Flashlights

KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
<div class="IPBDescription">Regarding the "blinding" effect to teammates</div>The way the flashlight functions in NS2 is a little bit perplexing to me with the way it almost blinds your teammates. I want to have it on alot of the time especially if I am in the Exo, but I know my teammates will find it annoying and they are sometimes very vocal about it as am I to be frank. So I am wondering if that is how it's supposed to be or if it is still a WIP. Cause it just seems very odd to me that the flashlight doesn't give the same effect to my teammates as it does to me.
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Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Yeah, the atmospherics on flashlights are way too string. It's like your teammates throw up a white sheet in the room. I have turned atmospherics off until they tone it down.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Im just happy you can turn atmospherics off in the menu now instead of doing the console command each map.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    They actually toned it down a bit for this patch for the first time. But I agree, it still needs more.
    And it needs to have range longer than melee distance.. Makes no sense using something that doesn't apply for %80 of what you need it for, seeing in the dark at a range that applies to the weapon youre using.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    I have bound two keys to turn atmospherics on for aliens (to better see flashlights around corners) and off for marines. The current atmospherics implementation is pretty fast, but also feels a bit like a hack, just like SSAO has some problems by design. It actually alters depth perception a bit since atmospherics do not overlap correctly.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    open up Marine_Client.lua and find these lines in Marine:OnUpdateRender()

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // Only display atmospherics for third person players.
            local density = 0.4
            if isLocal and not self:GetIsThirdPerson() then
                density = 0
            end
            self.flashlight:SetAtmosphericDensity(density)<!--c2--></div><!--ec2-->


    you can change that .4 to something smaller, like a .2 or .1 and it won't be so blinding in 3rd person.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    Just turn off atmospheric effects and the blinding is gone!
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    Thanks for the suggestions
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Yes you can turn off atmospherics and that works , but that is pretty lame. Why cant I have my flashlights and my atmospherics.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    It seems quite fine to me, if anything I would like it to reach and light up at a further distance
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Well that's a separate issue from the atmospherics. I agree though, the flashlight doesn't go nearly far enough or brightly enough.
  • GreenFlameGreenFlame Join Date: 2011-03-17 Member: 86860Members
    I think the effect could be toned down, anyway I didn't notice the light from someone's flashlight in real life to obscure objects instead of just spotlighting them =)
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    <!--quoteo(post=1968286:date=Aug 30 2012, 01:58 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 30 2012, 01:58 AM) <a href="index.php?act=findpost&pid=1968286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, the atmospherics on flashlights are way too string. It's like your teammates throw up a white sheet in the room. I have turned atmospherics off until they tone it down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1968613:date=Aug 30 2012, 10:54 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ Aug 30 2012, 10:54 AM) <a href="index.php?act=findpost&pid=1968613"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just turn off atmospheric effects and the blinding is gone!<!--QuoteEnd--></div><!--QuoteEEnd-->
    While it's great to see solutions to this problem being shared, I think it's important to bring it to UWE's attention. Fixing it now, for yourself, might help you forget the problem exists, but it's still there for the rest of the players who don't look at this thread or figure it out for themselves. I'm not having a go here, I'm just saying this is entirely the reason that UWE is calling it a "beta". Beta feedback is really important for the health of the game.

    <!--quoteo(post=1968571:date=Aug 30 2012, 09:24 AM:name=6john)--><div class='quotetop'>QUOTE (6john @ Aug 30 2012, 09:24 AM) <a href="index.php?act=findpost&pid=1968571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you can change that .4 to something smaller, like a .2 or .1 and it won't be so blinding in 3rd person.<!--QuoteEnd--></div><!--QuoteEEnd-->
    In addition to what I said above, when 1.0 goes live I'd expect that the .lua files will be hash-compared before connecting to a server, so your customisations might stop you from being able to connect to a server. That may or may not be the case, but I'd be concerned about it.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    <!--quoteo(post=1968284:date=Aug 29 2012, 10:54 AM:name=KaptajnKLO)--><div class='quotetop'>QUOTE (KaptajnKLO @ Aug 29 2012, 10:54 AM) <a href="index.php?act=findpost&pid=1968284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want to have it on alot of the time <b>especially if I am in the Exo,</b> but I know my teammates will find it annoying and they are sometimes very vocal about it as am I to be frank.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The exo actually doesn't seem to have this affect, or at least very toned down from the standard flashlight.

    <!--quoteo(post=1968571:date=Aug 29 2012, 06:24 PM:name=6john)--><div class='quotetop'>QUOTE (6john @ Aug 29 2012, 06:24 PM) <a href="index.php?act=findpost&pid=1968571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->open up Marine_Client.lua and find these lines in Marine:OnUpdateRender()

    you can change that .4 to something smaller, like a .2 or .1 and it won't be so blinding in 3rd person.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This feels like cheating a bit but I will do it so I don't feel like I am being trolled every time someone turns their flashlight on.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    Really, wouldn't the best option be to modify the flashlight atmospherics density depending on which team the player is on? For example, how Lerk spores appear more translucent for alien players than marines.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--quoteo(post=1969091:date=Aug 30 2012, 08:19 PM:name=DarkOmen)--><div class='quotetop'>QUOTE (DarkOmen @ Aug 30 2012, 08:19 PM) <a href="index.php?act=findpost&pid=1969091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really, wouldn't the best option be to modify the flashlight atmospherics density depending on which team the player is on? For example, how Lerk spores appear more translucent for alien players than marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Interesting idea. Have a very small bit of ambient for marines, just so it looks nice but is not obscuring, but perhaps leave it at .4 (current value) for aliens so they have the advantage of seeing where marines are looking.

    I like it.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--quoteo(post=1969066:date=Aug 31 2012, 01:23 AM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Aug 31 2012, 01:23 AM) <a href="index.php?act=findpost&pid=1969066"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In addition to what I said above, when 1.0 goes live I'd expect that the .lua files will be hash-compared before connecting to a server, so your customisations might stop you from being able to connect to a server. That may or may not be the case, but I'd be concerned about it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Count on it.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1969066:date=Aug 31 2012, 01:23 AM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Aug 31 2012, 01:23 AM) <a href="index.php?act=findpost&pid=1969066"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While it's great to see solutions to this problem being shared, I think it's important to bring it to UWE's attention. Fixing it now, for yourself, might help you forget the problem exists, but it's still there for the rest of the players who don't look at this thread or figure it out for themselves. I'm not having a go here, I'm just saying this is entirely the reason that UWE is calling it a "beta". Beta feedback is really important for the health of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^ This!

    The complains about the minimal functionality of the server browser started long over a year ago. Everybody said: "Use the menu mod!" and everybody did. And now we are short before release and the server browser hasn't changed a bit in functionality.

    You all are beta testers. Stop hiding problems for yourself with mods, console commands or .lua-tweaks. This is doing nothing good for the game.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1969157:date=Aug 31 2012, 05:20 AM:name=matso)--><div class='quotetop'>QUOTE (matso @ Aug 31 2012, 05:20 AM) <a href="index.php?act=findpost&pid=1969157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Count on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Any details on how this will work? If the game just blocks all client-scripts that mismatch with the server's version of said scripts willynilly, that would outright brick all client-mods. Some kind of mechanism for multiple mods running alongside each other also has to be concocted. It's eerie quiet on this front so close to release.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Client-mods can easily used to cheat. I don't know another way of getting secure, that you don't use mods to your advantage as having the server validate them. And this is easy achieved with not having any client-mods. Only the mods installed on the server should be viable for the client.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    The flashlight is just weird, it just seems like an ambient torch rather than something directional. The exo actually seems closer to what a torch would be like, except with a smaller cone that doesn't bathe the whole view in light.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1969215:date=Aug 31 2012, 11:08 AM:name=player)--><div class='quotetop'>QUOTE (player @ Aug 31 2012, 11:08 AM) <a href="index.php?act=findpost&pid=1969215"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Any details on how this will work? If the game just blocks all client-scripts that mismatch with the server's version of said scripts willynilly, that would outright brick all client-mods. Some kind of mechanism for multiple mods running alongside each other also has to be concocted. It's eerie quiet on this front so close to release.<!--QuoteEnd--></div><!--QuoteEEnd-->You might be able to compose a list of allowed mods, I guess?
  • CobraCommanderCobraCommander Join Date: 2012-07-30 Member: 154472Members
    Wow, I was just thinking about starting a topic on flashlights seeing how we got a huge update and flashlights coming from your teammates are still ugly ><.

    I was even wondering if I was the only one who was experiencing this since nobody has said anything about it the whole I've been here.

    Great topic, this needs to be addressed.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1969223:date=Aug 31 2012, 10:30 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Aug 31 2012, 10:30 AM) <a href="index.php?act=findpost&pid=1969223"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Client-mods can easily used to cheat. I don't know another way of getting secure, that you don't use mods to your advantage as having the server validate them. And this is easy achieved with not having any client-mods. Only the mods installed on the server should be viable for the client.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That would severely undercut the modding-community NS2 is so desperately marketing itself as favoring. A proper sandbox that is not given any game-alterating power would do the trick. Something like a 2nd client Lua-VM that is given readonly\aesthetic-functions, or something along those lines, think const-correctness. Though this would take a bit of work, hence my worry that so far no information has been released with regards to what is being done in this area.

    <!--quoteo(post=0:date=:name=Align)--><div class='quotetop'>QUOTE (Align)</div><div class='quotemain'><!--quotec-->You might be able to compose a list of allowed mods, I guess?<!--QuoteEnd--></div><!--QuoteEEnd-->
    That raises enumerable number of questions. Who compiles this list? What qualifies as 'allowed'? Does every new version have to go through the whole verification-process again? How can servers differentiate between different kinds of client-mods, or indeed different versions?

    It's a real pickle, which is why I had thought this subject be laid before the modding-community well ahead of v1.0 release.
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    <!--quoteo(post=1969085:date=Aug 31 2012, 02:07 AM:name=Sops)--><div class='quotetop'>QUOTE (Sops @ Aug 31 2012, 02:07 AM) <a href="index.php?act=findpost&pid=1969085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The exo actually doesn't seem to have this affect, or at least very toned down from the standard flashlight.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I have noticed that as well after playing some more games. Don't see why the flashlight can't function similarly.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1969273:date=Aug 31 2012, 02:22 PM:name=player)--><div class='quotetop'>QUOTE (player @ Aug 31 2012, 02:22 PM) <a href="index.php?act=findpost&pid=1969273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would severely undercut the modding-community NS2 is so desperately marketing itself as favoring. A proper sandbox that is not given any game-alterating power would do the trick. Something like a 2nd client Lua-VM that is given readonly\aesthetic-functions, or something along those lines, think const-correctness. Though this would take a bit of work, hence my worry that so far no information has been released with regards to what is being done in this area.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm pretty sure they just didn't really think about this when they promoted all that modding-stuff; or rather, they didn't fully realize they'd actually have to do something like that for release and now release is imminent and there is just no time for it. There will most likely only be server mods for 1.0, hopefully with Workshop support for full server+client mods, but no client-only mods.

    <!--quoteo(post=1969273:date=Aug 31 2012, 02:22 PM:name=player)--><div class='quotetop'>QUOTE (player @ Aug 31 2012, 02:22 PM) <a href="index.php?act=findpost&pid=1969273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That raises enumerable number of questions. Who compiles this list? What qualifies as 'allowed'? Does every new version have to go through the whole verification-process again? How can servers differentiate between different kinds of client-mods, or indeed different versions?

    It's a real pickle, which is why I had thought this subject be laid before the modding-community well ahead of v1.0 release.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, this is not realistic.

    Leaving it up to the server operators would make the experience vastly different across servers, which is usually pretty frustrating (e.g. I want to play with my friends on my favorite server, but the admin banned xyz mod which is essential to my experience).

    Leaving it up to one or a group of people will only create massive discussions, flame wars and animosity towards that group. The PTs can probably feel that kind of subliminal (and sometimes overt) hate very often on these forums, and they don't even have any real decision-making power.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    This thread just got interesting.

    Having had a bit of a poke around the code, it looks like UI code is separated from game objects, and just calls methods like PlayerUI_GetPlayerHealth() etc. So Client side UI files could be left out of the consistency check if you had some way of ensuring the UI code can't access or call anything else. Not sure how you'd do this or if the payoff is worth the effort, though.

    If you did allow client mods, they would have to be for UI functions only, as allowing them any kind of control over rendering options like flashlight atmospherics opens things up for cheating mods that hide muzzle flash, make lerk gas super-transparent, put fullbright shaders on enemies etc.

    For gameplay altering mods that require the client to have the same code so it can run prediction and do any mod-specific effects or UI, I guess you have to use a mod-specific game directory? And the code can be synced via steam workshop?

    Some kind of metamod style plugin architecture for admin mods that don't touch client files would be useful and would allow mix-and-match server only mods. Server ops just add the files to the game directory and put them on a plugin list somewhere. That looks like a smaller job with a much bigger payoff.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1969319:date=Aug 31 2012, 04:22 PM:name=shad3r)--><div class='quotetop'>QUOTE (shad3r @ Aug 31 2012, 04:22 PM) <a href="index.php?act=findpost&pid=1969319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This thread just got interesting.

    Having had a bit of a poke around the code, it looks like UI code is separated from game objects, and just calls methods like PlayerUI_GetPlayerHealth() etc. So Client side UI files could be left out of the consistency check if you had some way of ensuring the UI code can't access or call anything else. Not sure how you'd do this or if the payoff is worth the effort, though.

    If you did allow client mods, they would have to be for UI functions only, as allowing them any kind of control over rendering options like flashlight atmospherics opens things up for cheating mods that hide muzzle flash, make lerk gas super-transparent, put fullbright shaders on enemies etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's A LOT you need to be thinking about very heavily whether you can give this information to modders or not, it's not an easy process at all.
    I remember when Blizzard had to patch out some possible function calls from their WoW Lua UI to make PvE less of a joke. E.g. hey took out the ability to get the camera angles to prevent full 3D ("inside the environment" style) HUD elements for things like range checks between players, though it's still possible to do stuff like that as a sort of top-down radar view, which is still a problem for game design since it makes some elements of the gameplay too easy.

    There must also be the option to replace an original piece of the UI. You cannot just put the current UI into a separate Lua VM since some of it needs to have access to functions you do not ever want to disclose to modders (e.g. positions of other players). So, there needs to be a system in place to disable part of the original UI or override it, e.g. if you want to make a minimap mod.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Yeah, it's gonna have to be some sort of system where a very particular set of variables are fed into use-moddable functions, and you can do whatever you want with that data to make your own ui, but can't access any other variables in the game which could be used to gain an unfair advantage.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    edited August 2012
    Having the UI with no access to game code and just listening for messages from game objects is a tried and true option. But, like I said, doesn't look like setting NS2 up for client-side mods would be worth the effort at this point. NS2 is not like an MMO where grappling with the UI is 90% of the game.

    The interesting mods are admin or gameplay stuff. Some sort of gamerules plugin architecture would be super useful.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1968864:date=Aug 30 2012, 11:05 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 30 2012, 11:05 AM) <a href="index.php?act=findpost&pid=1968864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well that's a separate issue from the atmospherics. I agree though, the flashlight doesn't go nearly far enough or brightly enough.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I have a thumb sized lcd flashlight that illuminates more than these marine lights!
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