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  #1  
Old 10-15-2019, 03:33 PM
Mblake81 Mblake81 is offline
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Quote:
Originally Posted by Glasken [You must be logged in to view images. Log in or Register.]
A reddish tint for all colors with infravision, blue or violet for ultravision.

The tint is classic. However you wont get mobs or items turning completely "red" or "blue" as the original question suggests.
I think Eyes of the Cat spell gave a greenish tint to things, I have no proof. Only a vague memory.

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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
Man I have spent a lot of time this month on blue in the qeynos noobie yards and the lanterns did not even affect the ground, this change has made the game SO MUCH MORE beautiful this is quite a view:

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Nice! [You must be logged in to view images. Log in or Register.]

Quote:
Originally Posted by BlankDiploma;2985901
[SIZE="5"
Would love to fix, but probably can't:
[/SIZE]
  • Baked environment lighting in some city zones is stronger than intended.
  • Infravision red tint on mobs. (Ultravision works fine.)
Thanks for doing what you have already done. The vision is just something some of us remember. The titanium client can only do so much.
  #2  
Old 10-15-2019, 03:39 PM
Deathrydar Deathrydar is offline
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Why do those decaying skeletons look like the Luclin models??
  #3  
Old 10-15-2019, 04:24 PM
Wenai Wenai is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
I just tested that same area on green beta with a fresh human character and my starting candle. Everything works the way I expect it to. Are you using /dyn off, or toggling advanced lighting in the options?

That spot will never be fully dark due to the light bouncing from the city lamps behind you, but my personal light source certainly illuminates it like I expect.
My dynamic lighting may be off. Some people told me turning it off would make it possible to see in Kael a few weeks ago. I have no idea how to toggle advanced lighting. I don't see that in the options menu.

So I just logged into blue, turned on dynamic lighting, and then jumped back on green and that fixed my issues. [You must be logged in to view images. Log in or Register.]

Question though, is there any reason to restrict people from being able to turn on/off dynamic lighting? It seems to me (in my limited experimentation) that it is all negative if it is off. :P

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Originally Posted by Deathrydar [You must be logged in to view images. Log in or Register.]
Does....does that WHO button work, Danth????
Yes it is functional.
  #4  
Old 10-15-2019, 05:59 PM
Cillaz Cillaz is offline
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I made a human female Mage, when equipping the worn candle and later a fire Beetle eye, there was no change to the light source around me. It appears they weren't working as a light source?
I can provide screen shots later if needed.
Edit - this may be due to dynamic lighting being turned off, I will test later and report back
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Last edited by Cillaz; 10-15-2019 at 06:02 PM..
  #5  
Old 10-15-2019, 06:04 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Cillaz [You must be logged in to view images. Log in or Register.]
I made a human female Mage, when equipping the worn candle and later a fire Beetle eye, there was no change to the light source around me. It appears they weren't working as a light source?
I can provide screen shots later if needed.
Have you previously disabled dynamic lighting via /dyn off? Several people have reported the same issue in this thread and that wound up being the problem.

Quote:
Originally Posted by Wenai [You must be logged in to view images. Log in or Register.]
Question though, is there any reason to restrict people from being able to turn on/off dynamic lighting? It seems to me (in my limited experimentation) that it is all negative if it is off. :P
I agree with you and I am going to bring this up with the devs. We THOUGHT it needed to be forced on because it would allow people to lock the time of day at noon and thus completely ignore night blindness, but that wound up not being true.
  #6  
Old 10-15-2019, 06:59 PM
Danth Danth is offline
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Snow-type zones appear slightly over-done. Here's a picture on a Barbarian, no vision buffs, but with a Greater Lightstone in inventory, in the open in Great Divide (I'm using this on 'Blue' since it's apporpriate for the era, and it'll need to work for all 'green' zones anyway). Other similar snow-type zones often look similar to this, including Everfrost.

Danth
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File Type: jpg littlebitdark.jpg (28.7 KB, 10 views)
  #7  
Old 10-15-2019, 07:42 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Snow-type zones appear slightly over-done. Here's a picture on a Barbarian, no vision buffs, but with a Greater Lightstone in inventory, in the open in Great Divide (I'm using this on 'Blue' since it's apporpriate for the era, and it'll need to work for all 'green' zones anyway). Other similar snow-type zones often look similar to this, including Everfrost.

Danth
Quote:
Originally Posted by Deathrydar [You must be logged in to view images. Log in or Register.]
I love the darkness, but I don't believe the Freeport sewers were supposed to be THAT dark at night time! I remember running thru these things constantly with my SK back in 1999 and it was hard to see, but presently, it is literally impossible to navigate the sewers at night as a human.
If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.
  #8  
Old 10-15-2019, 08:05 PM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.
Unfortunately I will not have any screenshots from back then. I lost all of them on a rig that died on me. Anyway, I keep wishing it would stop raining in East Freeport so I can see if the reason that I can navigate the sewers there is due to the rain, or because there is something different than the West Freeport sewers, but there is a 100% difference.

When I cast Deadeye in the East Freeport Sewers, it changes how I see things. In West Freeport, however, no change when I cast it.
  #9  
Old 10-16-2019, 04:59 PM
Tyronius of Midnight Tyronius of Midnight is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.
BlankDiploma,

Please see videos below. These are recorded today from an EQ Trilogy client.

Let me know if these help you in any way, or if you need me to record/screenshot something else.

EQ Trilogy Client - Halas/Everfrost - Part 1 of 2

EQ Trilogy Client - Halas/Everfrost - Part 2 of 2
  #10  
Old 10-15-2019, 07:05 PM
Deathrydar Deathrydar is offline
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I love the darkness, but I don't believe the Freeport sewers were supposed to be THAT dark at night time! I remember running thru these things constantly with my SK back in 1999 and it was hard to see, but presently, it is literally impossible to navigate the sewers at night as a human.

You guys did a fantastic job making the game darker though. I was scared at night time out in the commons. And I'm not harping on ya! Don't change it if you don't want to, and if you can't, it is what it is. But those sewers are ridiculous!
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