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/vg/station lighting
Posted: Sun Feb 12, 2017 11:43 pm
by Luke Cox
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 12:12 am
by calzilla1
Oh god please no
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 12:37 am
by Luke Cox
But it has FUCKING COLORS
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 3:50 am
by Incoming
Makes my computer run terrible
Excessive client rendering demands aren't kosher on a game that draws in people with toaster machines

Re: /vg/station lighting
Posted: Mon Feb 13, 2017 3:58 am
by Alipheese
Vg lighting is fucking ugly to me
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 4:02 am
by Saegrimr
Alipheese wrote:Vg lighting is fucking ugly to me
You're fucking ugly to me
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 9:12 am
by Yakumo_Chen
Maint is even more unbearably dark then it was before, even with proper lighting. I'm not really a fan of this
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 9:21 am
by MisterPerson
The cool part here is we could do a constant addition to all tiles so every tile you can see is a minimal darkness.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 10:01 am
by Luke Cox
Yakumo_Chen wrote:Maint is even more unbearably dark then it was before, even with proper lighting. I'm not really a fan of this
I like it. Makes maint even more dangerous.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 11:55 am
by Arianya
Yakumo_Chen wrote:Maint is even more unbearably dark then it was before, even with proper lighting. I'm not really a fan of this
T-thats...
Thats how maint is meant to be?
Its meant to be a dark, dingy tunnel intended for drones and engineers, not an access corridor.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 12:23 pm
by Xhuis
I like it. Pretty neat.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 5:05 pm
by Anonmare
/vg/ lighting breaks species that check for darkness. Podpeople can't survive anywhere and shadowpeople can run around with impunity.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 5:12 pm
by D&B
Computer intensive reeeeee
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 7:36 pm
by cedarbridge
Yakumo_Chen wrote:Maint is even more unbearably dark then it was before, even with proper lighting. I'm not really a fan of this
Maint is a repairs access tunnel system. Not an assistant access hallway.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 9:35 pm
by BeeSting12
I honestly don't feel like it's an improvement over our current system which looks better to me, but I guess I'll get used to it.
Re: /vg/station lighting
Posted: Mon Feb 13, 2017 9:47 pm
by John_Oxford
the "no human being has any form of night vision or any form of light control at all" argument
there needs to be emergency lights in maint that are weak then, i can still see in maint with our current lighting system, thats besides the fact that this hurts my eyes because it makes me think theres splotches on the screen and that the transititions aren't actually there.
so like. maybe merge the two systems where areas in low light get better gradients and transititions and areas in high light are all the same color?
Re: /vg/station lighting
Posted: Tue Feb 14, 2017 4:44 am
by Yakumo_Chen
There's a point between 'it's supposed to be dangerous' and 'with the PDA flashlight I still have to turn the gamma all the way up to find my character sprite' where trying to navigate maint is a pain in the ass, regardless of why I'm in there or what the intention is.
Re: /vg/station lighting
Posted: Tue Feb 14, 2017 4:46 am
by ShadowDimentio
Maint is supposed to be dark and spooky, nobody has any fear though because our lighting system keeps things generally pretty bright.
Re: /vg/station lighting
Posted: Tue Feb 14, 2017 5:02 am
by Yakumo_Chen
"Dark and spooky" shouldn't be obstructionist to gameplay, though. It's fine if my PDA light only lets me see in a 2 tile radius, but if I can't actually see sprites even with lighting, there's a problem.
At least the built in light on my cell phone helps me actually see in the dark and identify stuff IRL. There's no point to having it if it's so dim it might as well not even be on.
That and the fact even the main hallways, which sensibly should be brightly lit, are dark with this lighting.
Re: /vg/station lighting
Posted: Tue Feb 14, 2017 5:20 am
by D&B
VG lights in general are pretty dim
At least felt like they were while.i played there
Re: /vg/station lighting
Posted: Tue Feb 14, 2017 5:38 am
by ShadowDimentio
Yakumo_Chen wrote:"Dark and spooky" shouldn't be obstructionist to gameplay, though. It's fine if my PDA light only lets me see in a 2 tile radius, but if I can't actually see sprites even with lighting, there's a problem.
At least the built in light on my cell phone helps me actually see in the dark and identify stuff IRL. There's no point to having it if it's so dim it might as well not even be on.
That and the fact even the main hallways, which sensibly should be brightly lit, are dark with this lighting.
It needs to be cut way up then. I hate Goon's lighting, it's dark as hell.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 2:00 am
by Bombadil
Is there a way to fix the god damn black rectangles? It looks so bad with the awesome opacity and then just black rectangles due to line of sight hit
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 2:01 am
by Steelpoint
New lighting is excellent.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 5:06 am
by Cobby
I thought we killed the "paranoia" meme in 2016?
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 8:19 pm
by leibniz
Time dilation is always above 30% now.
Not sure if it is related, but some say it is.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 8:34 pm
by ShadowDimentio
PDA lights need to be cut way the fuck up, I literally can't see anything even with them cut on.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 8:46 pm
by Armhulen
I've been waiting for the PDA light nerf for so long, so lets not even go there. Light wasn't even a threat or needed because everyone had a PDA and now that darkness is actually a thing everyone whines.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 8:57 pm
by ShadowDimentio
Yeah because I literally can't see. If the lights go out for any reason and you're not within reaching range of a light you're completely screwed indefinitely until someone fixes the lights or finds you bumbling in the dark.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 9:47 pm
by oranges
>he can't navigate the station by memory
get good you little shit, you've been here since like 2011 you should be good at this now
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 10:24 pm
by ShadowDimentio
I can but what about newbie mc chucklefuck who just joined the server?
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 10:43 pm
by DemonFiren
GIT GUD
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 10:48 pm
by cedarbridge
ShadowDimentio wrote:I can but what about newbie mc chucklefuck who just joined the server?
I too remember when SS13 was hard.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 10:50 pm
by ShadowDimentio
Yeah clearly it's the newbie's fault for his light being shit and not being able to see in complete darkness.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 10:57 pm
by cedarbridge
ShadowDimentio wrote:Yeah clearly it's the newbie's fault for his light being shit and not being able to see in complete darkness.
Who said anything about fault? Your cell phone shouldn't be enough to light up medbay.
Re: /vg/station lighting
Posted: Tue Mar 07, 2017 11:14 pm
by PKPenguin321
ShadowDimentio wrote:Yeah clearly it's the newbie's fault for his light being shit and not being able to see in complete darkness.
are you saying he should be able to see in complete darkness
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 12:05 am
by MisterPerson
PKPenguin321 wrote:ShadowDimentio wrote:Yeah clearly it's the newbie's fault for his light being shit and not being able to see in complete darkness.
are you saying he should be able to see in complete darkness
Yes. It shouldn't be a game over just because you don't know that your PDA is also a flashlight.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 12:10 am
by ShadowDimentio
I'm saying that I can't see shit in the dark even with the PDA.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 12:13 am
by Haevacht
You can see enough. It's fine, get good, etc.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 12:23 am
by oranges
make the PDA light an action button or HUD element.
checkmate athiests
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 12:23 am
by oranges
also what happened to the flare everyone spawned with in their backpack?
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 1:27 am
by LifeReign
I'm pretty sure that /vg/ lights are still broken with plant people in that they don't heal in light. This is a bit better than the round where everything was considered complete darkness and I had to constantly eat food and medicine to not wither away in bright light, but the issues might extend to statues/shadowlings/any other future light-based things.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 9:22 am
by CPTANT
I think the lighting cuts of way too early in the walls. You see like 10% of the wall sprite in some places (seems widely inconsistent what walls).
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 10:17 am
by Slignerd
ITT: People don't realize they can just grab a flashlight; instead they expect PDA light to solve all their problems.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 11:57 am
by imblyings
lava looks beautiful with vg lighting
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 1:14 pm
by Iatots
Sligneris wrote:ITT: People don't realize they can just grab a flashlight; instead they expect PDA light to solve all their problems.
You can just not get poisoned.
You can just dodge the bullets.
You can just not die.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 1:26 pm
by Steelpoint
I've found the PDA flashlight to be fine.
Its meant to help you navigate dark areas so you don't get stuck on a wall, its really shouldn't be a inbuilt flashlight with a one or two tile less light range.
Flares and Flashlights serve that purpose well, and they can be placed in your pockets.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 1:55 pm
by TrustyGun
Good lights are everywhere. Flashlights, lamps (Free ones in arrivals and the library), helmets with lights, etc.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 2:41 pm
by Slignerd
Iatots wrote:Sligneris wrote:ITT: People don't realize they can just grab a flashlight; instead they expect PDA light to solve all their problems.
You can just not get poisoned.
You can just dodge the bullets.
You can just not die.
Yes, those things are totally the same as simply going to the public access tool storage.
Also, you're fucking dumb.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 4:09 pm
by Iatots
Sligneris wrote:Iatots wrote:Sligneris wrote:ITT: People don't realize they can just grab a flashlight; instead they expect PDA light to solve all their problems.
You can just not get poisoned.
You can just dodge the bullets.
You can just not die.
Yes, those things are totally the same as simply going to the public access tool storage.
Also, you're fucking dumb.
Let me put it in a language you understand:
On box, medbay and the general recreational areas have no readily accessible lights outside maintenance. Sci and sec have a whopping 1 O2 closet each.
On meta, departments have around 1 roll at a lightsource, with some like sec having a desk lamp.
The dumb guy here is you, because you don't seem able to grasp that PDAs suddenly not providing a decent light source seriously nerfs the general crew as some people clearly are having difficulty orientating themselves on little to no light.
Re: /vg/station lighting
Posted: Wed Mar 08, 2017 4:26 pm
by Steelpoint
I did a quick check in game, here's a comparison between the three main light sources. PDA, Flashlight and Flare.
PDA Light (same light level irrespective if you hold it in your hand or its on your ID slot)
Flashlight (Note: Sec Light is slightly better)
Flare
Amusingly a penlight offers more light than the PDA light.
------------------
I think two changes are warrented.
Firstly, the PDA light should offer the samelight levels that the penlight offers.
Secondly, more flashlight spawns should be made available within departments.