I completley agree with the ambient light. Now should darkness be converted into the correct ambient light value at map load or should these 2 things be sepreate? --- Mark Wedel < mwedel at sonic.net > wrote: > Alex Schultz wrote: > >> > >> I don't remember the details, but I don't > believe they get more > >> powerful as they get farther. However, the core > of the cone certainly > >> is more potentent than the edges, and that is > intentional. > > > > > > Interesting... I just did some tests (with > dragonbreath) and the center > > of the cone being more powerful at the center, > it's also brighter at the > > center under my patch, however it is too bright > overall. I was about to > > say that we could just tweak the spell effect's > glow_radius, however > > that is already 1, so perhaps I should omit > additive lighting from this > > patch and wait till we have the greater number of > lighting levels (and > > perhaps floats should be allowed in an object's > glow_radius in the > > process for spell effects that often overlap). Do > you agree? > > Not 100% sure what you're saying. If you are > saying to store the intermediate > results in floats, no problems there. > > If the idea is to change glow_radius (which really > needs a new name) to a > float, that could be done. Could be a little > confusing what it really means > however (that may just be a question of > documentation). For example, if you > have a 'brightness 0.2' object, what effect does it > have if it is just by itself? > > > > >> Also, it is worth noting that the client > actually takes single byte > >> values for the light level (range of 0-255). > However, the fact that > >> only 4 light levels are really recognized are > sort of done in the > >> calculation - there is no good reason for that, > as more light levels > >> break that. > > > > > > Hmm... though that's currently slightly wasteful > bandwidth wise, it is a > > nice thing for expanding, in that less would need > to be changed in the > > lower level protocol to add more lighting levels. > > Well, right now, the server convers the 4 current > light levels to an integer > (0,64, 128, 192, 255) and sends that as the light > level to the client. So right > now, that is somewhat wastefull, but was forward > enough thinking that the > protocl doesn't need to be changed for new light > levels. > > >> > >> Best place is at load time. > > > > > > I agree. I just don't know exactly where in the > code that is :-P as I > > haven't looked very far outside of where I've > needed to look to make the > > patch so far, but it shouldn't be too hard to > find. > > common/loader.l - find the glow_radius line. > > > > > Good idea, I'll begin working on implementation > this conversion soon. > > However one issue is whether the radius of the lit > area (area that > > doesn't round to zero) should be as far from the > center as the flat side > > of the old square lighting, or should the new > radius be equal to the > > radius to the corner of the old square, or should > it be inbetween? > > _________ > > | | > > | | > > | | As in, should the new circle fit > inside the old box, > > should the old box fit inside the new circle, or > somewhere inbetween? > > | | > > |_________| > > The calculated field (circle) should fit inside > the square - in other words, > the corners of the square won't be illuminated. > > IMO, that will have less bad side effects - > however, there is probably no > perfect answer. I could see that the scenario that > the map designer selected a > light level with the intention of the corner being > illuminated that thus > visible, and what I say above breaks that. > > However, there could also be a case where a map > maker intentionally put > something out of the light, and increase the range > of light could break that. > > One thought I also had is that perhaps the map > darkness (perhaps better > renamed ambiant_light) represents just that - the > ambiant light level of the map. > > The idea being is that something like a tavern may > not be truly dark, but > could have a somewhat dim overall look. You bring a > torch in, you light up the > area around you, but the torch range is the same as > normal. > > An underground map could have an ambiant light > level of 0, representing no > light at all. > > currently, the darkness field in the map > represents how far one can see > without any other light - that is sort of an odd > definition - at dusk (or during > a full moon) it can be somewhat dark, but one can > still see a long ways - just > everything is darker during the daytime. I think > the ambiant light level > would be a nice way to add some atmosphere to more > maps. > > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Do you Yahoo!? Make Yahoo! your home page http://www.yahoo.com/r/hs