DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited February 2012
The current flashlight is atrocious due to the atmospherics. If there are two or more marines trying to point into the same direction, you cannot differentiate between onos, hive and wall anymore, because the atmospherics destroy any kind of contrast the game ever had. The range could be a bit higher imho, but not too much.
OH and my flashlight has less atmospherics as well. :)
here's how my flashlight works
the biggest circle goes the default distance (15) the smallest goes a bit farther. (25) the middle one goes .... middle. (20)
The smallest is also the brightest
The default flashlight has an atmospheric rating of 0.5 mine has an atmospheric rating of 0.15 and the middle has the most atmospheric beamness due to it being the brightest.
Much prefer your implementation. I've been waiting a long while for something like this: <img src="http://gigainternational.com/electronics/fenix-L1beam2.jpg" border="0" class="linked-image" />
I'm actually planning on having the 2 middle circles be attached to your current weapon. It would make more sense. Your shoulder light would be the wide close range one. and the flashlight on your gun would be the longrange narrow one.
<!--quoteo(post=1902568:date=Feb 13 2012, 04:11 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Feb 13 2012, 04:11 AM) <a href="index.php?act=findpost&pid=1902568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this something UWE have to implement or can i use your "mod"?<!--QuoteEnd--></div><!--QuoteEEnd-->
Flashlights are actually clientside. So once I get to releasing the files. (Probably not too long from now) You just drop them into your ns2 stuff and bam.
I hope by release they add value checks to servers. So they detect non default values for things like flashlights. (since nothing is preventing you from making your flashlight retardedly OP ((aka 999999 range 9999 brightness 9999 width)))
It would be pretty badass if UWE did implement my version of the flashlight though.
<!--quoteo(post=1902577:date=Feb 13 2012, 04:52 AM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Feb 13 2012, 04:52 AM) <a href="index.php?act=findpost&pid=1902577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The atmospherics have made me use the flashlight less. It is rather annoying while trying to target a skulk.
Wouldn't mind seeing an upgraded version.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've actually reduced the small beam of atmospherics since that image btw. It's now 0.4 instead of 0.5 The outer is still 0.15 and the middle is now 0.3
<!--quoteo(post=1902596:date=Feb 13 2012, 06:32 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Feb 13 2012, 06:32 AM) <a href="index.php?act=findpost&pid=1902596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hrmm.... Come to think of it... The flashlight being attached to the weapon would make reloading absolutely terrifying... I like it!!
(I really really really like being terrified by this game... Just sayin')<!--QuoteEnd--></div><!--QuoteEEnd-->
Only the middle 2 lights will be attached to the weapon. Your shoulder light (The wide short one) will still be forwards. You just won't be able to see very far down range while reloading.
SPEAKING OF RANGE
A model of a marine is used as a reference
Straight on (any farther away and the center light is gone) <img src="http://i43.tinypic.com/w6qlms.jpg" border="0" class="linked-image" />
Hrmm... I really like that, but the total lack of atmospherics in the centre cone is a tad harsh. Maybe have an extremely light atmospheric touch in there?
<!--quoteo(post=1902628:date=Feb 13 2012, 09:06 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ Feb 13 2012, 09:06 AM) <a href="index.php?act=findpost&pid=1902628"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hrmm... I really like that, but the total lack of atmospherics in the centre cone is a tad harsh. Maybe have an extremely light atmospheric touch in there?<!--QuoteEnd--></div><!--QuoteEEnd-->
In firstperson? Because I can do that. If you were talking about thirdperson... the center cone has the most atmospherics.
<!--quoteo(post=1902727:date=Feb 13 2012, 05:22 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Feb 13 2012, 05:22 PM) <a href="index.php?act=findpost&pid=1902727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't like it but not sure exactly why, probably the fog and atmospherics are a bit much, could have a little imperfection too it as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
There isn't much that can be done with spotlights other than make a circle of light. The atmospherics have been tuned since the picture that has them in it.
NOTE Attaching the middle lights to your current active weapon IS POSSIBLE but doesn't work like I thought it would. The lights that would be attached to the weapon wouldn't be where your firstperson gun is aiming. They go where your actual model is aiming the gun..... which isn't ideal.... at all.
A change to the flashlight would be nice. Today I had a skulk hidding up high in crevice, and even though I had seen him hiding after he failed to kill me, I had a hell of a hard time aiming at him because I just couldn't see him even with the flashlight. I ended up having to spam some pistol shots and once I saw blood I just kept clicking in the same spot and killed him, but I wasn't really able to differentiate him from the walls....
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
love it. but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical
<!--quoteo(post=1902800:date=Feb 13 2012, 09:02 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Feb 13 2012, 09:02 PM) <a href="index.php?act=findpost&pid=1902800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->love it. but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical<!--QuoteEnd--></div><!--QuoteEEnd-->
It is possible but the amount of atmospherics now is so small that it'd be pointless.
Comments
Here's the default flashlight
<img src="http://i42.tinypic.com/a14jls.jpg" border="0" class="linked-image" />
And here's my flashlight
<img src="http://i39.tinypic.com/8zgyft.jpg" border="0" class="linked-image" />
Your flashlight confuses the hell out of me.
here's how my flashlight works
the biggest circle goes the default distance (15)
the smallest goes a bit farther. (25)
the middle one goes .... middle. (20)
The smallest is also the brightest
The default flashlight has an atmospheric rating of 0.5
mine has an atmospheric rating of 0.15
and the middle has the most atmospheric beamness due to it being the brightest.
BEEEEEEEEEEEEEM
The Small circle has the default atmospherics of 0.5
the middle is 0.2
outer is 0.15
More range would be cool.
<img src="http://gigainternational.com/electronics/fenix-L1beam2.jpg" border="0" class="linked-image" />
It would make more sense.
Your shoulder light would be the wide close range one.
and the flashlight on your gun would be the longrange narrow one.
Flashlights are actually clientside.
So once I get to releasing the files. (Probably not too long from now)
You just drop them into your ns2 stuff and bam.
I hope by release they add value checks to servers.
So they detect non default values for things like flashlights.
(since nothing is preventing you from making your flashlight retardedly OP ((aka 999999 range 9999 brightness 9999 width)))
It would be pretty badass if UWE did implement my version of the flashlight though.
Wouldn't mind seeing an upgraded version.
Wouldn't mind seeing an upgraded version.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've actually reduced the small beam of atmospherics since that image btw.
It's now 0.4 instead of 0.5
The outer is still 0.15
and the middle is now 0.3
the code provided by the wiki does not work.
local coords = self:GetActiveWeapon():GetAttachPointCoords( 0 )
coords = coords * Coords.GetRotation( Vector(0,1,0), math.pi/2 )
self.flashlightObject:SetCoords(coords)
that's the code btw.
I'm pretty sure math.pi/2 could be replaced with math.rad(90)
either way the lights I try to attach to the active weapon (the 2 smallest lights) don't turn on
hmmmmmmmmmmmmmmmmm
on the upside
I compressed a bit of the flashlight code I added.
(I really really really like being terrified by this game... Just sayin')
(I really really really like being terrified by this game... Just sayin')<!--QuoteEnd--></div><!--QuoteEEnd-->
Only the middle 2 lights will be attached to the weapon.
Your shoulder light (The wide short one) will still be forwards.
You just won't be able to see very far down range while reloading.
SPEAKING OF RANGE
A model of a marine is used as a reference
Straight on (any farther away and the center light is gone)
<img src="http://i43.tinypic.com/w6qlms.jpg" border="0" class="linked-image" />
Angled
<img src="http://i41.tinypic.com/wck1h4.jpg" border="0" class="linked-image" />
In firstperson? Because I can do that.
If you were talking about thirdperson... the center cone has the most atmospherics.
There isn't much that can be done with spotlights other than make a circle of light.
The atmospherics have been tuned since the picture that has them in it.
NOTE
Attaching the middle lights to your current active weapon IS POSSIBLE but doesn't work like I thought it would.
The lights that would be attached to the weapon wouldn't be where your firstperson gun is aiming.
They go where your actual model is aiming the gun..... which isn't ideal.... at all.
+1 to this idea.
but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical
but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical<!--QuoteEnd--></div><!--QuoteEEnd-->
It is possible but the amount of atmospherics now is so small that it'd be pointless.