Realistic 3rd person flashlight?
BCSeph
Join Date: 2005-02-24 Member: 42384Members, Constellation
<div class="IPBDescription">Not just a glowing player</div>Not many games have done this due to the amount of resources to render many dynamic lights, but one thing that would add to the atmosphere of NS2 would be realistic 3rd person flashlights. By this I mean you will see other player's flashlight beams exactly as you see your own.
In NS1 (half-life really), if other players have a flashlight you see light emitted from their body (more helpful than the first person HL1 flashlight anyway lol). In source games, it's a little better, but still underpar to what the first person light is.
I was saddened that in Left 4 Dead, the only resemblance of a flashlight beam on other players is a small 2-inch triangle sprite coming off their model's flashlight, no beam or light at all.
So in NS2, imagine hearing an alien run across the ceiling and a bunch of flashlights illuminate it vigorously scanning every crevice. Now imagine that same scene, except the only flashlight beam you see is your own, with a few small beams made with sprites from other players. It would be disappointing to see NS2 not have realisitc 3rd (and 1st for that matter) person flashlight beams.
I know some people might claim it's unbalanced because you can see alot more in the dark in a group of people, but in real life it's like that. That's the advantage of being in a group of people all with flashlights. To counter this just make darker hallways, thus requiring teamwork even more so you have some illumination from all sides.
In NS1 (half-life really), if other players have a flashlight you see light emitted from their body (more helpful than the first person HL1 flashlight anyway lol). In source games, it's a little better, but still underpar to what the first person light is.
I was saddened that in Left 4 Dead, the only resemblance of a flashlight beam on other players is a small 2-inch triangle sprite coming off their model's flashlight, no beam or light at all.
So in NS2, imagine hearing an alien run across the ceiling and a bunch of flashlights illuminate it vigorously scanning every crevice. Now imagine that same scene, except the only flashlight beam you see is your own, with a few small beams made with sprites from other players. It would be disappointing to see NS2 not have realisitc 3rd (and 1st for that matter) person flashlight beams.
I know some people might claim it's unbalanced because you can see alot more in the dark in a group of people, but in real life it's like that. That's the advantage of being in a group of people all with flashlights. To counter this just make darker hallways, thus requiring teamwork even more so you have some illumination from all sides.
Comments
But if it can be effectively pulled off or put on as a option, then I'm all for it, great idea
<a href="http://forums.l4dmaps.net/f12/reason-why-we-cant-see-other-players-flashlight-t253.html" target="_blank">http://forums.l4dmaps.net/f12/reason-why-w...light-t253.html</a>
at the 2 min mark.. shows you an example of what l4d could have looked like. You have to keep in mind with NS2 that there can be more than 4 marines at any given time, and I'd guess NS2 could be susceptible to the same slowdowns, regardless of whether the game was coded with dynamic lighting in mind.
I think that this is definitely and idea that should be looked into, but at the same time NS2 is aiming to play on a wide range of PCs so we might have to wait till NS3 for that =) I do eagerly await Max's two cents on the issue though. =)
<img src="http://packethammer.com/randfiles/ns2_flashlight.jpg" border="0" class="linked-image" />
sh xD
asdhuasdhasdu xD
my god!
plz comment @ developers!
I didn't see it mentioned, but imagine the amount of packaged data that would need to be sent and received for the Flashlight to show on all clients...
the NS engine (PLEASE CLARIFY THE FINAL NAME, DEVS!!) looks like it was designed to handle dynamic lighting well, but as I say, the data would be huge i think
The only time you run into problems with that is users can now cheat and modify their client to illuminate everything. If this is to be prevented then lighting would need to be controlled on the server side most likely through hiding player models but that's a completely different but very complex issue.