Breakable Lights

Started by AgentX_003, November 04, 2008, 07:09:11 AM

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AgentX_003

I know people i keep saying that this will be my last post but there's always something on my mind =) + hope this will shift the conversation into something more intelligent.

OK Im not putting a comparison from ct to ps here, but in general i really think more breakable lights need to be put in place cause then the spy can actually use the shadows to hide instead of having to use camo all the time.


-Thanks Murdy for da Sig <3  xD

LennardF1989

Quote from: AgentX_003 on November 04, 2008, 07:09:11 AM
I know people i keep saying that this will be my last post but there's always something on my mind =) + hope this will shift the conversation into something more intelligent.

OK Im not putting a comparison from ct to ps here, but in general i really think more breakable lights need to be put in place cause then the spy can actually use the shadows to hide instead of having to use camo all the time.
Ofcourse, but not a lot.

Having breakable lights means the lights need to have dynamic shadows (as in, those calculated and displayed in real time). This takes a lot resources. We actually tried it by converting all lights in Lakehouse to dynamic lights (where the most were in the halls). MR.MIC lagged like friggin' hell with his Quadcore and god knows how many RAM.

So expect them, just not that the whole map has breakable lights. Just in key places like some lights in halls, lights at objective locations, etc.

MR.Mic

Quote from: LennardF1989 on November 04, 2008, 08:51:18 AM
Quote from: AgentX_003 on November 04, 2008, 07:09:11 AM
I know people i keep saying that this will be my last post but there's always something on my mind =) + hope this will shift the conversation into something more intelligent.

OK Im not putting a comparison from ct to ps here, but in general i really think more breakable lights need to be put in place cause then the spy can actually use the shadows to hide instead of having to use camo all the time.
Ofcourse, but not a lot.

Having breakable lights means the lights need to have dynamic shadows (as in, those calculated and displayed in real time). This takes a lot resources. We actually tried it by converting all lights in Lakehouse to dynamic lights (where the most were in the halls). MR.MIC lagged like friggin' hell with his Dual-Quadcore and 8 GBs of RAM.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

frvge

Poser.

*only has single quad with 8GBs of 1066MHz RAM* :(
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

lolz, got too much money?
thb, spamming dynamic lights is stupid for gameplay reasons, too.

iservealot

Not to cause a huge war, but it would probably be possible to make most relevant primary lighting dynamic. Obviously not all the dynamic lights would cast shadows, and not every light would be dynamic.

It could be done very similar to how SCDA does it. The rooms have to be designed carefully. Also, with each light that you turn off, another should turn on, or you might cause unfairness.

Blank Man

No, the maps should be just over all darker.

Spekkio

brakeable lights r imba, nubs.

AgentX_003

#8
Quote from: Spekkio on November 05, 2008, 01:23:25 AM
brakeable lights r imba, nubs.


Actually they aren't imbalanced hence why mercs are given a flashlight and flares to see.


-Thanks Murdy for da Sig <3  xD

Gawain


Roberto1223

i too have a special request for PS

why not give the spys night vision? :-\

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

AgentX_003

Quote from: Roberto1223 on November 05, 2008, 11:45:25 PM
i too have a special request for PS

why not give the spys night vision? :-\

please for the love of god stop asking redundant questions, I regret telling you about this project because 99.9 percent of your posts , and that 1% of a decent post have derailed alot of topics.


-Thanks Murdy for da Sig <3  xD

Blank Man

lololLololoLOlololoLOLOLOLOL. YOU brought him here?!?!

Zedblade

#14
DA's Lighting is ass becuase they made all the lights dynamic.

We will try to make what lights we think would be good to be breakable for gameplay purposes breakable. Also, since only certain lights will be breakable, we will need special looking Lights or hud effect or something to let the player know exactly what lights are breakable by just looking at it.