Flashlights

SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
<div class="IPBDescription">Shouldn't Both Be Fixed?</div> Sorry for posting a lot this week. I just feel we should fix and make the features right now better than introducing a whole crapload more of stuff... So anyway:

Marine flashlight is ridiculous. Basically it's telling the aliens "Hey I'm the bright one, kill me first!". When you turn it on, it magically illuminates all around you, shouldn't this be fixed? Is there a way to make the area directly in front of that marine brighter, not the marine itself?

Alien flashlight is not as bad, but it's pretty useless as well. Sure it can help around in those dark hives where you have to find the movement chambers, but other than that, it's pretty useless as well. I think it is going to be fixed in beta 5, and I hope it provides more uses.

Well, that's all my rantings, hope you have a bad day.

<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
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Comments

  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited August 2004
    Marine Flashlight... its a HL "bug" If you played other Mods youd also see that when you use flashlights you light up like a <span style='color:green'>X</span><span style='color:gray'>-</span><span style='color:red'>m</span><span style='color:blue'>a</span><span style='color:yellow'>s</span> tree as well.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    From my understanding, the flashlight problem is not something specific to NS and is a problem that has been plagueing all HL mods that want to use a flashlight. Possible to fix?... probably. Worth the time fixing it?... probably not.

    You have to remember that making things 'more realistic' in a physics sense (ie. the flashlight casts the light forward instead of acting as a point light) you raise the requirements to play the game.

    Personally I'd rather see the removal of the flashlight and being replaced with a decent NV system. On top of that, have an upgrade (decently expensive one) that detects heat signatures as well while in NV mode (thus effectively countering cloaking). I'd also vote for a better alien 'flashlight mode'... no suggestions on how that might be accomplished though.

    Obviously there would have to be caveats applied as it seems like a really powerful tech upg... such as making the NV system overly bright in places that are brighter than say... VERY dim. Then adjust the lighting in some of the areas to accomodate this ie. long hallways with little to no...

    Anyways, I'm ranting now. Suffice to say, Flashlight = suxorz | Nightvision = roxorz.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    fix the flashlight, good idea.

    practical.....?

    No

    It would take them too long to fix it, delaying beta 5 untill april 3045
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    simplest thing would be to just remove the 3rd person glow, it doesn't look realistic at all, so i dont see y taking it out would look any better.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Hahhhahaha "Thermal vision to counter cloaking" hahahahahah

    Do me a favor and don't develop any games.
  • RipurRipur Join Date: 2002-11-05 Member: 7193Members
    thermal detection was de-bunked in the story background as it stated that aliens body tempture is exactly that of the room they are in.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    <!--QuoteBegin-EEK+Aug 25 2004, 04:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Aug 25 2004, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hahhhahaha "Thermal vision to counter cloaking" hahahahahah

    Do me a favor and don't develop any games. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    AvP 2 pulled of thermal vision quite nicely with the Pred's Humanoid vision filter. and the aliens in there had the ferrimone vision that gave away the position of even cloaked preds... i don't see why having a vision mode that was an effective counter to cloaking is such a game killing idea that you're so opposed to it being put in a game.

    But then maybe you're just one of those that doesn't like the idea... at which i'm slightly offended that you have the aire to think your opinion should be what determines what aspects could constitute a good game for the rest of the gaming community let alone the NS community.

    Now I don't mean to start a flame war or anything, but your comment hardly constitutes any kind of meaningful discussion and should have simply been left unsaid. If you do have some actual basis for your disdain I as well as the rest of us would be more than glad to hear your explanation.

    That aside, Ripur, thanks for pointing out the debunk for thermal detection. Even so, I'm sure we could be imaginative enough to define some way to detect cloaks aside from the sensor pings. Mind you, its not necessary or anything, just something i think would offer more options to the playing field... diversity of gameplay if you will. Regardless of any kind of visual upgrade, I still stand that a NV mode needs to be developed and the flashlight tossed altogether.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    The gameplay reason thermal visors should not be ever used to counter cloaking is that sensory chambers ALREADY have counters, and those counters are sufficient that if used, they more or less render the sensory chamber worthless as it is. It's for this reason that no alien team goes sensory first anymore, except on unchained servers. To be honest, if some aliens that remembered how to use cloaking effectively were to pull out a sens first strategy nowadays, they might win, because marines haven't dealt with cloaking in so long that they've forgotten how. But with bringing out observatories, pinging, motion tracking, etc, the aliens lose out much much more than the marines.

    Giving each individual marine the ability to do this as well, regardless of the cost, would make cloaking 100% worthless forever. Flayra has already declared a loathing for anything that does this... remember why all suggestions for things that remove parasite are rejected? Because in starcraft, the fact that medics can heal parasited marines makes the parasite worthless, and thus never used.

    We want MORE strategic diversity in NS, not less. Completely killing an upgrade is not moving in the right direction.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    that´s it, we need more counters to sensory chambers to make em even more useless!!! btw. Marines should win 90 % of all games, so include:

    Sniper Rifles,
    Atomic Handgrenades,
    Heat Seaking Missle + Rocket Launcher (Counter against SC as well)
    and the obs should be able to fire a giant laser to destroy all hives.


    No pls, think before posting. Heat detecting NV is completely stupid and nonsense. It would be better to include a "Scan here commander" request for marines.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--QuoteBegin-Schimmel+Aug 26 2004, 08:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Aug 26 2004, 08:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would be better to include a "Scan here commander" request for marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <3 <3 !!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    cs:source flashlight is so much better, although the light area is emitted from the handle grip/hands area.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That would be because its the source engine. The flashlight in HL is apparently really really hard to change, because part of it is hardcoded. Or something.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Align+Aug 26 2004, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Aug 26 2004, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That would be because its the source engine. The flashlight in HL is apparently really really hard to change, because part of it is hardcoded. Or something. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    WRONG!

    Go play the spcialist-there flashlights are COMPLETELY fixed.

    The devs really do need to fix it though...
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Then I guess it is possible to change...

    Alien flashlights need to brighten marines or have some other use... other than brightening your chambers and seeing webs. They should not work like normal marine flashlights. Marine flashlights right now are a joke because though the path is brighter you have the risk of exposing yourself more to an enemy. This should not be a risky thing, why would the TSA bother to equip things that risks your life?

    I would prefer this:

    - make both beneficial a lot at few times, not as beneficial most of the time
    - make both limited such as flashlights die out, alien flashlight consumes alien energy
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-h20+Aug 27 2004, 10:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (h20 @ Aug 27 2004, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WRONG!

    Go play the spcialist-there flashlights are COMPLETELY fixed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I didn't say impossible

    And if you aren't a coder you wouldn't know if it was partly hardcoded(I don't, but that's how one of the svencoop coders explained it some time long ago).
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Instead of flashlight, lets have nightvision or infrared, and a little laser beams comes out of the marine's helmet when you turn it on, just like the splash menu for NS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    <!--QuoteBegin-Recoup+Aug 28 2004, 01:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Aug 28 2004, 01:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Instead of flashlight, lets have nightvision or infrared, and a little laser beams comes out of the marine's helmet when you turn it on, just like the splash menu for NS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Preach it brudda!!!
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-h20+Aug 27 2004, 02:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (h20 @ Aug 27 2004, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Align+Aug 26 2004, 03:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Aug 26 2004, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That would be because its the source engine. The flashlight in HL is apparently really really hard to change, because part of it is hardcoded. Or something. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    WRONG!

    Go play the spcialist-there flashlights are COMPLETELY fixed.

    The devs really do need to fix it though... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was just about to say this.

    And for those that say Alien Flashlight is worthless: You obviously don't play on FF servers, and if you do, I doubt that you don't have trouble TKing.
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    I thought the glow round the person using the flashlight was to simulate the car headlights effect. If a car turns on it's headlights in the dark, you can see it from miles away as it drives near. However, the illumination the headlights provide for the driver doesn't extend anywhere near that far, only lighting the road immediatly ahead. So it is intentional that a person using a flashlight it also visible to everyone, and it's tactical. Do I want to check all the dark corners, or make sure I'm better hidden myself?

    Of course, the problem is really the implimentation. A flashlight isn't the equlivalent of a car headlamp, it should be creating a beam of light projecting forward, not a pool of light around the whole player. Now, solutions like Doom 3 does are clearly unfeasable, the HL engine is quite limited with lighting options. Perhaps a cone-shaped model attached to the player model, projecting forward, would be better than the current glow. The model could have the render fx applied to it like alien chambers do when they're viewed with the alien flashlight on(overlay?). That would make it glow, and also be semitransparent, like the beam from a light. That way it would only be visible from in front of the marine. Even so, I can't see it being a high priority fix.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WRONG!

    Go play the spcialist-there flashlights are COMPLETELY fixed.

    The devs really do need to fix it though...
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It IS partly hard coded. You get a few dynamic light effects applyable to players and that's it. The only sensible thing you can do is somehow tell the engine to use the first person flashlight effect instead and have the player send a custom message with the direction they are pointing their flashlight. You would have to send one extra vector(3 floats = 12 bytes) or a pitch and yaw(2 angles, 2 floats = 8 bytes. If less precision used, 2 shorts = 4 bytes) instead of just sending that the player has a flashlight on( packed as a single flag bit?).
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited August 2004
    The NV in OpFor gave me headaches. The one in CS too, if I used it for too long. So I vote for the flashlight fix. It shouldn't be so hard to do...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And for those that say Alien Flashlight is worthless: You obviously don't play on FF servers, and if you do, I doubt that you don't have trouble TKing.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You mean we don't play on AvA servers? Why would it be good on FF servers?
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    There was a mod for HL what had marine grunts with flashlights on their gear, they even had lens flares <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I think that rather than use the default flashlight the devs would just get the engine to create a dynamic light at a certain point and tell it where to point
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>Flashlights don't fit NS anyway, since this is a mod set in the future. Night vision on the other hand is completely feasable. When I think about TSA marines running around with a maglight like they were a SWAT team, my head falls toward my chest and I make sighing noises while it shakes back and forth. But hey, maybe the devs can explain how it's supposed to work. Maybe it's exactly like <i>Aliens</i> and the marines have shoulder mounted flashlights. Whatever.

    The TSA marines have those funky visors, which I can only assume must be a status display/aiming recticle display/head and eye protection device. Adding "low light viewing conditions" to that list isn't hard, and it's what the devs should do if they want to replace the marine "flashlight."

    The one and only situation where the alien flashlight serves any purpose at all is when everything in the hive room is cloaked, and you can't find the movement chamber to teleport to the other hive. That's it.

    If they want to fix the alien flashlight, they will have to get inventive. I'm hoping they find a creative solution. I know what mine would be, but the truth is, nobody cares what anyone else thinks would be a creative solution except when it's the dev team, so I'm not going to take the time to even write it up.

    One thing I will miss if they decide to actually do something useful with the flashlight command is my flashy script. Strobe lights are fun.</span>
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    Would you please stop changing the text size swifty <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • DnomDnom Join Date: 2004-04-25 Member: 28173Members, Constellation
    Lol he did so we wouldnt think we were in for a long read <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--QuoteBegin-Recoup+Aug 28 2004, 02:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Aug 28 2004, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Instead of flashlight, lets have nightvision or infrared, and a little laser beams comes out of the marine's helmet when you turn it on, just like the splash menu for NS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that would make sense!
    but please no heat-seaking modules that find cloaked targets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    I want to see Splinter-Cell style flashlight.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-EEK+Aug 29 2004, 05:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Aug 29 2004, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want to see Splinter-Cell style flashlight. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yes, the pandora tommorow multiplayer flashlight would own, but theres no player, and dynamic shadows in NS...
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Dantemss+Aug 29 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Aug 29 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The NV in OpFor gave me headaches. The one in CS too, if I used it for too long. So I vote for the flashlight fix. It shouldn't be so hard to do...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And for those that say Alien Flashlight is worthless: You obviously don't play on FF servers, and if you do, I doubt that you don't have trouble TKing.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You mean we don't play on AvA servers? Why would it be good on FF servers? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    On FF servers it helps because sometimes you can't see too well where your fellow aliens are, and just bite randomly. I rarely play without it ON- its that useful(my server is FF all the time, nmw).
  • murphyt4murphyt4 Join Date: 2003-12-12 Member: 24297Members, Constellation
    I agree. they are both useless and need to be changed
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