Console Settings To See Cloak

kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
<div class="IPBDescription">Should these console setting be lock?</div> Just recently, I've notice alot of ppl using the ligthgamma setting to see moving cloaking units. This isn't right. The SC is just beside you and you get shot while moving towards that guy. What say you we lock the value? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Then people with bad montiors (myself included) couldn't see much, unless the value was maxed on both gamma and brightness. Also, 3rd party programs can artificially boost gamma.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I use lower lightgamma settings because my monitor and my vid card both like to be awfully dark. I use them enough that I can still see in dark areas. There's no way to lock lightgamma down to the point where it works correctly for everyone's settings. Some monitors are brighter than others. Some video cards render darker than others. And it's a moot point, as almost any vid card made in the last five years has built in gamma, contrast, and brightness controls.

    And lightgamma really doesn't help you see cloakers that much better anyway. Moving slowly and paying attention helps a lot more.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Supposedly, rendering problems help most of all. I'm sure theres a shaderset for ATI cards that would let you see cloakers easy as cake.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    edited July 2004
    I experienced this on a server today...same player every time. I even watched him walk into a room with a sensory chamber (unpinged) and walked diretly to it w/ knife out and sliced away.

    It's bad enough that SC already aren't viable for starting chambers; now you have these **** running around...
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    The 'make everyone equal' solution would be to make cloaking work at 100% instead of the 95% or so that it works at now. Trying to lock down cvars to make everyone's experience equal only makes people angry and gets them searching for third party solutions to their problems.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah, people h4xoring their brightness is really annoying. It's not so bad for cloaking, because thats easy enough to spot as it is. The annoying part is hiding in a pitch black corner where you shouldn't be seen, and getting killed as soon as a marine walks into the room. I'm seriously considering doing it myself to even the odds. I've had it with trying to hide where I shouldn't be seen and it not working whatsoever.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Norml E. High+Jul 13 2004, 11:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Jul 13 2004, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, people h4xoring their brightness is really annoying. It's not so bad for cloaking, because thats easy enough to spot as it is. The annoying part is hiding in a pitch black corner where you shouldn't be seen, and getting killed as soon as a marine walks into the room. I'm seriously considering doing it myself to even the odds. I've had it with trying to hide where I shouldn't be seen and it not working whatsoever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There aren't supposed to be many pitch black areas. (Read mapping guidelines). Of course, some limited areas can be dark, but don't count on it for hiding. Instead, hide behind an obstruction or in a vent. This is generally good instruction for all FPS games since you can't count on your monitor being the same brightness as someone else's.
  • MrChainsawMrChainsaw Join Date: 2004-04-07 Member: 27786Members, Constellation, Reinforced - Shadow
    Meh, gamma can only do so much, if your not two feet from his face or against something well-lit, he probably won't see you no matter how high his gamma is.

    It doesn't matter much, If I'm up against alot of cloakers, I'd much rather have scanner sweep or an obs than waste time trying to see the outlines of skulks.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    I feel bad for those people that do this, they are missing out on what NS was originally designed. Atmosphere!
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    I agree. The atmosphere of NS is really futuristic, with lots of metal and lighting. Some lighting may be darker, but not really dark...
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    <!--QuoteBegin-Hobojoe+Jul 13 2004, 10:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 13 2004, 10:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i thought games were made to have good gameplay <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yea, I like atmosphere in single players games. In NS I want to kill the enemies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    <!--QuoteBegin-BobTheJanitor+Jul 13 2004, 01:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jul 13 2004, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I use lower lightgamma settings because my monitor and my vid card both like to be awfully dark. I use them enough that I can still see in dark areas. There's no way to lock lightgamma down to the point where it works correctly for everyone's settings. Some monitors are brighter than others. Some video cards render darker than others. And it's a moot point, as almost any vid card made in the last five years has built in gamma, contrast, and brightness controls.

    And lightgamma really doesn't help you see cloakers that much better anyway. Moving slowly and paying attention helps a lot more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what he said...

    im on flat screen and every thing blue looks grey so gamma is set about 5% higher useing the vidio card. now every thing blue looks blue.

    besides if you hate people that raise their gamma to insain levels just sit back and smile knowing that their monitor will give out.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    As Bob said, it's pretty clear that the solution to having some people barely seeing a cloaked alien and some people clearly seeing a cloaked alien is to actually make the alien invisible (while still, at any rate). Only difference gamma makes is that you don't need to pay as much attention to see a motionless skulk.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    I haven't touched that command (or any other commands that change light values for that matter), and I still have no problems seeing cloaked aliens lurking towards me. Ease up on the paranoia, please.

    Making aliens completely invisible would fix the "problem", even though it would remove the skill aspect of being able to spot cloakers as well. It would also make cloaking more viable for Oni/Fades, I guess.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    The skill aspect in having the right rendermethod to see cloaked aliens? It has nothing to do with skill. Its literally impossible to see an unmoving cloaker short of receiving visual aids (sporeclouds, umbra, water, weldables, doors) <i>when rendered correctly</i>. Not all cards are capable of doing this though, and some even support small plugins that can easily change effects like translucency (ATI cards).

    Rendering of translucent objects is different from card to card. Thats indeed a problem, and at least Sensory Chambers shouldn't be rendered at all once they cloak - they'll never move anyway. Doing the same thing for Skulks would need re-balancing, as right now cloaking is mildly popular based on a few people still having an easy way out.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    <!--QuoteBegin-SaltzBad+Jul 14 2004, 10:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jul 14 2004, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its literally impossible to see an unmoving cloaker short of receiving visual aids... <i>when rendered correctly</i>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That obviously isn't true. Ten percent means that something's visible, and something visible means that something can be seen. Hardware doesn't change that. Cloaking is "mildly" used because it doesn't work against anyone who has the mildest perception.
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    maybe the marine was lamberting instead of hacking his gamma
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-OG17+Jul 14 2004, 11:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OG17 @ Jul 14 2004, 11:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Jul 14 2004, 10:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jul 14 2004, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its literally impossible to see an unmoving cloaker short of receiving visual aids... <i>when rendered correctly</i>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That obviously isn't true. Ten percent means that something's visible, and something visible means that something can be seen. Hardware doesn't change that. Cloaking is "mildly" used because it doesn't work against anyone who has the mildest perception. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's 5% actually.


    Bob is along the right idea, but this:

    - When a cloaked unit stands STILL he is 100% invisible, and from the upgrade, NOT the chamber. Otherwise when moving or using the chamber he's only 95% cloaked.


    Seriously, it's cheap crap cloaking enough already, to have it work 100% all the time would be lame as hell. You would be litterally POWERLESS to stop a cloaker from getting an easy, no skill, first hit on you. Not fun.


    Futhermore I've talked with voogru and lightgamma is gonna be locked at 2.0 and above
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Forlorn+Jul 14 2004, 10:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 14 2004, 10:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Futhermore I've talked with voogru and lightgamma is gonna be locked at 2.0 and above <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Great. Once again locking down something in game in order to fix a 'problem' that doesn't exist and which people will simply go to third party sources in order to rectify.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Forlorn+Jul 14 2004, 04:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 14 2004, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seriously, it's cheap crap cloaking enough already, to have it work 100% all the time would be lame as hell. You would be litterally POWERLESS to stop a cloaker from getting an easy, no skill, first hit on you. Not fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, you'd have to do something incredible like ... I dunno, get ARMOR or SCAN in combat?

    In those NS games, right now it's not even an issue due to DMS, but assuming it were, you'd have to do hard stuff like have your COMMANDER get ARMOR or use the SCAN on the observatory or (Heaven forbid) BUILD an observatory near a problem spot.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited July 2004
    <!--QuoteBegin-OG17+Jul 14 2004, 11:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OG17 @ Jul 14 2004, 11:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Jul 14 2004, 10:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jul 14 2004, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its literally impossible to see an unmoving cloaker short of receiving visual aids... <i>when rendered correctly</i>.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That obviously isn't true. Ten percent means that something's visible, and something visible means that something can be seen. Hardware doesn't change that. Cloaking is "mildly" used because it doesn't work against anyone who has the mildest perception. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    @Bob and the bozo in above quote :
    Lightgamma doesn't help with spotting cloakers worth much/anything. Its all in the rendering method - with my GF4 MX unmoving cloakers are truely, literally invisible. On another machine with integrated graphics and crappy FPS, I can spot cloakers without a problem though at 2.5 lightgamma.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    edited July 2004
    <!--QuoteBegin-SaltzBad+Jul 14 2004, 01:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jul 14 2004, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its all in the rendering method - with my GF4 MX unmoving cloakers are truely, literally invisible.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You'd better have your card looked at then, because even in the best situations, all cloak does is make the alien difficult to see. And if something's difficult to see, it stands that it can be seen by someone who's trying hard enough.

    No hardware configuration is going to drop cloak under five percent. Some setups make it easier to see than others, certainly, but the sharpests marines can see you even if their screens look exactly as Flayra envisioned. Cloak does not make you invisible, and you're only asking for annoyance if you expect it to.

    Edit: five, yes.
  • the_holethe_hole Join Date: 2004-01-03 Member: 25019Members, Constellation
    edited July 2004
    I use a lightgamma of 0 and it's near impossible to see a cloaker that isn't 1 moving, which is the way it's meant to be, or 2, walking right up on me. I usually don't catch the blur until it's 2 steps away from me. Which could be done with default lightgamma settings. And just for the record, there are low gamma settings that cloud king, renholder, and myself have tested that allow cloakers to be completely visible, as well as their colors being shown almost perfectly. You see the blue on the offense chamber quite perfectly. I may have screenies... off to check.

    edit: nope, none, i'll try to get some. But it really isn't that important....

    edit2: Took 5 screenies as proof, just to prove that high gamma settings are a myth, and low is where it's at =D.

    In these first three pictures, you'll notice no sensory chambers in the room, at all but they are there..

    <img src='http://www2.freepichosting.com/Images/421530636/0.jpg' border='0' alt='user posted image' />
    <img src='http://www2.freepichosting.com/Images/421530636/1.jpg' border='0' alt='user posted image' />
    <img src='http://www2.freepichosting.com/Images/421530636/2.jpg' border='0' alt='user posted image' />



    In the next two pictures, you'll see that you can see the sensories plain as day pretty much, even from quite the distance, but i've pointed them out anyway. Compare these to a fade, onos, and gorge, those being the biggest. Skulks are easy to see because of their white teeth, and lerks.. we'll.. let's say I've never encoutered a cloaked lerk, so who cares.

    <img src='http://www2.freepichosting.com/Images/421530636/4.jpg' border='0' alt='user posted image' />
    <img src='http://www2.freepichosting.com/Images/421530636/5.jpg' border='0' alt='user posted image' />



    edit91881811: ANNNDDDDD GG TO THE POOR HOSTING! GOTTA LOVE FREEPIC. I think I'll make a zip file with these pics included, so you can zoom and whatnot... To see you're lovely download in poor detail, look above!

    edit:4.2
    <a href='http://webmail.the-beach.net/Session/19596-a6vgn15vOFwkMigS9TeY-aoeoyyx/WebFile/Gammathingy.zip' target='_blank'>http://webmail.the-beach.net/Session/19596...Gammathingy.zip</a>
    zipped.

    edit5: I QUIT

    edit6: link doesn't work ... i suppose...

    I give up, i'll get someone to host it for me..
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    I 100% agree with prodigy. Any known brand video card doesn't let you see cloakers, even when they are moving. Hell I was once a HA and was saved by being eaten by an onos in the last second because I saw a small distortion in the air and started shooting. Although he came down a long hallway, I could only see him in the last second. Anything smaller than that can't be seen. Either they are not fully cloaked or you are using some old video card that can't render objects with alpha properly.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Locking lightgamma?

    WTH?

    That's certainly not the best solution that we discussed in the PT forum.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    I guess it's good to know that better solutions were discussed.

    <!--QuoteBegin-Dantemss+Jul 15 2004, 12:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Jul 15 2004, 12:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Either they are not fully cloaked or you are using some old video card that can't render objects with alpha properly.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you don't see an onos, it's only because you aren't looking. Missing a stationary cloaked skulk in a non-obvious position is expected; missing an onos heading straight towards you is not. This isn't something that should be linked to hardware or other people's lack of it.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    Yeah...where does this myth that high gamma means you can see cloakers come from? I've tried a really bright setup a few times (to the point where it hindered me.. it was TOO bright) to see if cloakers are visible and none of the times have I been able to see a cloaker any better. I think it depends on the videocard like someone above me said. I also have a GF4...
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    I think one of the main factors in spotting cloakers is if they are on a surface that is one color. For example I can spot cloakers on the co_simpsons map real easy because most of the textures are a single color, with nothing to break them up. Lighter colors also make it easier.
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    <!--QuoteBegin-Emanon+Jul 13 2004, 09:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Jul 13 2004, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I feel bad for those people that do this, they are missing out on what NS was originally designed. Atmosphere! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Who wants atmosphere in a clan match?
  • TastyTasty Join Date: 2003-08-05 Member: 18988Members, Constellation
    edited July 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think one of the main factors in spotting cloakers is if they are on a surface that is one color. For example I can spot cloakers on the co_simpsons map real easy because most of the textures are a single color, with nothing to break them up. Lighter colors also make it easier. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I was thinking the exact same thing while reading the other posts, the area around the marine spawn seems to be the easiest place to see cloakers, but you can clearly see them on other areas of the map.
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