View Full Version : Miscellaneous: Kedge is too bright
Ropethunder
08-02-2010, 11:34 AM
Kedge is as bright as daylight. I never went there in classic but according to this screenshot it should be a lot darker. It would make sense considering it's underground.
http://www.eqlunareclipse.com/images/gunthor/kedgekeep2.JPG
guineapig
08-02-2010, 12:18 PM
The brightness you see depends on a ton of things. What race took the screen-shot? What gear was he wearing/holding? What was his gamma set to?
girth
08-02-2010, 12:24 PM
I would go so far as to say the newer client handles lighting differently. On live, I remember having to go all the way back to Halas to buy a torch because I could not make it through the darkness in the tunnel to BB.
mmiles8
08-02-2010, 01:00 PM
I would go so far as to say the newer client handles lighting differently. On live, I remember having to go all the way back to Halas to buy a torch because I could not make it through the darkness in the tunnel to BB.
That's because there are torches in the tunnel that weren't there in classic.
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000147.gif
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000146.gif
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000144.gif
mmiles8
08-02-2010, 01:02 PM
Compare this screenshot to the one above. I emulated it as best I could.
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000142.jpg
Also, if you compare this screenshot from before the warping started happening in Kedge to the one that I just took, you'll see that there were previously shading and lighting differences based on the structures and terrain. Now there are not. Pay particular attention to the wall around the corner on the far left edge of both screenshots.
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000072.jpg
vs
http://i440.photobucket.com/albums/qq121/mmiles01/EQ000143.jpg
So it would appear that since the update last month, both mobs and lighting are passing through the walls as if they didn't exist. Maybe this will help the devs. I don't know.
VictoryARC
08-02-2010, 01:14 PM
As a DE on live I could barely see into Phinny's room. On p99 as a troll everything is illuminated. Just my observation.
guineapig
08-02-2010, 02:49 PM
Maybe turning shadows on will help in figuring out where the light is being emited from?
I don't use shadows myself so no idea.
girth
08-02-2010, 04:06 PM
That's because there are torches in the tunnel that weren't there in classic.
This is a post taken from Allakhazam, obviously showing that it was still pitch black in between the torches.
Blind in the Dark in the tunnel to Blackburrow
Posted: 2002-08-11 19:40:26 | IP: Logged | Reply to this | Follow
Macnair
Sage
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58 posts
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For barbarians and all other humans who can't see in the dark: when you're on a corpse run with no light source, how do you find your way through that pitch black tunnel?
From the top, it's easy.
1. Walk toward the first torch.
2. Walk past the torch.
3. Turn around and walk backwards away from the torch.
4. At some point your back starts to slide along the curve of a wall, and eventually you are around a corner and cannot see that torch any longer.
5. Now turn around. You'll see another torch. Walk toward that torch.
6. Repeat steps 2 through 5 seven times.
7. After the seventh torch fades around the corner, you are at the Blackburrow zone: turn 90 degrees to your left, and zone in.
Going up from Blackburrow is a little trickier, because you can't see the first torch when you zone in. But simply go forward just a little, turn to your left, and you will see it. Follow the same procedure as above, and you will come out into the snow
Care to try again? Lighting is different, there is even another thread about this somewhere on here where doacleric mentions some of it was content changes, some of it was client changes, and some of it is due to newer technologies.
dali_lb
08-05-2010, 08:45 AM
That is pretty logic.
We are using a client from what 2006 ? (titanium)
The old game engine didn't have advanced lightning as it was designed uppon 3ds drivers (Woodoo cards). Advanced TnL came with the first Nvidia TNT or TNT2 cards and was a DX7 feature and went in around Velius time
And yes. It really was that bad as the post from Alla about tunnel to BB ...
Barbs and humies were tottaly blind without a torch, and even with a torch you could just barely see in a 10-20 feet radius.
If you absolutely want to try emulate this go into advanced graphics setup, and turn everything with lightning, shadows and shader effects off.
You may even have to look in eg. your Nvidia Control Panel (Windows) and see if its set to enhance your eqgame.exe 's performance.
mmiles8
08-05-2010, 11:37 AM
Care to try again?
Not particularly. This is the bug forum. Folks who post here do so with the intent of solving bugs, not getting into a juvenile pissing match with someone who has lost their way from Rants and Flames.
Moving along.
@Dali
Go back and read my post carefully. Compare the two screenshots from this server.
I wasn't using a voodoo 3, a different client, and different drivers a month ago.
This has less to do with the visual end result and more to do with the physics involved with walls, and the possibility that the lighting may be a symptom of the same mob issues in kedge which have recently surfaced.
girth
08-05-2010, 10:41 PM
Not particularly. This is the bug forum. Folks who post here do so with the intent of solving bugs, not getting into a juvenile pissing match with someone who has lost their way from Rants and Flames.
Then don't spread misinformation while trying to correct me. Just saying...
dali_lb
08-06-2010, 05:28 AM
To mmiles8:
I could be wrong, but the fact that there isn't any pathing file for Kedge making mobs agro thru walls, shouldn't have anything to do with the graphics, like walls and mobs.
Mobs normally don't emit light, unless they are set to wield some special equipment with a lightsource.
Tho, EQ engine has always been a bit aparte, graphics wise, so I don't say that lights from eg torches or other light sources can't "slip" thru a wall, but I can't believe it has anything to do with recent pathing issues.
And theoretically, you use the exact same zonefiles with the game client on p99 today as you did a month ago, or as on live server.
I'm not into details about EQemu coding, but if i understand it right, info about how you see the graphics of the game including lighting and shadows is, the client reads the zone files and the ini files for lighting and shadows, wich is purely saved locally on the client pc, and these files are very rarely modified, unless you need to disable eg rewamped zones like nek.
This is 99.95 % sure an issue with your Windows/graphics settings + EQ graphics settings
Reiker
08-08-2010, 12:06 PM
I think I've been hilariously accused of every type of hacking imaginable on P99. One of these was that I was using a hack to make Kedge look clearer when I posted the Transcendence video. "You shouldn't have been able to see us exploiting! Cheater!" That one was especially entertaining.
But yeah, lots of places in EQ were a lot darker than they are now, especially Kedge, and especially on emu. Armor tints aren't even the same, everything looks bright and washed out. Compare the P99 pinkish looking Ethereal Mist armor to the classic regal purple tint.
Part of it is the client. Everyone can see better; humans especially aren't nearly as blind. I believe the clipping plane is also much larger, destroying the "dark, murky water" affect in Kedge. But that doesn't really explain the armor tint thing. I haven't played on live in awhile, but when I did I definitely didn't remember the weak looking armor dye. I assume it's all related (relation: it's emu) and nothing that can be done.
guineapig
08-08-2010, 01:18 PM
One thing I have noticed is that EQ is much brighter in Windowed mode. Often if you are switching back and forth you will notice the game get much darker, and the colors do indeed seem different then. Maybe somehow related???
doacleric
08-08-2010, 06:02 PM
Yes, its true - lighting is handled much differently in the current client than it was back in the classic ones. However, what you are describing with the lighting in kedge is a totally different animal I believe.
I will look into it and try to fix it, if possible. The problem right now is I don't know if we know the correct data inside the packets to correctly change underwater fog color. However, if Kedge is handled as an indoor/dungeon area, instead of an underwater area, then the fix should be easy. I'll look into it soon.
mmiles8
08-08-2010, 07:39 PM
Cool, was just throwing it out there on the off chance it might be related. Thanks.
fwaits
08-08-2010, 09:18 PM
One thing I have noticed is that EQ is much brighter in Windowed mode. Often if you are switching back and forth you will notice the game get much darker, and the colors do indeed seem different then. Maybe somehow related???
Windowed mode uses your desktop gamma, which in general is brighter by default. Even in full screen mode things are brighter than they were in the original.
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