Forums » Suggestions
suggestion: head lights
When you are in the asteroids shedow you can't see anything, It would be good to have subject which you can switch on/off by pressing some key.
Also it would be good to have rear view camera.
Also it would be good to have rear view camera.
You should do an ESC/OPTIONS and fix your gamma settings so that you can see better.
I can't see anything inside the s10 roid sometimes. I'd love headlights. I'd REALLY love headlights. It probably wouldn't be too hard to make something like the lights on the new station...
Dynamic lighting sounds like a big CPU hog to me. Hope you have a good system.
That said, I find most of the sectors too bright and (unlike zhuk) I think the backsides of 'roids are way too bright, and have always wanted more sectors where headlights would definately seem appropriate. Pitch black battles lit only by the soft glow of blaster fire and explosions sound cool to me, as does the possibility of adding HUD enhancements.
That said, I find most of the sectors too bright and (unlike zhuk) I think the backsides of 'roids are way too bright, and have always wanted more sectors where headlights would definately seem appropriate. Pitch black battles lit only by the soft glow of blaster fire and explosions sound cool to me, as does the possibility of adding HUD enhancements.
Setting gamma level does not solve the problem since it makes bright places too bright. It is not too comfortable to change gamma settings each time you move from bright place to dark one and back. I don't think some kind of headlights or flare ammo is a big problem for CPU. Other games like Descent have such things.
Another common suggestion. One that I also happen to like. Although the problem can also be remedied by having beacons or bouys in space, similar to Cowboy Bebop.
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Yess, headlights please!! Now that we have sectors like 17 and 18 that are super dark, its hard to see when you are going to ram a roid.
Forum Mod> This isn't about adjusting your gamma settings, I would like to see a bit of limitation of your gamma settings and the use of a headlight system, then again, the section of space that Vendetta takes place in is very very bright. I'm only going to assume that there will be certain sectors that will be darker then others, IE sector 17, to come more into a abundance with the random sector generator.
A headlight system would be very convenient and tactical because everyone could see you but you might not see them because they are not using their lamps, ambush situations would come into play more often. A night vision system would also be nice but should only be equitable on certain ships and possibly only be part of the HUD, ah-la some current cars that have a small section of HUD glass built into the windshield. Power consumption would have to be a must.
A headlight system would be very convenient and tactical because everyone could see you but you might not see them because they are not using their lamps, ambush situations would come into play more often. A night vision system would also be nice but should only be equitable on certain ships and possibly only be part of the HUD, ah-la some current cars that have a small section of HUD glass built into the windshield. Power consumption would have to be a must.
I wasn't intending to imply that gamma correction is the end-all answer. It is, however, the only solution right now. I and others have no problem at all seeing in 10 or 18, so I suspect that the immediate problem is of settings. I agree that other lighting options would be cool. I have had the experience of flying in a completely dark sector, and had there been obstacles I would not have been able to see them - or even other ships unless I could see their engine glow.
Even better: headlight outfits! You could get a slot for headlights on each ship (more on big ones like frigates), and use a variety of headlights. You could get different colors, or even one that emits infrared or something (so you can use night vision, but don't show anything visually). You could get high-beams, or switchable ones, or ones that make smiley-face shaped beams... :P
Ooo! And the high-beams or whatever could have a bit of a blinding effect on other people, like a flashbang or something!
Ooo! And the high-beams or whatever could have a bit of a blinding effect on other people, like a flashbang or something!
I just wanna be able to find my way around the inside of the s10 roid. I really also want the weapons to cast light. It's kinda funny that these giant explosions don't cast ANY light.
roguelazer: It's kinda funny that these giant explosions don't cast ANY light.
Man, it's a lot of funny stuff like this in vendetta now, lights, sound, speed of objects ... Everything acts like there is atmosphre around. I'l discribe this in a different thread soon.
Man, it's a lot of funny stuff like this in vendetta now, lights, sound, speed of objects ... Everything acts like there is atmosphre around. I'l discribe this in a different thread soon.
Another thing I should mention is that Macs get little to no bump mapping in Vendetta. If you try flying close to an ice asteroid with bump mapping turned off, you'll see that your view lacks a great deal of depth perception. There's simply no indicator as to how close you are, besides this shiny blob that's getting bigger and bigger. In other words, Mac/OpenGL users also have navigation problems at the moment, albeit temporary and minor.
If bright is too bright and dim to dim, lower contrast!
zhuk: the whole "realism" thread has been done multiple times, probably not worth your time to rehash it.
I think lights are a good idea... But considering the date in which Vendetta takes place, along with the advances in technology... Maybe a nightvision or infrared display toggle would be more of a catch.
2 moderator
OK, fair enough.
OK, fair enough.
Arolte: Nothing but Window$ gets good bumpmapping. Mostly because we don't have EMBM in OpenGL, so ice bumpmapping is hard. Be glad we have std roid bumpmapping.
The regular 'roids bumpmap fine for me. The ice 'roids don't. Couldn't they use the same bumpmap algorithim (or whatchamacallit) on ice asteroids too if that other one already works? ...
The iceroids have some kinda funny bumpmapping that the devs have only implimented in DirectX so far.