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Better torches

PostPosted: Wed Feb 15, 2012 19:58
by lalorobot
Since 4.0 is in development could you implement it in it?

Well I would like that when you hold the item ( before using it) that they illuminate the surroundings that would be good in caves when you dont have a lot of torches

PostPosted: Wed Feb 15, 2012 20:05
by Jordach
This wont happen as t can be done, but celeron wants the game to run on old pcs.

PostPosted: Mon Feb 20, 2012 14:18
by dannydark
There was a patch on the patchsets page for 0.3 which added this and it worked great on my system and a few other peoples but it didn't get merged upstream as It killed performance on older hardware (at least I think thats why celeron didn't merge it)

PostPosted: Wed Feb 27, 2013 01:02
by prestidigitator
I'd like to revive this suggestion, because I believe I have an idea for implementing it in a way that has minimal effect on performance:

  1. Allow entities to emit light, and change their textures to full brightness when they do.
  2. Render lighting from entities on the client, possibly limited to the closest N dynamic lights and/or only dynamic lights within a certain radius of the camera (even a max of 1 light within 10m would be good).
  3. Update server-side lighting calculations ONLY when an entity has maintained the same position and zero velocity for a configurable amount of time (perhaps 5 seconds default), or when the entity STOPS standing still after it has added its light to the environment.

This should provide enough functionality to satisfy people, yet not create excessive burden on the client, the server, or the network.

PostPosted: Wed Feb 27, 2013 04:01
by Mito551
lalorobot wrote:Since 4.0 is in development could you implement it in it?

Well I would like that when you hold the item ( before using it) that they illuminate the surroundings that would be good in caves when you dont have a lot of torches


i did that in dwarves game. and it really is killing the performance (not that badly, but it drops by 5-15 fps), but only as long as you hold it. and the dwarves game has separate torches for placing them.

i would be quite happy to see that feature done in some other way :)

PostPosted: Wed Feb 27, 2013 09:53
by Calinou
Dynamic lights should be added with C++, not Lua, Oblomov did that a while (more than a year) ago and it wasn't that slow IIRC (was only slow on low-spec hardware).

PostPosted: Wed Feb 27, 2013 14:21
by nomohakon
Calinou wrote:Dynamic lights should be added with C++, not Lua, Oblomov did that a while (more than a year) ago and it wasn't that slow IIRC (was only slow on low-spec hardware).

Meanig "fuck you older single-core notebooks"?

PostPosted: Wed Feb 27, 2013 17:32
by Calinou
nomohakon wrote:Meanig "fuck you older single-core notebooks"?


I own a single-core notebook (with an Atom N455 to be exact). Of course this should be optional.

PostPosted: Wed Feb 27, 2013 17:56
by lkjoel
Calinou wrote:
nomohakon wrote:Meanig "fuck you older single-core notebooks"?


I own a single-core notebook (with an Atom N455 to be exact). Of course this should be optional.

YES! I don't know why people always say "ignore feature XYZ", just because it can be slow. Shaders are very nice, and are optional. What's the issue with having that?

PostPosted: Mon Jul 29, 2013 13:50
by TenPlus1
Definitely add this as an option in the Settings menu and while the user is holding a torch illuminate the current area same as placing a torch would... This would make for great adventure maps :)

PostPosted: Mon Jul 29, 2013 15:29
by Dan Duncombe
There have been mods for this already. They don't seem to work with the current Mt version though.
TenPlus1 wrote:Definitely add this as an option in the Settings menu and while the user is holding a torch illuminate the current area same as placing a torch would... This would make for great adventure maps :)