At least two SCP members(myself one of them) have tried to look into this, but the knossos version of TBP won't launch on 23.0, and the moddb download page for the patch refuses to actually provide a download for the patch.
Enabling emissive light just adds light to everything, so if something is lit properly without it, turning it on is going to make things too bright. Handling of emissive changed in 23.0, as did light flags and all lighting in general, so you may be getting somewhat different results from what you're used to and need to adjust accordingly. The wiki page (https://wiki.hard-light.net/index.php/Command-Line_Reference#Lighting) on flags is updated with current information, and while using emissive isn't recommended, there is a new version of it listed there which lets you set how strong you want it to be.
- Enabling emissive light makes all models look much too bright, this is already visible in the technical database view.
- Enabling post processing makes all models look flat and uniformly lighted, enabling post-processing AA is fine though.
That works for getting me in-game, thanks. Can you tell me what mission you're seeing the errors in? It's most likely related to the distance fog effects, since the missions I've tested don't have that and everything looks fine.At least two SCP members(myself one of them) have tried to look into this, but the knossos version of TBP won't launch on 23.0, and the moddb download page for the patch refuses to actually provide a download for the patch.
Yeah, something is off with ModDB. You can still upload mods but they can't be downloaded! Below is a link of the patch on Google Drive, but it was possible to run TBP on 23.0 without anything else and lots of warnings ;).
https://drive.google.com/file/d/1DD5-gG-ukCK5zcUa__IZF9Q0mfeRH0EX/view?usp=sharing
If you want to dig more into settings for TBP specifically that's probably better for a thread in that subforum, but it's probably good to have this overview here for others to see.
Found the problem with deferred cockpits and fog. A PR is open for review and a fix will be in a nightly coming soon.
That sounds great! But be aware that unless deferred lighting and deferred cockpits are connected in a way that I don't know about, the problem was with deferred lighting as such and not with the cockpits. Like you could enable deferred lighting and disable deferred cockpits and you could still see the ship in the fog and the same was true in third person view without the cockpits visible...
I have only been able to reproduce this issue with both deferred lighting and deferred cockpits enabled.
They are probably connected, like if Deferred Lighting is off, Deferred Cockpits doesn't do anything. So when can we expect a nightly to test this out?
The fix should be in the next nightly.
'On Death' has been deprecated in favour of the more granular "On (Ship|Asteroid) Death". Changes like these should be listed in the changelog (which we should really generate for 23.0....) and are also listed in scripting.html.
Found the problem with deferred cockpits and fog. A PR is open for review and a fix will be in a nightly coming soon.
I cannot reproduce this on my end.
Were the options to use 3d models for ship and weapon selection removed for some reason? I can't seem to find them.