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Dynamic Lighting

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Dynamic Lighting

Postby JamesCraftStudios » Sun Jul 29, 2012 11:49 pm

Hey, I think that this game Desperately needs new lighting. Minecraft type of lighting for example. This way if someone made a cave or something, they can hide and ambush other players or something. Maybe you could also add some type of placeable light source or light blocks or something like that.
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Re: Dynamic Lighting

Postby ChaosTLW » Mon Jul 30, 2012 1:51 am

JamesCraftStudios wrote:Hey, I think that this game Desperately needs new lighting. Minecraft type of lighting for example. This way if someone made a cave or something, they can hide and ambush other players or something. Maybe you could also add some type of placeable light source or light blocks or something like that.

I guess we are going to have it for the OpenGL version.
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Re: Dynamic Lighting

Postby JamesCraftStudios » Mon Jul 30, 2012 1:55 pm

I guess we are going to have it for the OpenGL version.


Speaking of that, how do you get OpenGL for Ace of Spades? I really really want it.
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Re: Dynamic Lighting

Postby ChaosTLW » Mon Jul 30, 2012 6:20 pm

JamesCraftStudios wrote:
I guess we are going to have it for the OpenGL version.


Speaking of that, how do you get OpenGL for Ace of Spades? I really really want it.

It is a WIP, not ready for release.
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Re: Dynamic Lighting

Postby Fluttershy » Mon Jul 30, 2012 7:20 pm

so you want to make tunnels even darker?...
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Re: Dynamic Lighting

Postby ChaosTLW » Mon Jul 30, 2012 7:43 pm

Fluttershy wrote:so you want to make tunnels even darker?...

They are only dark deep down near the bedrock level, near the surface they do not even look like tunnels.
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Re: Dynamic Lighting

Postby Fluttershy » Mon Jul 30, 2012 7:50 pm

Thats the thing, on gen maps and such tunnels can get annoyingly dark, this suggestion would make ALL tunnels, ALL buildings needlessly darker, thatd be fucking annoying.
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Re: Dynamic Lighting

Postby JamesCraftStudios » Tue Jul 31, 2012 6:08 pm

Well he could make some type of light source.. idk.. just a suggestion.
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Re: Dynamic Lighting

Postby nubgamer » Wed Aug 01, 2012 9:22 pm

I like dark tunnels.
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Re: Dynamic Lighting

Postby DarkDXZ » Thu Aug 02, 2012 5:29 pm

I'd prefer something to be extremely dark than unrealistically bright.
Not like I demand realism in AoS, but proper lighting system for all your ninja deucing purposes would be neat.
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Re: Dynamic Lighting

Postby Frostified » Fri Aug 03, 2012 2:38 pm

Fluttershy wrote:Thats the thing, on gen maps and such tunnels can get annoyingly dark, this suggestion would make ALL tunnels, ALL buildings needlessly darker, thatd be fucking annoying.


Yeah, I remember how someone made a thread like this and you put up a neat little diagram on how the lighting would get mucked up.
So I agree with Fluttershy on this one.
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Re: Dynamic Lighting

Postby ThisFrickinSite » Sun Aug 05, 2012 5:59 am

i would deeply enjoy if light couldnt go through 10 or so layers of blocks before its blocked out. the real problem with the current engine is that it only calculates shadows, and the way that shadows work with this engine is that they accumulate based on how many blocks there are in between the "light source" and the ground (really just other blocks that add the the shadow, as well as display it) and width. makes for lighting that goes through walls. So for the normal client, this is unfixable (i think, unless the engine is open source).

Or at least thats what it looks like is happening in game. i may be wrong.
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