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Dynamic Lighting Bug -> Tinted Nightvision + Light Source = Tinted Nightvision for other Tokens

1735518921

Edited 1735519427
I noticed this bug when i added a Light Source to a Token with Night Vision. 1) The Dwarf Token is set to 60ft Nocturnal Nightvision tinted Gray. 2) The Tiny Token is set to 60ft Nocturnal Nightvision tinted Green. 3) As soon as i switch on any type of Light on the Tiny Token, the Dwarfs nightvision becomes tinted Green. So for whatever reason a Token can not have tinted Nightvision and Light at the same time, the Dynamic Lighting bugs with this. EDIT: All of my Players reported the same behavior across different Browsers. Firefox and Chrome, not sure what the third player used, i believe it was Brave. The Game used the new Jumpgate System.
1735520528
keithcurtis
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Hi Lazerus! Your observations are correct. Tints are very simple alterations of the masking effect of dynamic lighting and just do not work well together. They have always been this way. My advice has been to use them sparingly or not at all. As an aside, the best way to test any lighting effects is with a  Dummy Account . GM mode does not give an accurate view of what a player's actually experience will be. Ctrl-L is mostly intended to communicate line of sight.
Good to know, i guess i have to separate them then. I use Ctrl-L mostly to figure out if my walls are working. Since Line of Seight in DnD is drawn from the Corners of the Tokens, and Roll20 renders it from the centers, it is often not really correct (especially when you want to figure out cover).
I've been wishing for Roll20 to develop a better way to treated colored light for a while. I've gone to using it only when being able to see colored light directly impacts an encounter: For example, characters depending on their (monochromatic) nightvision won't see that the phosphorescent mushrooms are glowing green, while the non-nightvision enabled characters will (at least until the mushrooms are within the radius of their lantern's illumination). I always thought that D&D' s LOS rules were overly complicated and slowed down the game too much. I play Squad Leader, a game that's infamous for it's rules complexity, and it's rules on LOS are simpler than D&D's. My player group has always determined LOS the way that Roll20 renders it, even when we played FTF. Lazerus A. said: Good to know, i guess i have to separate them then. I use Ctrl-L mostly to figure out if my walls are working. Since Line of Seight in DnD is drawn from the Corners of the Tokens, and Roll20 renders it from the centers, it is often not really correct (especially when you want to figure out cover).
1735610707
keithcurtis
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Rick A. said: I always thought that D&D' s LOS rules were overly complicated and slowed down the game too much. I play Squad Leader, a game that's infamous for it's rules complexity, and it's rules on LOS are simpler than D&D's. My player group has always determined LOS the way that Roll20 renders it, even when we played FTF. I've found I don't much care as long as they are consistent. I have run into at least one instance where token A could see token B around a corner, but not the other way around. It was frustrating, since I was token B, and it felt like the GM was being unfair, but they had no way of knowing, and we didn't figure it out till after the battle. That's only happened the one time, though.
1735610794
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Rick A. said: I've been wishing for Roll20 to develop a better way to treated colored light for a while. I've gone to using it only when being able to see colored light directly impacts an encounter: For example, characters depending on their (monochromatic) nightvision won't see that the phosphorescent mushrooms are glowing green, while the non-nightvision enabled characters will (at least until the mushrooms are within the radius of their lantern's illumination) Color mixing on an RGB screen is complex and sometimes counter-intuitive at the best of times. Outside of a dedicated graphics program, blend modes are pretty limited, as well.
That's kind of why I said "wishing"; opting for the "magical thinking" route lets me ignore reality :D keithcurtis said: Color mixing on an RGB screen is complex and sometimes counter-intuitive at the best of times. Outside of a dedicated graphics program, blend modes are pretty limited, as well.