Changing from a candle to a torch already made quite the difference... Maybe an even bigger light source will be added?
I also hate it, RTS monitor would help
but wish they would do something server side, its really off-putting imo...
As said on other posts, we were hoping to have this sorted really quick as its horrible! but Hany had a look and said its a longer job then just a quick fix. So we are on it, but its not a simple fix, so may take some time, especially with our time being so thin at the moment.
As soon as we can sit down and look at this, we will.
- Apocalypse Team
Brilliant, would probably make me stay on longer, feel like its hard to play as its horrible to see, if I could I'd adjust the games brightness up lolYeah im getting a decent lighting, but iv seen some people getting terrible. We will try our hardest and if we cant manage to do quite soon, i will consider lighting maps until its fixed.
-Apocalypse Team
public static Point[] LightSizes =
{
new Point(125,95),
new Point(205,156),
new Point(285,217),
new Point(365,277),
new Point(445,338),
new Point(525,399),
new Point(605,460),
new Point(685,521),
new Point(765,581),
new Point(845,642),
new Point(925,703),
};
using (PathGradientBrush brush = new PathGradientBrush(path))
{
Color[] blendColours = { Color.White,
Color.FromArgb(255,150,150,150),
Color.FromArgb(255,60,60,60),
Color.FromArgb(255,30,30,30),
Color.FromArgb(255,10,10,10),
Color.FromArgb(0,0,0,0)};
float[] radiusPositions = { 0f, .20f, .40f, .60f, .80f, 1.0f };
ColorBlend colourBlend = new ColorBlend();
colourBlend.Colors = blendColours;
colourBlend.Positions = radiusPositions;
graphics.Clear(Color.FromArgb(0, 0, 0, 0));
brush.InterpolationColors = colourBlend;
brush.SurroundColors = blendColours;
brush.CenterColor = Color.White;
graphics.FillPath(brush, path);
graphics.Save();
}
