Thanks for the info about light, it's very useful.
Another people has the same slow down but without having its video card doing any noise. So it may be not what I thought it was.
I may have another hint : does a fireball "dies" if it doesn't hit anything ?
So the range and the shadows are the culprit. What represents 24 m ingame ? 24 cells ? 12 ? 8 ? All lights are in reachable places in the castle, so impostering wouldn't give good results. In fact I'm not sure I really understand what is the difference between a directionnal light and a point one. W...
The lights are used to illuminate the interior of a castle with "natural" light (the exact light of the day) So, when it is midnight, the lights are dimmed, and when it's midday they are "high". I put those lights on the verge of the map (where there's windows). Sometimes, to get...
In my mod, several players said that one of my level was slowed down a lot. Here is probably the culprit : function MAJ() local r,g,b = castle_arena_sky_1.light:getColor() for i =1,100 do local entity = findEntity("lumieres_fenetre_minimal_save_state_"..i) if entity ~= nil then entity.ligh...
I wanted to publicly thank Minmay and Isaac for their help (and all the others that helped me).
I wouldn't have finished my module without their answers to my numerous questions.
Also thank you for the GitHub Wiki (https://github.com/JKos/log2doc/wiki), the technical informations are priceless.
When you reload a savegame, the dungeon.lua is not run again. The savegame contains all the information about object and component placement and state. So if you change object placements, ScriptComponent source, whatever, your changes will NOT apply to old savegames. Only changes to other files (as...
I saved a game in my dungeon. Then I changed a script (some lines of code). Then I load the save and the changes I made aren't there. The save game still load the old script. When I load the save it asks me if I want as the version number isn't the same. So I thought it was the new script that shoul...