sd_DynamicAreaLighting |
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Fast and easy dynamic lighting [More] |
To download this library for your Linux/Mac installation, enter this on your command line:
DreamDownload byond://Shadowdarke.sd_DynamicAreaLighting##version=10 Emulator users, in the BYOND pager go to File | Open Location and enter this URL:byond://Shadowdarke.sd_DynamicAreaLighting##version=10 |
The sd_DynamicAreaLighting library provides dynamic lighting with minimal cpu and bandwidth usage by shifting turfs between areas which represent varying shades of darkness.
Version 10: 5-27-08
Version 9: 1-29-07
Version 8: 4-6-05
Version 7: 2-23-04
Version 6: 3-6-03 Extended the mob procs slightly to compensate for mob.sight settings. The old versions would allow the light to shine through opaque walls if a mob's sight was set to SEE_TURFS. Version 5: 2-25-03 Changed the turf.sd_lumcount var to a tmp var, so sd_DAL works properly with save files. Version 4: 12-21-02 Fixed a bug that prevented outside areas from lighting properly if sd_outside was set in the map editor. Version 3: Added support for daylight spilling indoors. Fixed an error involving atoms moving into and out of the contents of non-turfs. Version 2: A major rehash of the internal workings. sd_DAL now works with the areas already in your game! Anyone already using version 1 will need to make some changes. Please read the comments in the library file. |
SuperSaiyanGokuX: (Aug 4 2013, 12:51 pm)
Murder Mansion still uses it. But mostly because it's tied into the game too tightly for me to easily replace it with something nicer. At least not until I get a lot more motivated.
D4RK3 54B3R: (Aug 4 2013, 12:08 pm)
People still use this and not my own or FIREking's or Forum_Account's alternatives?
Plemith: (Aug 3 2013, 8:50 am)
var I have changed it to use the alpha7, so what part of this needs to be changed/go , i know the daytime = "Dawn,night,dusk,day" goes SuperSaiyanGokuX: (Aug 3 2013, 8:17 am)
Well, the demo procedure is just that, a demo. You'd have to tweak the cycle to match what you want (timing between light levels, basically, is what it boils down to)
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