, on Jul 17 2010, 09:41 AM, said:
Been hacking that the whole evening (way too long), it's implemented in m32script. To fully display the projection of a spotlight would be pretty tricky, so only the general direction is shown. By the way, you don't need to tweak light parameters in 2d mode: if you enable EVENT_PREKEYS3D, some keypad keys will be overridden for SE light manipulations and some Polymer texture parameters, the usage is documented in a.m32. If you want the script extensions loaded when Mapster starts, you can now have a file m32_autoexec.cfg somewhere on you load path with
include samples/a enableevent all
I've fixed that Mapster crash but, TX, there's something strange going on with the caching system it seems...