Question on torches

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Ryeath_Greystalk
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Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Question on torches

Post by Ryeath_Greystalk »

I'm running into a a problem with my torches.

I have the first 3 levels of my dungeon laid out, and level 1 & 2 populated with monsters, decorum and everything is fine. I start walking through level 3, strategically placing torches for the best effects. About half way through the torches are lit bit not lighting up the space they are in. When I rotate the party it lights the area during the turn but as soon as the turn is finished the illumination goes away.

My computer does have a hard time running the game as it only has on board graphics, so is it possibly a hardware issue, or is there some known issue with torches, such as if you get too many on a level they don't work right?

Thanks again.
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Asteroth
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Re: Question on torches

Post by Asteroth »

Lights are harder on the game engine than anything else. People with higher end systems may be able to run your dungeon fine, but what you are experiencing is a good cue to make a few changes, at least probably. You could iclude more turns, solid walls "deactivate" lights, the engine does not process them until needed again. Doors do not have this effect. Thus twisting the corridors should in theory take some of the work of the engine. I may be thinking that out wrong though. Lastly you can trim the light count.
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Neikun
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Re: Question on torches

Post by Neikun »

Sounds like you're on low rendering mode. It cuts out lights when possible.
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Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: Question on torches

Post by Ryeath_Greystalk »

Thanks for the replies.

Sounds like it's just my wimpy computer. The level is a long corridor filled with trap doors and side rooms where to progress down the hall you had to take a bunch of detours through rooms and back and forth between levels. Tried to get the feel of an expanding hallway you might see in a dream. I had a lot of portcullis and such. I made a couple of changes that didn't affect the game play of the level, just the feel of it. Doesn't have the endless hallway feel, but it helped the light issues.
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