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Dynamic Lighting Wall Limit

I've only seen one topic on this before, but it didn't really have any solid answers. Does anyone know anything about there being a limit to how many walls you can place for dynamic lighting? I have a forest map with somewhere around 150-200 trees, each with a circle of dynamic lighting to prevent movement through the tree trunks and obscure vision in the dense woods. I noticed that maybe the last 50 or so circles I placed don't obscure light or movement. If I delete the first 50ish (guessing on the numbers here), then those last 50 will work, but when I ctrl+z to bring the first 50ish back, those now don't work.  All of the walls are properly on the DL layer. My only guess is that there's a limit to how many walls you can place, but I'm not sure. Has anyone else experienced this recently?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Alex! I haven't run into a limit myself, but I'm not surprised that there might be an issue past a certain number of lines. Have you tested using a  Dummy Account  to make sure that you are not running into an issue where the GM sees more due to having more characters they control or a persistence of explorable darkness, that sort of thing?
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When laying out DL barriers on large forest maps, I try not to use circles for trees; a simple X (2 polylines at right anglers) works well enough to limit movement and visibility and reduces the amount of processing needed to calculate what the player tokens can see. I draw 2 or 3 "X's" of different sizes then copy/paste them as needed. Below are a GM's view of the DL layer and a Player's view of a sample map:
keithcurtis said: Hi Alex! I haven't run into a limit myself, but I'm not surprised that there might be an issue past a certain number of lines. Have you tested using a  Dummy Account  to make sure that you are not running into an issue where the GM sees more due to having more characters they control or a persistence of explorable darkness, that sort of thing? I don't have a dummy, account, though I see your tips and tricks post about them so I think I'll set one up. I plan to hop on with one of my players to see if they're seeing what I'm seeing, too.
Rick A. said: When laying out DL barriers on large forest maps, I try not to use circles for trees; a simple X (2 polylines at right anglers) works well enough to limit movement and visibility and reduces the amount of processing needed to calculate what the player tokens can see. I draw 2 or 3 "X's" of different sizes then copy/paste them as needed. Below are a GM's view of the DL layer and a Player's view of a sample map: I'll have to try this out. Do you think using X's over O's really makes that much of a difference? I'm wondering if it'll matter with how many trees are on my map, but I'll test it out.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I have been told that under the current dynamic lighting, circles are no longer a math issue like they were under the old system. I use them in one-way blockers all the time for tree trunks and columns. And as of the most recent release, the freehand tool is (once again, and hopefully finally) removed from the DL layer.
keithcurtis said: I have been told that under the current dynamic lighting, circles are no longer a math issue like they were under the old system. I use them in one-way blockers all the time for tree trunks and columns. And as of the most recent release, the freehand tool is (once again, and hopefully finally) removed from the DL layer. I made the dummy account and  had one of my players check it out and still found that some number of the walls (specifically the most recent ones) did not block light or movement. And you're right, I couldn't test the X method anymore. We also noticed straight lines in the lighting randomly appearing where there weren't any walls, which I've screenshotted below. Parts of the map the player should see were blacked out. I think the solution is just to use smaller maps when in areas with dense lighting. It's a shame because I have an idea for a huge labyrinth but I guess I'll have to make it multiple levels or break apart the map, but that's a worry for a later date. For this forest, I'll just use a smaller portion of it so there are less tree to make opaque.