I was trying to create a "strobing" light effect, by rapidly using light and darkness action wallitems but, after a while, they just stopped having a effect. At this point, having party members casting light or darkness did nothing, too.
The screen was frozen at the standard "fullbright" 100-200% illumination level so I don't think it was an overrun/underrun of the acceptable range for light levels.
Too much light/darkness just stops working
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- George Gilbert
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This isn't actually a bug, it's working exactly as designed - the key question is how to create the strobing effect and/or whether the light model should be changed!
What is happening is that there are separate measures for the level for "brightness" and "darkness". The sum of these gives the actual screen brightness.
By casting lots of light spells and lots of dark spells very quickly what you're doing is maxing out the bright and dark values which gives a sum in the middle - hence the view appearing to be locked at a single brightness.
So - why do I have two separate measures of light / dark. Honestly I can't remember, but there must be a good reason as early versions of RTC did only have a single light level, so presumably it was a fix to a bug. I'll have a look through the forum archives to see if I can find the problem...
What is happening is that there are separate measures for the level for "brightness" and "darkness". The sum of these gives the actual screen brightness.
By casting lots of light spells and lots of dark spells very quickly what you're doing is maxing out the bright and dark values which gives a sum in the middle - hence the view appearing to be locked at a single brightness.
So - why do I have two separate measures of light / dark. Honestly I can't remember, but there must be a good reason as early versions of RTC did only have a single light level, so presumably it was a fix to a bug. I'll have a look through the forum archives to see if I can find the problem...
- Sophia
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I think it probably should be changed if there's no way to create the effect at present. Maybe an action that directly sets the lightlevel (like when you're specifying a level's data)-- or two that directly set the light and darkness levels, either way.George Gilbert wrote:This isn't actually a bug, it's working exactly as designed - the key question is how to create the strobing effect and/or whether the light model should be changed!
Don't be so sure there's a good reason. I always find myself in for a fair bit of head-scratching when going through old code-- "Why did I do it that way?" I think it happens to all of us.George Gilbert wrote:So - why do I have two separate measures of light / dark. Honestly I can't remember, but there must be a good reason

read about possible light changes in CSBwin:
http://www.dungeon-master.com/forum/vie ... ght=#58342
http://www.dungeon-master.com/forum/vie ... ght=#58342
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- George Gilbert
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For V0.38 I've added two new actions ACTION_LIGHT_AMBIENT and ACTION_DARK_AMBIENT - these set an absolute value for the background light level (i.e. perform the action twice and only the second one counts).
Note that this is just one of the components that goes into calculating the displayed light level (i.e. torches / spells etc will be added onto the ambient value) so if you want to set the light level to be maxed out, in either direction, you'll have to set the strength to be huge (and then back to 0 again when you're finished with the effect).
This should allow you to do the strobing (amongst other effects).
Note that this is just one of the components that goes into calculating the displayed light level (i.e. torches / spells etc will be added onto the ambient value) so if you want to set the light level to be maxed out, in either direction, you'll have to set the strength to be huge (and then back to 0 again when you're finished with the effect).
This should allow you to do the strobing (amongst other effects).