Light

RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
edited October 2007 in Ideas and Suggestions
Consider forcing dynamic infestation to require a certain light level (meaning lack thereof), and having light effects (flashlights, lasers, field lights) actively damage and/or shrink it.

Secondly, consider having dynamic infestation spawn intermittent "lanterns" (as per the concept art) to make up for this, creating more light where there is deeper darkness, and less light where there is more, so as to create an almost enchanting atmosphere.

This may have the side effect of attracting a few female players, but I'm no expert on that matter. Note also that I'm not saying the game should deviate from sci-fi horror by suggesting these 2 items, but rather that the scifi-horror atmosphere could benefit from a slightly different (perhaps one third?) alien look and feel, rather than merely replicating exactly the feel found in NS.

Comments

  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    How does the light effect the attraction of female players? they arent insects last time i checked. However I do like the idea of the dynamic infestation being scared of light, if thats what you mean. This could mean that flares could be used to stop the progression of the dynamic infestation.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Thats an awesome idea Radix, but light shouldn't set it back too far, marines should be required to flamethrower/welder it to remove it.

    Also, how would it attract female players?
  • ZONKZONK Join Date: 2003-10-20 Member: 21795Members
    What he is saying is also a pretty complex problem. The game does the volume lighting in a pretty simple method. Having detecting on dynamic objects would probably make the engine cry mercy or just the network connections. I agree the idea does seem interesting, just couldn't picture flashlights really doing any effect, flamethrowers for sure. I would put it on the wall but not in the game just yet. More hassle then gain for the beginning I feel.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    It may or may not attract female players because atmospheres with a fantastic feel tend to be more gender-neutral than scifi-horror themes.

    Second, you wouldn't have the DI entity checking for it all the time. DI would wait for interaction from a given light source. You don't need to enable it in every light. You could build a brush entity that could be placed in rooms that the mapper considers to be "well lit" which would push the DI back. Then you could take flashlights and other weapon-style light-emitting entities and give them an output that interacts with the DI's geometry propogation system.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    edited October 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It may or may not attract female players because atmospheres with a fantastic feel tend to be more gender-neutral than scifi-horror themes.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm, fireflies and sparkles in the air in brightly lit rooms doesn't really go with the NS feel/universe but I guess it could work even though i don't support the idea. However the idea of preset map area entity being the feature that pushes back DI is pretty neat, could be used near fires or lava or extreme cold? It would make it feel far more real and like a living organism as it creeps across the map, recoiling when the environment is too in-hospitable for growth. Kinda like a fungus or slime mold.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Hanging alien lamps strike me as fantastic.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    It would mean the dynamic infestation as it grew would have to generate dynamic lightmaps/shadows on the fly, where as bsp lightmaps/shadows are compiled with the map. Im afraid to say that doing it withd dynamic lighting will make a really really huge impact on performance on peoples machines as dynamic lights require ALOT of processing on both the client and the server.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    I like the idea of certain environmental entities affecting the growth of DI. Having it prosper near damp areas or water, and avoiding areas of lava. Though I think most people would agree that NS is a dark, shadowy game. If all the maps looked like veil and eclipse, it wouldn't be NS. Not to mention, you wouldn't realistically see a huge impact on bacteria if you momentarily flashed a bit of light on it.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited October 2007
    <!--quoteo(post=1654662:date=Oct 8 2007, 09:21 AM:name=Steve0)--><div class='quotetop'>QUOTE(Steve0 @ Oct 8 2007, 09:21 AM) <a href="index.php?act=findpost&pid=1654662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would mean the dynamic infestation as it grew would have to generate dynamic lightmaps/shadows on the fly, where as bsp lightmaps/shadows are compiled with the map. Im afraid to say that doing it withd dynamic lighting will make a really really huge impact on performance on peoples machines as dynamic lights require ALOT of processing on both the client and the server.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why is this?

    You don't even need light to directly interact with the DI. You just need *some* form of brush entity *somewhere* that asks "Is there DI here? (No: Continue) (Yes: Push it back)", combined with an additional inverse DI-paint tool added to the flashlight and other major in-game light sources.

    Probably the most optimized way, to design the brush entity for example, (assuming that using light itself would indeed be too taxing, which is likely) would be to author a trigger_push which, instead of effecting clients, effected the DI, perhaps with more of a "melt" effect than a "push" in the interior of the brush.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    I dont know much about how the source engine handles things but it could be a quality setting kinda like HDR lighting effects just abit different. So you can turn it on, on a high-end machine and turn it off if you dont want it or your computer cant handle it.
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