2010-09-10, 08:01 AM
I noticed today Som wasn't producing the object lighting to match up with the lamps (with my drivers/Windows 7)
I knew that before if you changed your display settings in the options mid game the object lighting had a tendency to disappear, but this is new.
An example of why this sucks is if you have say a lamp near a false wall (secret door) the door object will have no lighting but the walls around it will. Of course the object lighting and map piece lighting have never meshed correctly so your secret door would still be pretty obvious either way but it kind of cramps the atmosphere for it to not be lit to at least match.
The lamp lights are never even created. The directional map lights are however. The ambient map light isn't actually a light, its a global render state I learned about only the other day while researching the Direct3D lighting model.
Anyway I know for certain these were working before, though it may've been a year since I last payed attention to them. I'm assuming there is some device capability that Som expects to be reported just so which is not.
I'm pretty confident it can be fixed (with Ex...) in fact in theory it definitely can be. I'd forgotten about the lights being lost after leaving the options screen. Hopefully that can also be remedied in the process, though there is a possibility that bug might present more trouble... or at the least require a less than eloquent approach.
I knew that before if you changed your display settings in the options mid game the object lighting had a tendency to disappear, but this is new.
An example of why this sucks is if you have say a lamp near a false wall (secret door) the door object will have no lighting but the walls around it will. Of course the object lighting and map piece lighting have never meshed correctly so your secret door would still be pretty obvious either way but it kind of cramps the atmosphere for it to not be lit to at least match.
The lamp lights are never even created. The directional map lights are however. The ambient map light isn't actually a light, its a global render state I learned about only the other day while researching the Direct3D lighting model.
Anyway I know for certain these were working before, though it may've been a year since I last payed attention to them. I'm assuming there is some device capability that Som expects to be reported just so which is not.
I'm pretty confident it can be fixed (with Ex...) in fact in theory it definitely can be. I'd forgotten about the lights being lost after leaving the options screen. Hopefully that can also be remedied in the process, though there is a possibility that bug might present more trouble... or at the least require a less than eloquent approach.