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Lighting System from 1.6

Jun 14, 2008 Snax_28 link
Before the release of VO 1.6. there was a discussion concerning the over-ambient lighting in the VO Universe:

Mixed in with this discussion concerning planets

The release of 1.6 brought with it a short-lived new feel to the universe. I remember a cap passing through B8, and the side away from the main light source was completely silhoutted, with only the onboard lights glowing to such an amazing affect. The first two mockups in the linked thread show what I was seeing, roughly anyway. There was much, much more contrast between shadow and highlight.

This seemed to go away quite quickly though, and things were soon back to their over-ambient ways as they are now. I can't remember if there was a reason given for this reversal or not, but I personally am back to being annoyed by how much light there is in the Universe.

Is it possible to go back to the high contrast, low ambient system that was around for a short time? It was by far more realistic and inspiring than what we have now.

/edit

After looking again it would seem that it has simply been scaled back. I don't think things are as bad as they were pre-1.6, but I still think things are too bright.
Jun 14, 2008 toshiro link
I second that! Darkness is cool :)
Jun 14, 2008 zamzx zik link
Hah, good times.

Almost thirded; if not this, a few tweaks to the lighting would be cool.
Jun 14, 2008 The Shedu link
In My Opinion (/me notes with satisfaction that everyone stops what they're doing, turns and listens attentively), the reduction of ambient lighting, combined with the addition of weapon- or ship-mounted spotlights or headlights, would make the VO experience truly exceptional. Imagine, if you will, every encounter being similar to a storm encounter. Every foe and obstacle exist as simple RADAR returns until you 'light them up'.

Of course, mine isn't a new suggestion (proof), and dynamic lighting would be very demanding.
But it's a neat-o idea.

(/me raises the Move-To-Suggestions flag)
Jun 14, 2008 Whistler link
Yep, this would be good in Suggestions.

[Moved for a truly exceptional experience]

/edit for the unobservant - this was never moved.
Jun 14, 2008 Snax_28 link
Except it's not technically a suggestion. It's an inquiry as to why a previously implemented suggestion was altered/cut back/removed? The previous implementation had managed to successfully darken space without the need for headlights (although those would of course be very cool).
Jun 14, 2008 incarnate link
Because you couldn't see anything. The "without the need for headlights" bit is an opinion based on the sectors that you happened to see. Some are inherently brighter and darker than others. In some areas, where it was really dark, you couldn't see the asteroids at all without massively turning up your gamma.. which then makes all lighting look like crap and totally subverts the whole original point.

We didn't return to the "original over-ambient" anything.. the current lighting is far better than the old one, and has greatly reduced ambient. Lighting in Sedina alone is a vast improvement (Sedina was almost 100% ambient before). The current contrast is far, far better than it was previously. It's just not as starkly obvious as it was with no (?) ambient at all.

I'm still fine with making truly "dark" sectors, or at least "darker" sectors. But I'm quite wary of them being near newbie-occupied areas and such. I would be more comfortable experimenting with lighting in an expanded universe.
Jun 14, 2008 Snax_28 link
Yeah that's what I was getting at. Well whatever works. I was just curious if and why it was changed. I do agree it looks better than it did pre-1.6.
Jun 15, 2008 mdaniel link
So make the newbie sector stations and roid areas closer to the sun, but make it all darker. I also loved the darker universe. Seemed more realistic.