Silentdarkness1 Posted November 19, 2013 Share Posted November 19, 2013 @Heavenfall With your mod enabled, on occasion, the caves will become super-duper bright as day...or dawn. Both me and Simplex think it's Dawnbreak. Also, Simplex told me to tell you to not lerp the ambient color in the caves ;P Link to comment Share on other sites More sharing options...
simplex Posted November 19, 2013 Share Posted November 19, 2013 What I said in your bug report is that it could be what's causing it, but I still think some more testing needs to be done before saying "Dawnbreak is the cause".But anyway, @Heavenfall, what I believe is the issue is that now that caves have a day cycle your code for inserting dawn is stomping over the caveColour (defined to be (0, 0, 0)) caves use, instead overriding them with the usual day/dusk/night/dawn colours on occasion. If that's confirmed to be the issue, what I suggest is for you to surround those tweaks with the conditionalif GLOBAL.SaveGameIndex:GetCurrentMode() == "survival" or GLOBAL.SaveGameIndex:GetCurrentMode() == "adventure" then --[[ stuff ]]--endI think it's better to explicitly only do it in survival and adventure, instead of just excluding caves, to prevent stepping on the toes of mods adding custom level types, with specific mechanics. Link to comment Share on other sites More sharing options...
aredshroom Posted November 20, 2013 Share Posted November 20, 2013 I use Dawnbreak, and this definitely happened to me too. Entered the cave and it's lit completely, then turned into pure darkness after a while. Nearly died trying to get a light up. x'D Link to comment Share on other sites More sharing options...
Heavenfall Posted November 20, 2013 Share Posted November 20, 2013 Thanks, I remember the report but I must have forgotten about it. I'll check it out later today. Link to comment Share on other sites More sharing options...
Heavenfall Posted November 21, 2013 Share Posted November 21, 2013 @simplex I'm looking at this now. Are you guys going to use a new type of gamemode for up and away? Link to comment Share on other sites More sharing options...
simplex Posted November 21, 2013 Share Posted November 21, 2013 @simplex I'm looking at this now. Are you guys going to use a new type of gamemode for up and away? Currently we're using the cave mode as a base. But apparently now (based on Lost Fragment) mods can use custom level types, so we may switch to that. Malacath was also tinkering with this idea (for the Waverly mod, I think). So overall I think it's more mod-friendly to explicitly include just survival and adventure. Link to comment Share on other sites More sharing options...
Heavenfall Posted November 21, 2013 Share Posted November 21, 2013 Should be fixed now with v17, let me know if you have any other issues. Wow, 17 versions in already, I think v4 was the first final release, the rest are just patch updates. Thanks @simplex. Edit: I should say that for future mod compatability this isn't going to work with someone else modiyfing the clock UI. I guess we'll cross that bridge if we get to it. Link to comment Share on other sites More sharing options...
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