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NWN SCRIPTS

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Title  Working Streetlamps (No Heartbeat)
Author  Feygan
Submitted / Updated  07-25-2004 / 11-22-2006
Category  Time Devices
Expansions  NWN-1.62
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Format  Code Only
Type  Type - Other
Includes  None
Description
Ever since my first online NWN experience i've wanted more realism. Since anything can be done with heartbeats easily I was happy, until i realised the drain on servers. No major hassles, doesn't mean things can't be done you have to just think laterally and accept they may not be as smooth or eye pleasing. The one thing that has become evident since playing on a PW is that folk of the realms have an invinite supply of oil for their lamps (and also dont mind draining our GPU's etc with lighting effects). Henseforth I came up with a way of having lights that switch on/off dependant on the time of day. Thanks to the guy that spotted the error in the first version (i must have been blind) Updated to include the erf file to make it easier for folk.

Files

NameTypeSizeDownloads
wdstreetlamp.rarwdstreetlamp.rar
Submitted: 07-25-2004 / Last Updated: 08-01-2004
rar0.85b285
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Comments (9):

Posted by Avatar of Pain at 2005-06-10 19:13:38    Voted 10.00 on 06/10/05
Works great for what I need! thanks man you got my vote.

Posted by Danmar at 2004-07-28 08:25:00    
Oh and you may want to use the GetIsDay/dawn/dusk/night functions in the event that the module builders isn't using the standard day and night time settings. As my module is set in the summer so the days are longer for example, my dawn is at 5 and my dusk is as 20.

Posted by Danmar at 2004-07-28 08:21:00    
Dynamic lighting screws up.

RecomputeStaticLighting is a client side thing and it only affects a 4x4 grid around the client when its called. Lights out of that grid aren't affected.

One workaround is to use triggers laid out in staggered sucession to do a recompute call on the client as they more through a larger zone.

Recomputecalls can be cpu heavy though so use sparingly.

You may wish to try casting a visualeffect or light on the lamps instead of using the placeable lighting system. I don't know if it has the same downsides that the placelabe lighting system does.

Posted by Feygan at 2004-07-28 06:38:00    
Taloruyas: I did consider the get dawn/dusk until it occured that module builders may want a little more flexibilty. (having the lamplighters out early and such)

CFBMoo1: not too sure why that is happeneing although as everything I make is generally for the server I use, it doesnt crop up as we tend to stick to 8x8 as a maximum. Sounds graphics related though.

Posted by Feygan at 2004-07-28 06:38:00    
Taloruyas: I did consider the get dawn/dusk until it occured that module builders may want a little more flexibilty. (having the lamplighters out early and such)

CFBMoo1: not too sure why that is happeneing although as everything I make is generally for the server I use, it doesnt crop up as we tend to stick to 8x8 as a maximum. Sounds graphics related though.

Posted by CFBMoo1 ( 69.68.xxx.xxx ) at 2004-07-28 05:35:00    
I actually tried this when I was working with lighting in bars and streets. The problem I encountered was that after so far a distance the lights don't really change. IE in a 16x16 area the lights on one end were illuminated but on the far side of the area they were off. I think it's some rendering distance issue for the graphics. I do keep my graphics drivers up to date on my system. So I dunno what that could have been or if this might run in to the same issue.

Posted by Taloruyas at 2004-07-28 03:56:00    
Hmm... Wouldn't this work better with GetIsDusk/Dawn/Day/Night? It'd work better for mods with different daylight settings... Otherwise it's good work :)

Posted by Richard Cranium ( 68.68.xxx.xxx ) at 2004-07-28 01:55:00    
Simple and smart. I like it a lot. Excellent work!

Posted by Trickster ( 24.15.xxx.xxx ) at 2004-07-28 00:05:00    
This is EXCELLENT wanted to make something like this nwn_profiler is showing a gajillion calls for CEP's lamps it's insane. Thanks!

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