Destructible Lighting

Started by B1nArY_001, August 23, 2007, 05:58:25 PM

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B1nArY_001

Pros and cons of lights that can be either turned off or destroyed...

Few ideas are

Breaker box where lights can be turned off en-mass (Merc can turn back on)
Shootable lights (Temporary if shocked, permanent if shot with a bullet)
Destructable lights (permanently destroyed no matter what they are shot with)
Light Switches in a room or area - usable by both merc and spy - some maps or some areas could also start with the light off and as the merc set up mines and what not they will turn on lights as well. Then you can say, hey! I turned the tea room light on and now it's off... are they trying to lure me or are they really there... Hmmm  ???

Anyhow, could cause balance issues, could be just a fun element of game play or could be altogether a bad idea...Discuss

Spekkio

They're already present in PT/CT, so I don't see any reason why PS would exclude dynamic lighting.

Gui Brazil

They should be just like the ones in Orphanage.

B1nArY_001

The way the dynamic lights work in PT and CT is a major drain on your system and makes the map run like hell if you have to many. We have a chance with the new engine to make more than just a few. What I am talking about is an implementation if destructible lighting that would allow the spies to darken areas up and provide a little more of a stealth type option or even using them tactically. The uses, pros and cons are yet to be explored.

Overstatement

Since we're apparently making mostly new maps, I don't see why anyone wouldn't want this. Little balance issues since we are stuffing a new concept for maps that will be designed for it. And in some places, mappers could be creative on why the light can't be destroyed (like using sunlight or those "light poles" in Clubhouse which look rather tough).

Spekkio

#5
B1nary, wtf are you talking about? I get no fps loss at all on Aquarius, Factory Digger Room, Orphanage 2nd Floor, Missile Strike sect 2 basement, Museum storage area, Deftech Buildings A, B, and C, Warehouse Sector 2, River Mall Main Entry, Zioplex, and Schermerhorn Water Room corridors.

All of the above maps have dynamic lights that are either shootable, hackable, or chaffable. The ones in Deftech, Aquarius, and Zioplex are particularly useful for spies from a tactical standpoint. I guaruntee there are more that I'm not thinking of right now.

So once again, this is already an extensive feature in CT and PT.

Gawain

#6
a feature that has no influence at all

ubi left the field of light&shadow based stealth, so let's kick ass and take this to a completely new level :D

Overstatement

Quote from: Spekkio on August 23, 2007, 07:42:49 PM
B1nary, wtf are you talking about? I get no fps loss at all on Aquarius, Factory Digger Room, Orphanage 2nd Floor, Missile Strike sect 2 basement, Museum storage area, Deftech Buildings A, B, and C, Warehouse Sector 2, River Mall Main Entry, Zioplex, and Schermerhorn Water Room corridors.

All of the above maps have dynamic lights that are either shootable, hackable, or chaffable. The ones in Deftech, Aquarius, and Zioplex are particularly useful for spies from a tactical standpoint. I guaruntee there are more that I'm not thinking of right now.

So once again, this is already an extensive feature in CT and PT.

Unless they use double lightmapping trickery. And you can't really tell because all the lights (except Rivermall) turn off at once so it would be pretty easy to just switch between two light maps.

But it is a fact that dynamic lighting is slower than static lighting (because we fake stuff a lot). It doesn't mean anyone is right because "a lot of lights" and "no fps loss" aren't exactly objective terms. It's also off-topic.

Gawain

i can't stand any more debates on system requirements, plz stfu.

iservealot

It's not a debate. CT did not use this kind of thing dynamically. You will notice that most all the SC SP modes have 99% dynamic light.

This was probably not done online, simply because they try to create fast rendering level for low end systems, so you don't lag online.

However, I vote for MOST ALL lights in Project Stealth to by dynamic. It should be implemented like in DA versus, where if you shoot a light out that was really bright and covered a lot of area, a darker ambient light somewhere triggers on.

InvisibleMan999

I like destructible lighting. I think lights you shoot should stay out permanently. I generally didn't think the river mall temporary lighting was all that useful to shoot out, because the light comes back. Destroying a destructible should take it out permanently, otherwise it's no good.


Bionic-Blob

totally dependant on the map tbh. map designers have the choice to put it in or not. I'm assuming this would be an easier way to balance out maps if it comes out as biased towards a team upon the final result.

iservealot

Also, since you have a Sticky Shocker, it more like stuns the electrical current or something, not break the bulb.

Gawain

what is a "sticky shocker" anyway lolz

Bionic-Blob

Quote from: Gawain on August 23, 2007, 10:14:53 PM
what is a "sticky shocker" anyway lolz

get a brain

Quote from: iservealot on August 23, 2007, 10:01:20 PM
Also, since you have a Sticky Shocker, it more like stuns the electrical current or something, not break the bulb.

the sticky shocker is still an object, and glass is rather fragile. perfectly feasible imo.