Forums » Suggestions
Headlights
I would kill to have some wide-beam big-as-hell floodlights for when I'm mining. Those asteroids get hard to see in the dark space.
There's no dynamic lights in this game. There's no light sources in this game, just lightmaps and the sun.
yeah, if GL_LIGHTING was enabled, the whole universe would be pitch black except for your lights lol. which wouldn't be too bad :\
Hell, I would like the game to be a lot darker.
VO doesn't look or feel like space right now, in terms of ambience.
Asteroids don't look like big, randomly sliced up bits of rock, they tend to be round or potato shaped, pitted, etc...
The fact that all asteroids are lit from all directions doesn't help a lot, either.
VO doesn't look or feel like space right now, in terms of ambience.
Asteroids don't look like big, randomly sliced up bits of rock, they tend to be round or potato shaped, pitted, etc...
The fact that all asteroids are lit from all directions doesn't help a lot, either.
well, actually, if you have detail settings pretty high and you're in a sector with a bright planet/sun/whatever, they will be lit on one side and be darker on the other. but yeah, seriously, space is supposed to mostly be pitch black. it would be much more interesting to be sneaking around a mass of small asteroids, perhaps moving around instead of just sitting statically and SOMETIMES actually rotating. it should be much darker and yeah, headlights would be cool :P
Join the Vendetta Spelunker's Club as they mine into deep cracks of roids with little headlights mounted to their ships!
I would like to see headlights added onto ships. Allow them to be toggled. I don't want to have to increase my gama whenever I enter a dark system, and then lower it in the bright ones because its far too bright at that gama.
Purty please add headlights into the game soon(tm) :)
Thanks!
Purty please add headlights into the game soon(tm) :)
Thanks!
I would really like to see huge asteroids that have cave systems and can be mined from the inside. This would add a lot to the exploration factor of the game, and headlights would definately come in handy.
i think the reason for the ambiant lighting is to ensure that you can always see, since the ambiant lighting and the star at the center of the sytem are the only actual light sources in any given sector.
as for headlights i remember the devs saying it would bogg down the engin too much to have to calculate an arbitrary number of light sources
as for headlights i remember the devs saying it would bogg down the engin too much to have to calculate an arbitrary number of light sources
They would need to rewrite the lighting system to use vertex and pixel shaders to make it work, since opengl-based lights only allow a few (7?) lights at any given time, and we're already using 2 (one for the sun, and one for the "ambient" lighting. That would be time-consuming and would seriously raise the minimum specs.
Look, it's evoli!
Wait, it's 2004 also...
Wait, it's 2004 also...
I used the search function to bump an old post about a topic I feel would be good to include to the game rather than create a new post. I do understand that this is not at all a high priority goal of the game, and would require some serious work to include it with the current graphics engine.
But this is the dream big forum, so there I go.
But this is the dream big forum, so there I go.
"The fact that all asteroids are lit from all directions doesn't help a lot, either."
you hanvent been to the dark parts yet. lol.
i've seen a sector, where that sector has a planet between it and the sun, and the asteroids are as pitch black as the background behind them. you can not see the asteroids and that makes it quite difficult to move around the sector, even with this supposed "ambient lighting"
and when you go into the broken up asteroid that has a docking place in it, or you come out of a outbound port, its just about dark as night in there, and pitch black in some places.
headlights on ships would be a great thing to have in the game.
and if headlights would be so hard to work into the game because of the limitations of open GL lighting numbers... how about some alternate mode of vision... like nightvision perhaps? or IR camera (anyone who's seen an airforce plane or apache helicopter hitting a target thru their camera knows this black and white-ish image)? or how bout something crazy that dosent even exist today (since this is a ahead of our time space game anyway.)? none of these would require open GL to figure for any more lights than there already are
you hanvent been to the dark parts yet. lol.
i've seen a sector, where that sector has a planet between it and the sun, and the asteroids are as pitch black as the background behind them. you can not see the asteroids and that makes it quite difficult to move around the sector, even with this supposed "ambient lighting"
and when you go into the broken up asteroid that has a docking place in it, or you come out of a outbound port, its just about dark as night in there, and pitch black in some places.
headlights on ships would be a great thing to have in the game.
and if headlights would be so hard to work into the game because of the limitations of open GL lighting numbers... how about some alternate mode of vision... like nightvision perhaps? or IR camera (anyone who's seen an airforce plane or apache helicopter hitting a target thru their camera knows this black and white-ish image)? or how bout something crazy that dosent even exist today (since this is a ahead of our time space game anyway.)? none of these would require open GL to figure for any more lights than there already are
There used to be a lot more ambient light in Vendetta. ;)
At mining 18 you get a miners helmet with a lamp on it .....
Don't they also give you an EV suit with a pick and a chisel?
That's at Mining -1.
xXx: we completely changed the lighting model last year.
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I've explicitly asked people to NOT raise ancient threads from the dead, but rather to create new threads and link to the old ones as a reference.
I would prefer old threads retain their original context, and not be concurrently mixed with other new threads on the same subject. It gets confusing, and is unhelpful.
By way of reminder, only PCC members (and admins/devs) can post to threads that have been "dead" for more than 6 months. It is a privilege.
If this continues, I will either remove the privilege of "raising" old threads from PCC members, or I will individually kick people out of the PCC who abuse it.
I've explicitly asked people to NOT raise ancient threads from the dead, but rather to create new threads and link to the old ones as a reference.
I would prefer old threads retain their original context, and not be concurrently mixed with other new threads on the same subject. It gets confusing, and is unhelpful.
By way of reminder, only PCC members (and admins/devs) can post to threads that have been "dead" for more than 6 months. It is a privilege.
If this continues, I will either remove the privilege of "raising" old threads from PCC members, or I will individually kick people out of the PCC who abuse it.