Test builds of OpenXcom Extended with an experimental Realistic Lighting pipeline.
This is a test build of OpenXcom Extended (OXCE) with an experimental Realistic Lighting pipeline on top: LOS-traced light propagation, additive RGB tint per tile, per-corner light mixing for floors and walls, modder-tunable per-source colour / radius / intensity / litChance / offset, dithering, perceptual palette snap, and a small ambient sky-tint pass. The master switch is on by default in this build - turning it off restores byte-equivalent vanilla OXCE behaviour.
UFO/ subdirectory. At minimum the
UFO/ folder needs GEODATA, GEOGRAPH, MAPS,
ROUTES, SOUND, TERRAIN, UFOGRAPH,
UNITS (plus optional UFOINTRO). See UFO/README.txt for full details.TFTD/ subdirectory the same way. See TFTD/README.txt.openxcom.exe. The user / config / save folder is auto-created at
%USERPROFILE%\Documents\OpenXcom\.In-game: Options -> Advanced -> OXCE -> Battlescape category. Master switch:
The master gate. NO = vanilla OXCE. YES = LOS-traced light propagation, additive RGB mixing, and inverse-square clamped falloff.
Sub-options (only honoured when Realistic Lighting is on):
When on, mods that ship light: { color: ..., source: ..., ... } blocks override the auto-derived
colour and radius. When off, the engine derives colours from the sprite alone.
When on, floor and wall tiles linearly interpolate between per-corner light values for smoother lighting gradients across the map.
0 = none, 1 = ordered Bayer, 2 = Floyd-Steinberg error diffusion. Reduces banding by introducing noise to the lighting blends.
The standard/ folder ships two new mods you can enable from the in-game Mod Manager
(Mods on the main menu):
Both mods only have a visible effect when the Realistic Lighting master switch is on.
A playground for testing the Realistic Lighting blending mechanics is available here: Lighting Sandbox
This is a development branch, not an upstream release. The primary place to report problems is the forum thread. For code-level bugs you can also raise an issue on the lewster32/OpenXcom fork on GitHub - not the OpenXcom Extended or OpenXcom upstream issue trackers.
If anything looks visually wrong, try toggling Realistic Lighting to Off in Options -> Advanced -> OXCE -> Battlescape. With the master switch off this build is a clean OXCE binary that ignores all of the new code paths. If a problem still reproduces with the master switch off, that is an unrelated regression - please report it with that detail included.