Lighting won't update with new hardware & OS; some ?s

Post » Mon Dec 05, 2011 5:55 pm

Hi all,

Before anyone mentions it, I already checked out the Oblivion "hardware and software troubleshooting" section of Beth's forums, to no avail. I also searched Google, but found little. I post this here, because it is related to some CS work I was doing..well, and I think more people will see this post somehow, maybe.

I use to have a PC that had Windows XP on it - on that PC and operating system, if I made a script for a light object for ingame, that called "Disable" then "Enable" on the light whenever it was dropped from inventory, the dropped light object's lighting updated successfully, and the light's illumination showed up on surrounding land, statics, etc.

A few weeks ago, I updated my PC hardware (a new graphic card, etc) and operating system to Windows 7. I reinstalled Oblivion, and loaded up an esp I made in which I got light to update correctly on my old PC, and decided to test it on my new PC. This esp used to work perfectly on my old PC, but on the new one, the lighting does not update like it used to.

I thought maybe my PC was running too fast for Disable and Enable to take effect correctly (or so I thought), so I tried to use a timer in the script that caused a pause between "Disable" and "Enable". But I got the same results with the lights not updating.

So I looked up some info on the wiki -

This link shows that my old method should indeed have worked, since it worked for others:

http://cs.elderscrolls.com/constwiki/index.php/SetLightRadius

This link shows that this is a known issue and people have requested a fix (look at "UpdateLighting" function request):

http://cs.elderscrolls.com/constwiki/index.php/OBSE_Wish_List#Animation_and_Graphics_Functions

What I'm asking, is this:

1) Does anyone know what specifically causes the lights to not update? Is it a hardware issue ? Or is it because of my new operating system of Windows 7 (a software issue)?

2) Has anyone suffered from this before, and somehow successfully fixed it, without replacing hardware nor installing a new operating system?

3) Or ultimately, am I stuck in the rut until OBSE possibly comes out with a fix?


Thanks for your info/advice,
Koniption
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Mon Dec 05, 2011 7:31 pm

Disable + Enable does not work for me (Windows XP).

Check this thread: http://www.gamesas.com/index.php?/topic/1013395-help-needed-moving-lightsource-scipt/page__p__14670608__hl__light%20qquix__fromsearch__1&#entry14670608
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Mon Dec 05, 2011 9:06 pm

Disable + Enable does not work for me (Windows XP).

Check this thread: http://www.gamesas.com/index.php?/topic/1013395-help-needed-moving-lightsource-scipt/page__p__14670608__hl__light%20qquix__fromsearch__1&#entry14670608


We meet again, QQuix!

I will definitely try out your scripting sample in that thread. It's like stumbling upon a large gold nugget.

I could have sworn, though, that my esp with the "Disable" + "Enable" script worked on my old PC....dang. It has been about half a year since I played with that esp, though. Go figure.

Anyway, thanks again!

Koniption
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Mon Dec 05, 2011 4:28 pm

Hi Koniption!

I haven't encountered this issue myself before, despite having spent quite a long time working with moving light sources. If you want, go and take a look at my "shining creatures" mod (in the sig) because it is pretty much ALL moving light sources around. Go ahead and cannibalise any scripts you like, and PM me with any questions about it.

Having said all this, the game engine definitely gets a bit weird when it comes to moving light sources around, as I'm pretty sure they didn't design it with that in mind. For example the other day, I was experimenting with alternate methods of clearing the light sources in Shining Creatures, involving a script on the light source. Whenever the light was being moved around (as it was supposed to be most of the time) the script would process, but whenever the lightsource had stopped moving, the script would cease to process! Even doing a reference walking loop for finding all the lightsources in the cell didn't turn it up, despite the lightsource still visually being there. Anyway, what I'm getting around to in an anecdotal way is that moving lightsources is a tricksy business.

Maybe you should try using an invisible actor with a custom torch equipped rather than a lightsource object? Because the engine expects the light from equipped torches to be moving around these oddities may not occur. I haven't tried it out, but maybe you'd want to give it a shot? :)
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am


Return to IV - Oblivion