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  #161  
Old 10-16-2019, 07:54 PM
BlankDiploma BlankDiploma is offline
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Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
It's immediately apparent that people's memories were in fact accurate and you could see--dimly--terrain/etc, especially in snow-type zones. The "pitch black as soon as you're outside the radius of your light source" effect is overdone and is more nearly similar to rain or a few of of the dark "fog" zones, both which could be quite dark. I say that as someone who approves of getting classic night time darkness correct--this is a tuning issue and with work it can be made right, I think.

Danth
Yep! We started with "as dark as possible" mostly as a proof-of-concept. With those reference materials we are looking into reclaiming the dark blue tint at night in outdoor zones.
  #162  
Old 10-16-2019, 09:51 PM
cd288 cd288 is offline
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Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
The best part is I did it without bringing the servers down or patching any client side files :rofl:
Out of curiosity, what would be the problem with people using Luclin models for themselves? Is it just because we’re implementing classic darkness now and so they like apparently glow in the dark or something?
  #163  
Old 10-16-2019, 10:00 PM
Ashenden Ashenden is offline
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Quote:
Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Out of curiosity, what would be the problem with people using Luclin models for themselves? Is it just because we’re implementing classic darkness now and so they like apparently glow in the dark or something?
If I remember correctly, they were disabled initially because the size differences were actually in the collision boxes, letting people get places they shouldn't have been able to as their race without a shrink.
  #164  
Old 10-16-2019, 11:04 PM
Danth Danth is offline
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Using the files from page 11? has caused the titanium-default stars to re-appear on my machine. I admit I have not read all pages since then if someone already reported, and there is a possibility it may be local to my machine.

Edit: actually the night blindness seems completely disabled on this machine entirely now. Presumably this is local?

Danth
  #165  
Old 10-16-2019, 11:05 PM
BlankDiploma BlankDiploma is offline
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Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Using the files from page 11? has caused the titanium-default stars to re-appear on my machine. I admit I have not read all pages since then if someone already reported, and there is a possibility it may be local to my machine.

Danth
That's odd. Did you roll back to 50d prior to using those? Stars are disabled by a different mechanism than anything posted in this thread.
  #166  
Old 10-16-2019, 11:06 PM
Danth Danth is offline
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Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
That's odd. Did you roll back to 50d prior to using those? Stars are disabled by a different mechanism than anything posted in this thread.
lemme play with dsetup.dll,s various versions and see what I get, local issue probablty as edited-in

EDIT confirm, that's what it was, wrong dll variant. Thanks for the quick headsup.
Last edited by Danth; 10-16-2019 at 11:13 PM..
  #167  
Old 10-16-2019, 11:14 PM
Verityn Verityn is offline
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Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
Please try the experimental shaders in post 103 of this thread.
This fixed Kaladim. It looks great.
  #168  
Old 10-16-2019, 11:18 PM
BlankDiploma BlankDiploma is offline
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Originally Posted by Verityn [You must be logged in to view images. Log in or Register.]
This fixed Kaladim. It looks great.
Great!
  #169  
Old 10-16-2019, 11:22 PM
Danth Danth is offline
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Trees in Emerald Jungle (and other Kunark zones, I suspect) are not lighting at all from worn/held light sources (ie, lightstone), regardless of distance. I noticed also the "leaves" of trees in old world zones are likewise un-lit, although in the case of the older-style trees the trunks do light up. In the older version that first introduced the lighting changes the trees were lighting up. Was this change an attempt to resolve performance issues in heavily-wooded zones? I don't want to call something a "bug" if it's by design, as I appreciate the difficulties you're facing at the technical side.

The zone is also so dark as to be effectively un-usable without some sort of vision buff, although this cannot be regarded as particularly important as this will presumably be impacted by forthcoming changes mentioned previously in-thread (ie, you said you'd be lightening some areas slightly to better match classic). I'm only mentioning this in the interest of providing too much feedback, rather than too little.
I'll test it again once the new version is available.

Danth
  #170  
Old 10-16-2019, 11:26 PM
BlankDiploma BlankDiploma is offline
Kobold


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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Trees in Emerald Jungle (and other Kunark zones, I suspect) are not lighting at all from worn/held light sources (ie, lightstone), regardless of distance. I noticed also the "leaves" of trees in old world zones are likewise un-lit, although in the case of the older-style trees the trunks do light up. In the older version that first introduced the lighting changes the trees were lighting up. Was this change an attempt to resolve performance issues in heavily-wooded zones? I don't want to call something a "bug" if it's by design, as I appreciate the difficulties you're facing at the technical side.

The zone is also so dark as to be effectively un-usable without some sort of vision buff, although this cannot be regarded as particularly important as this will presumably be impacted by forthcoming changes mentioned previously in-thread (ie, you said you'd be lightening some areas slightly to better match classic). I'm only mentioning this in the interest of providing too much feedback, rather than too little.
I'll test it again once the new version is available.

Danth
I have been unable to test Kunark zones personally, so it wouldn't surprise me if there were some issues. Nothing was intentionally disabled regarding trees and dynamic lights, though in my testing I did notice that the Titanium client actually does a pretty poor job of casting dynamic lights onto foliage even without my changes.
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