Weird lighting

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Weird lighting

Postby jordancoles » Sat Oct 08, 2016 12:50 am

So I've made and lit several candelabrums and their lighting is not very consistent

Sometimes they give off light, sometimes they do not, and my position in relation to them seems to matter quite a bit



Also, what is interesting is that my torch in-hand reached 0% fuel, and the light dimmed, but I was still able to light the candelabrums and see the light animation in my hand, so it could have something to do with that as well

Edit: Snuffed out and then relit them with a 100% torch, still no light affect and occasionally when putting the torch back on I get no light either
All lighting settings are set to default
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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 12:58 am

No light

Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 1:01 am

No light from the 99% fuel torch

Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 1:04 am

Moving around the base sometimes determines if the light works or not?
Changing elevations?

Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 1:10 am

It seems to be directly related to the other fires/kiln burning in the area, like only one lightsource can be on screen/working at a time or something ..


Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Weird lighting

Postby loftar » Sat Oct 08, 2016 2:19 am

It's probably the fact that the shader code only supports four light sources on the screen at one time (including the global light). Therefore, some light sources entering or exiting the rendering range may override others.

It is quite regrettable, but I have no good solution.
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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 2:43 am

loftar wrote:It's probably the fact that the shader code only supports four light sources on the screen at one time (including the global light). Therefore, some light sources entering or exiting the rendering range may override others.

It is quite regrettable, but I have no good solution.

:(
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Weird lighting

Postby loftar » Sat Oct 08, 2016 2:51 am

I know, I share that sadface, especially as Haven is particularly well-suited for taking advantage of many light-sources. I've even contemplated implementing deferred rendering just for it, but that technique is certainly not without its drawbacks.

Ideally, I guess the max number of light-sources should be configurable, but making it thus is non-trivial, and it still doesn't really seem to solve the general problem. I'm still not sure what to make of it.
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Re: Weird lighting

Postby jordancoles » Sat Oct 08, 2016 3:30 am

That is a real shame, the lighting adds tons of immersion to the game
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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