A_3TO_GAS_MAN*(RUS)*
Very likes Tea, Video Games, and i guess Robots.
Uhh, have you been to egg rock with the mod loaded? Space levels are completely exempt from the day/night cycle.
maybe maybe maybe... he tested on match space levels?
Uhh, have you been to egg rock with the mod loaded? Space levels are completely exempt from the day/night cycle.
ah, yeah, i forgot to define certain maps as space levels, planning on fixing the ones I missed in an update.View attachment 82692
maybe maybe maybe... he tested on match space levels?
my bad, i assumed that it replaced every background, due to certain custom maps with space backgrounds being effected. I'd guess it's a level header thing.Uhh, have you been to egg rock with the mod loaded? Space levels are completely exempt from the day/night cycle.
yeah it was thatView attachment 82692
maybe maybe maybe... he tested on match space levels?
i think he meant custom space backrounds.Uhh, have you been to egg rock with the mod loaded? Space levels are completely exempt from the day/night cycle.
A complete recode of the lighting system, courtesy of @LJ Sonik! Has significantly better performance, to the point of being viable to use on servers, alongside a two new commands, "time" and "timescale". Time can instantly set the time, while Timescale can change the rate at which time advances.
Oh god!Frostiikin updated Day/Night Cycle with a new update entry:
Optimization Recode (thanks, lj!)
Read the rest of this update entry...
?Oh god!
You the update your avatar!
Fixed a bug involving data from prior maps not being properly reset, leading to some occasional weirdness. Other then that, it's basically the same as 2.0.
you could use the "timefactor" console command to slow down the night cycle if you wishHonestly kind of wish there was an option to make time only progress after each act/zone, mostly because it never feels like there's much time to really play as the Werehog form with the Day/Night cycle.
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