Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are 3 settings for brightness included in the mod.
Sorry for the false alarm. And thanks for the mod, absolutely essential +1
Both are absolutely essential, but having this on breaks high beams.
To be completely honest though, I haven't tested the b41 version, but the logic is exactly the same for how the light is generated, so it should be identically to the version I have tested. I don't think anything has changed in terms of APIs for what I'm touching since b41 (minus the mod settings).
cause they're real problem you cant drive at night
I created the mod pretty quickly, but the problem is the precision in the grid squares make it look extremely bad. Think like, when your character is moving the light radius moving isn't smooth, because it's only updated when moving to a new grid square (since I need to spawn the light on the square).
You can see what I mean if you do something like "right click > walk to". That's the grid the lights are being spawned on, but the player can move quite a distance in one square without it moving, so it causes the jittery light moving that I'm mentioning.
This effect isn't noticeable on this mod because there's already so much light from the other source that it gets really smoothed out.
I can throw you the code if you want to do it yourself, but I don't feel like bothering releasing something that I would never use / think looks bad.
also, outside the scope of this mod, but i have an idea for a mod where in the dark theres still a small, grey, lit area around the player to represent your ability to sense/feel your surroundings. idk how simple or similar what you've done here is though
Thanks lol. I love how I made the estimate of 10mins, then I realized my lantern detection code wasn't working, so had to find a fix.
Hope you enjoy the new version!
Thanks for catching that lol. I'll fix it
@MarshallSantini
Nice job finding the conflict, like I said, I think this new patch will hopefully fix everything, going to upload in the next 10mins or so.
I also checked the hand crank flashlight. For me it will turn on, then immediately off. The charge will still go down as if its staying on.
I found a way to not rely on checking items directly. Hopefully this should fix most if not all errors, working on a patch right now, should be done soon.
I tried for a while and couldn't reproduce this error.
The line it's referring to is just making some function calls for a branch decision. The function calls depend on the secondaryItem object, or in other words, what the player is holding in their left hand. I'm pretty new to lua, so not sure if my syntax was slightly off on checking if such an object existed. I tried to make a correction, however like I said I wasn't even able to reproduce it in any configuration of main-hand, off-hand, modded lights, vanilla lights, etc..
If you could please consider posting steps to reproduce along with a screenshot or plain-text of your mod list I would greatly appreciate it.
Sorry if too much technical jargon btw, just letting you know I looked into it. Thanks for reporting.
I'll take a look tonight, can you post your modlist? I'll make a bug report thread to put your mods.
function: flashlightChecker -- file: light_controller.lua line # 63 | MOD: Enhanced Flashlight Glow
LOG : General , 1734918722041> Object tried to call nil in flashlightChecker
ERROR: General , 1734918722041> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in flashlightChecker at KahluaUtil.fail line:82.
ERROR: General , 1734918722041> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in flashlightChecker
Done.