So there is infestation on a florescent lamp for instance, but it does not block out light as it is right now. It would be nice if this was to be put in for immersion purposes.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
And tactical purposes. Dark rooms etc generally favour aliens, wheras red rooms generally don't favor aliens. (it's easier to spot a skulk or a lerk against a red back ground than a bluish gray one)
I agree. Only time aliens actually get advantage is the moment they take down the power node and its pitch black darkness. Few seconds later, dim red lights come on and you're visible nearly more than you are in a regular (Power node ON) light.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited September 2013
The game already has complete dynamic lighting. I think the issue is the texture lights don't get turned off when the lights go 100% dark, which looks weird. I believe the textures alpha channels have self illumination, which is why they don't go dark with the rest of the room, or other various environmental reasons that would want that to be false (infestation growing over it).
If pitch darkness was ever implemented in some form outside of like it was in the beta mod, this would probably have to be taken care of technically some how. I can't imagine it would have much of a performance hit switching the alpha on\off on these self lit textures, if that can even be done in real time.
Comments
Performance would drop back to pre 220.
If pitch darkness was ever implemented in some form outside of like it was in the beta mod, this would probably have to be taken care of technically some how. I can't imagine it would have much of a performance hit switching the alpha on\off on these self lit textures, if that can even be done in real time.
Related thread:
http://forums.unknownworlds.com/discussion/131949/rework-the-power-node-system-lighting#latest