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BlankDiploma
10-14-2019, 08:02 PM
Hi all,

The Classic Nighttime lighting rework is going live with the next patch. This thread will serve as the main place for feedback and bug reports.


What is changing?


Advanced Lighting will be forced on for all clients.
Nighttime and unlit indoor zones will be dramatically darker for races without Infravision and Ultravision.
Ultravision will have a significantly stronger blue tint in dark areas.
The intensity of dynamic light sources has been reduced due to player feedback. (EC tunnel is still very bright when crowded, but should be less like staring into the sun.)
Stars have been removed from all night skies.
Day/night cycles have been restored to foggy outdoor zones.


What is the intent behind these changes?

The restoration of "extreme darkness" as a significant game mechanic, as it was in classic Everquest. Any race without access to Infra or Ultra-vision should find it difficult (or impossible) to navigate dark areas without the aid of a light source.


What kind of feedback is useful?

The p1999 team is mostly looking for quantitative feedback. We understand that forcing Advanced Lighting on will be an unpopular decision with a minority of players, but we believe that the advantages (truly dark nights) outweigh the disadvantages (some people think it looks kinda poopy.)

Examples of good feedback:

Lighting appears glitchy in <area> as <race> with <equipped item>.
My framerate tanks in <some circumstance>.
Ultravision functions improperly in <zone>.


Examples of feedback that is unlikely to change anybody's mind:

I hate advanced lighting! It sucks!
Advanced lighting isn't classic!
It's too dark in Toxxulia and I don't like it!


Please note that feedback about crappy framerates has been heard loud and clear and we are actively working on a resolution. It is not expected that people should have to suffer poor performance due to this change. However, users with exceptionally old hardware may be beyond our ability to help.

Thank you in advance for helping test on the Green beta server! The more eyes we can get on this, the quicker we can address issues that crop up.

Wenai
10-14-2019, 08:18 PM
https://i.imgur.com/NOECI0s.gif
I wear sunglasses at night.

Tyronius of Midnight
10-14-2019, 08:18 PM
This is kew.

Deathrydar
10-14-2019, 08:20 PM
Classic didn't have stars in the sky? Why don't I remember that? Feels like I have been looking at stars in that sky since I could remember.

But, I don't remember too well.

BlankDiploma
10-14-2019, 08:23 PM
Classic didn't have stars in the sky? Why don't I remember that? Feels like I have been looking at stars in that sky since I could remember.

But, I don't remember too well.

According to Telin, stars are not classic, so I disabled them at his request.

The bigger reason they are being removed is a complex problem related to the day/night cycle and foggy zones. Basically, stars are incompatible with having the time of day actually change in Everfrost, Toxx, Nektulos, Gfay, etc, and so we would be removing them even if they were classic.

Deathrydar
10-14-2019, 08:23 PM
According to Telin, stars are not classic, so I disabled them at his request.

The bigger reason they are being removed is a complex problem related to the day/night cycle and foggy zones. Basically, stars are incompatible with having the time of day actually change in Everfrost, Toxx, Nektulos, Gfay, etc, and so we would be removing them even if they were classic.

Cool. Whatever works man. :)

Telin
10-14-2019, 08:34 PM
Classic didn't have stars in the sky? Why don't I remember that? Feels like I have been looking at stars in that sky since I could remember.

But, I don't remember too well.

They didn’t come until Omens of War expansion with the “enhanced” sky, particles, weather, and lighting effects.

bubur
10-14-2019, 08:35 PM
those hi-rez asteriks stars def not in my memory, fully support

Danth
10-14-2019, 08:38 PM
Were you able to eliminate the quirk where adjusting far-clip plane was causing the light sources' effective radius to change?

Danth

Chortles Snort|eS
10-14-2019, 08:39 PM
YAY!!!

BlankDiploma
10-14-2019, 08:39 PM
Were you able to eliminate the quirk where adjusting far-clip plane was causing the light sources' effective radius to change?

Danth

Haven't looked into this yet. It's a known issue, but not one that we felt was worth delaying the rollout.

Jeni
10-14-2019, 09:11 PM
Is this what everyone is seeing in Tox?

https://imgur.com/OkLa8qj

Tyronius of Midnight
10-14-2019, 09:13 PM
Will the gamma slider eventually be disabled? 100% gamma makes it look like fortnite. ~:-)

Jeni
10-14-2019, 09:13 PM
https://i.imgur.com/OkLa8qj.jpg

Wenai
10-14-2019, 09:16 PM
I am not sure if anyone is having the same issues I am or not. I am a human bard in Qeynos. I ran into a dark corner. On the left is with a torch equipped, on the right is with the torch unequipped (on my cursor). The ambient light around me in both pictures is identical, which I don't think would be expected.

Let me know if you need any more details.

BlankDiploma
10-14-2019, 09:52 PM
Is this what everyone is seeing in Tox?

https://imgur.com/OkLa8qj

Some sky files were missing from this patch and will be included in the next one. Toxx should be pitch black at night and that blue tint is not intended.

BlankDiploma
10-14-2019, 09:53 PM
I am not sure if anyone is having the same issues I am or not. I am a human bard in Qeynos. I ran into a dark corner. On the left is with a torch equipped, on the right is with the torch unequipped (on my cursor). The ambient light around me in both pictures is identical, which I don't think would be expected.

Let me know if you need any more details.

Where were you standing in Qeynos? I'll take a look. That does indeed look like a bug.

Wenai
10-14-2019, 09:55 PM
Where were you standing in Qeynos? I'll take a look. That does indeed look like a bug.
If you are standing, looking at the front gates. I went in the cubby to the left. Unfortunately not able to get a /loc right now.

BlankDiploma
10-14-2019, 09:58 PM
Will the gamma slider eventually be disabled? 100% gamma makes it look like fortnite. ~:-)

Gamma can't be disabled, because it's an OS-level setting. Removing the slider won't stop people from doing it.

However, people who expect high gamma to allow a human to see at night may be disappointed. :cool:

BlankDiploma
10-14-2019, 10:05 PM
If you are standing, looking at the front gates. I went in the cubby to the left. Unfortunately not able to get a /loc right now.

I just tested that same area on green beta with a fresh human character and my starting candle. Everything works the way I expect it to. Are you using /dyn off, or toggling advanced lighting in the options?

That spot will never be fully dark due to the light bouncing from the city lamps behind you, but my personal light source certainly illuminates it like I expect.

Fammaden
10-14-2019, 10:06 PM
I am not sure if anyone is having the same issues I am or not. I am a human bard in Qeynos. I ran into a dark corner. On the left is with a torch equipped, on the right is with the torch unequipped (on my cursor). The ambient light around me in both pictures is identical, which I don't think would be expected.

Let me know if you need any more details.

I noticed the same thing, and I don't remember that ambient lighting existing back in the era. I played an erudite as my main/first character and those spots in Qeynos were brutal, just pitch black.

Gandite
10-14-2019, 10:08 PM
I am in WK and it is fuckin DARK.

Nice work lads.

BlankDiploma
10-14-2019, 10:12 PM
I noticed the same thing, and I don't remember that ambient lighting existing back in the era. I played an erudite as my main/first character and those spots in Qeynos were brutal, just pitch black.

Unfortunately, there is some baked lighting in city areas that we won't really be able to do much about. Qeynos, in particular has some VERY bright lanterns and the titanium client plays pretty fast and loose with the way illumination bleeds around corners.

It was more of a priority for us to get wilderness areas and caves/dungeons properly dark rather than have little nooks and crannies in some cities be 100% perfect.

Fammaden
10-14-2019, 10:18 PM
Unfortunately, there is some baked lighting in city areas that we won't really be able to do much about. Qeynos, in particular has some VERY bright lanterns and the titanium client plays pretty fast and loose with the way illumination bleeds around corners.

It was more of a priority for us to get wilderness areas and caves/dungeons properly dark rather than have little nooks and crannies in some cities be 100% perfect.

Understood, its definitely closer.

akagami
10-14-2019, 10:25 PM
It was pretty dark even on a gnome. Running on a Mac so it’s working there too.

My only complaint is that it’s pretty hard to see where to click the spell gems exactly.

lowner411
10-14-2019, 10:41 PM
The Barbarians holding candles have a white glow around them, even the corpses. Is this as intended?

BlankDiploma
10-14-2019, 10:55 PM
The Barbarians holding candles have a white glow around them, even the corpses. Is this as intended?

We're going to look into fixing the glowing corpses issue. It seems to also be blowing out the dynamic light budget in some crowded areas, causing flickering.

dekova
10-14-2019, 11:55 PM
First off. AMAZING WORK. I created a human ranger in Surefall and the tunnel was as dark as I remembered.

I also tested a Dark Elf in Neriak. Looks like some areas are still showing much darker than I would expect with ultravision.

This is across from House of D'Abth in Neriak Commons. LOC -25, -1140.
https://ibb.co/KspdjbS

Axlrose
10-15-2019, 12:10 AM
I thought the early version of the game had some corny looking planets and stars in the sky, appearing quite out of place, only to be replaced with the stars we currently have? If there is a choice between having a ringed planet large enough to appear "as is" verses nothing, then I will take nothing (though I rather keep the current stars at least on Blue - adds character).

BlankDiploma
10-15-2019, 12:14 AM
First off. AMAZING WORK. I created a human ranger in Surefall and the tunnel was as dark as I remembered.

I also tested a Dark Elf in Neriak. Looks like some areas are still showing much darker than I would expect with ultravision.

This is across from House of D'Abth in Neriak Commons. LOC -25, -1140.
https://ibb.co/KspdjbS

Thank you for the report, I'll take a look.

Irfzero
10-15-2019, 12:22 AM
Halfling at the zone in of unrest and it is pitch black at the zone in section at the tunnel. cant really see my way through the first 1/3 of the tunnel.

BlankDiploma
10-15-2019, 12:25 AM
Thanks for the infra/ultravision reports, I've identified an issue that was making some indoor areas darker than intended. I should be able to fix this for the next patch.

Danth
10-15-2019, 12:31 AM
Infravision does not appear fully implemented. It is not turning mobs red.

EDIT: rain is making it easier to see in the dark instead of harder. I suspect its because the rain 'fog' is a light grey. might not be correctable within client limitations without messing up daytime rain?

Danth

BlankDiploma
10-15-2019, 12:53 AM
Infravision does not appear fully implemented. It is not turning mobs red.

EDIT: rain is making it easier to see in the dark instead of harder. I suspect its because the rain 'fog' is a light grey. might not be correctable within client limitations without messing up daytime rain?

Danth

This may be related to the sky issues Telin will be fixing with the next patch.

Infravision's red tint is unfortunate a stretch goal because of the way the Titanium client operates. For some reason, ultravision still contains the necessary data whereas Infravision does not.

Enme
10-15-2019, 02:30 AM
LOL first Evil Eye loaded up with goodies! Thanks for the lootz! Would trade it all for the manastone.

Harms 37 Erudite Mage

Trollhide
10-15-2019, 02:34 AM
Infravision does not appear fully implemented. It is not turning mobs red.

EDIT: rain is making it easier to see in the dark instead of harder. I suspect its because the rain 'fog' is a light grey. might not be correctable within client limitations without messing up daytime rain?

Danth
wtf is this infravision turning mobs red / ultravision turning mobs blue crap I keep hearing about? This never happened in classic

Izmael
10-15-2019, 04:15 AM
I played an infravision (dwarf) character back then and nothing ever turned the mobs red (or any other color).

Izmael
10-15-2019, 04:34 AM
I suppose you're already aware of the issue making the screenshots a bit glitchy. This should probably be addressed by the way, I think? Being Making proper screenshots is a quite important part of EQ!

Here's my outside Qeynos Gates:
https://i.imgur.com/Jz2qRxM.png

Overall, in game, the darkness looks great. Couple remarks:
- I don't remember the light sources being so "patchy". You can see in my SS that there are strong light patches around corpses and bugs. They should light up but not as radically as it is now.
- The light from candles, torches, etc (bugs too?) should be SLOWLY PULSATING I think. With pulse cycles of a few seconds. Not sure this is implementable with Titanium as it is.

Overall, GREAT JOB and keep it up!

Dolalin
10-15-2019, 04:40 AM
Change your screenshot export format to PNG/JPG and this will go away I bet.

Danth
10-15-2019, 05:06 AM
I played an infravision (dwarf) character back then and nothing ever turned the mobs red (or any other color).

Dwarves had and still have ultravision, not infravision.

Examples of the effect in question from period-sourced shots (off the wayback machine/allakhazam):

Mblake81
10-15-2019, 05:16 AM
I played an infravision (dwarf) character back then and nothing ever turned the mobs red (or any other color).

Its not a bright red. Its a reddish orange tint. And it most certainly was there for infravision. Here are some examples: from this classic guild site: Council Guild
(http://familletaussig.org/~rulnak/Pictures/Council/page/CouncilPictures.html)

https://i.imgur.com/loVot6R.jpg

https://i.imgur.com/pGey55z.jpg

https://i.imgur.com/FeTbcGe.jpg

https://i.imgur.com/XvzafMi.jpg

Ogre vision at night
https://i.imgur.com/c9xKmXD.gif



https://i.imgur.com/pym5OIO.jpg

https://i.imgur.com/K3QyxFU.jpg

Deathrydar
10-15-2019, 05:21 AM
The only race that had ultravision were dark elves. All others had infravision, with the exception of Barbarian, Human and Erudite which had nothing.

Izmael
10-15-2019, 05:32 AM
Dwarves had infravision on live and have infravision here. As a racial trait, only DEs have ultravision (which gives everything a blueish tint indeed).

That reddish tint is news to me but hey, it's been 20 years.

Sinistria
10-15-2019, 05:43 AM
I remember myself playing the first character on solusek Ro for a few days until i went over to Vallon Zek:

It was a high elf and it was pretty dark everywhere, i had a hard time to find anything and other player looked a bit red.

So it seems as it is like classic was.

My next char was a DE and that was complete different.

I will make a human later, just to have a look how dark it is.

Izmael
10-15-2019, 05:49 AM
Change your screenshot export format to PNG/JPG and this will go away I bet.

And how do you do that? Some eqclient.ini option?

Danth
10-15-2019, 06:21 AM
Dwarves had infravision on live and have infravision here. As a racial trait, only DEs have ultravision (which gives everything a blueish tint indeed).

That reddish tint is news to me but hey, it's been 20 years.

Thanks for the correction about Dwaves...that's one thing my brain doesn't want to accept, like the lack of halfling rangers. Infravision definitely made stuff red; it's possible you spent a lot of your time wearing some kind of vision item that overrode it. At any rate we're both displaying faulty memories so that's why the research/etc is done publicly....hive mind is best for this type of thing.

Danth

Danth
10-15-2019, 06:35 AM
On a different tack, is the extremely rapid cutoff around walls/etc intended? I'm not familiar with the limitations of the lighting/shaders you're working with, but it quite abruptly fades from light to flat black. Here's an example of what I mean. This is with a standard Lightstone providing light.

Deathrydar
10-15-2019, 06:36 AM
On a different tack, is the extremely rapid cutoff around walls/etc intended? I'm not familiar with the limitations of the lighting/shaders you're working with, but it quite abruptly fades from light to flat black. Here's an example of what I mean. This is with a standard Lightstone providing light.

Does....does that WHO button work, Danth????

Mblake81
10-15-2019, 07:02 AM
Dwarves had infravision on live and have infravision here. As a racial trait, only DEs have ultravision (which gives everything a blueish tint indeed).

That reddish tint is news to me but hey, it's been 20 years.

Correct, DE are the only race with Ultra. It's hard to find in era screenshots of it. There are some though..

https://i.imgur.com/LpFgIop.jpg

https://i.imgur.com/ox6HDd6.jpg

https://i.imgur.com/U6RqUv0.jpg

https://i.imgur.com/T5aWyrJ.jpg

https://i.imgur.com/0InChRB.jpg

https://i.imgur.com/6hSLK3R.jpg

And for comparison, it's getting dark through the eyes of a Barbarian.

https://i.imgur.com/MkZE0L9.jpg

skorge
10-15-2019, 07:19 AM
Just downloaded and started playing. Started in Oggok, it was fine. When I zoned into Ferrott, it appeared brighter, but then when i opened options it went back to being darker again.

Secondly, as soon as I zoned into Ferrott, the world was not as green anymore, it was desaturated (the ground appeared and looked as if you were walking on the moon...gray).

I will keep playing to test.

https://joelrozier.com/wp-content/uploads/2019/10/ferrott.jpg

Update. Innothule Swamp appears the same...very grayed out in appearance for me. No greenish colors popping out. Not sure if it's just me or what.

Update 2: I found the issue. If there is not a light source near the textures, they all appear to be desaturated or grayed out in color (at least in these zones). I am attaching an image that shows this. You can see the colors on the ground with light source near it.

https://joelrozier.com/wp-content/uploads/2019/10/innothule.jpg

Hmmm.

Sinistria
10-15-2019, 07:25 AM
These are the things that made EQ classic so much fun.
It was different, not made just to rush through, it was experiencing a world.
To feel like it would be hanging aorund in a fantasy world.

like in oldschool pen&paper games:
If you entered a cave or a dungeon or even at night and you had not written down a torch on you document gamemaster said:

bad for you, roll an orientation please...

oh, missed it?
You can't see you camp anymore, you don't hear your friends.
Just... was it... was it a growling? somewhere?

I am so excited. I hope i will be able to take as much time to play as i want.

skorge
10-15-2019, 07:34 AM
These are the things that made EQ classic so much fun.
It was different, not made just to rush through, it was experiencing a world.
To feel like it would be hanging aorund in a fantasy world.

like in oldschool pen&paper games:
If you entered a cave or a dungeon or even at night and you had not written down a torch on you document gamemaster said:

bad for you, roll an orientation please...

oh, missed it?
You can't see you camp anymore, you don't hear your friends.
Just... was it... was it a growling? somewhere?

I am so excited. I hope i will be able to take as much time to play as i want.

/nods only it seems like they have a lot of work to do to get it right...beta needs to be pushed back.

Mblake81
10-15-2019, 07:44 AM
These are the things that made EQ classic so much fun.
It was different, not made just to rush through, it was experiencing a world.
To feel like it would be hanging aorund in a fantasy world.

Yes.

https://i.imgur.com/4eGRIfs.jpg

Seungkyu
10-15-2019, 08:27 AM
I'm a Barbarian walking to Blackburrow from Everfrost using a Candle. Can confirm, I'm blind as a bat.
https://ibb.co/3zR1hj2

Sinistria
10-15-2019, 08:42 AM
I'm a Barbarian walking to Blackburrow from Everfrost using a Candle. Can confirm, I'm blind as a bat.
https://ibb.co/3zR1hj2

Use your ultra sonic skills then :D

Seungkyu
10-15-2019, 09:09 AM
Use your ultra sonic skills then :D

Haha, I ended up dying.

I've got to say the Barbarian corpses look beautiful, as their candle burns within the snowy peaks of Everfrost.

https://ibb.co/X3wsRf8

Mblake81
10-15-2019, 09:11 AM
Does anyone remember there being at least one other vision mode that tinted the screen, something with one of the ranger spells perhaps, a greenish tint? Note: Some of the visions were mentioned in the spell text in game (https://wiki.project1999.com/Serpent_Sight). Ultravision your eyes glow violet. Ranger spell Eyes of the Cat has your eyes glow green. I have a very vague memory of this in the Overthere zone with a group. My ranger was Human so I used the spell to see.

Eyes of the Cat (https://wiki.project1999.com/Eyes_of_the_Cat)

Infuses your eyes with the vision of a cat, allowing you to see more clearly in the dark for 27.0 mins. This is similar to Serpent Sight except being self-only.

Cast on You: Your vision shifts.
Cast on Other: Someone 's eyes glow green.
Wears Off: Your vision returns to normal.

Where there any others?

Deathrydar
10-15-2019, 09:14 AM
Cast on You: Your vision shifts.
Cast on Other: Someone 's eyes glow green.
Wears Off: Your vision returns to normal.

Where there any others?

This is the text that shows when I used Deadeye (Necro spell that casts infravision and see invis)

Mblake81
10-15-2019, 09:18 AM
This is the text that shows when I used Deadeye (Necro spell that casts infravision and see invis)

This one? (https://wiki.project1999.com/Deadeye)

Allows your eyes the vision of the dead, providing night vision and the ability to see invisible creatures. This is similar to See Invisible and Serpent Sight except it is self-only.

Someone 's eyes glow red.

Deathrydar
10-15-2019, 09:22 AM
This one? (https://wiki.project1999.com/Deadeye)

Allows your eyes the vision of the dead, providing night vision and the ability to see invisible creatures. This is similar to See Invisible and Serpent Sight except it is self-only.

Someone 's eyes glow red.
Nvm. Okay thanks!

Mblake81
10-15-2019, 09:44 AM
It's hard enough to find good Ultravision screenshots that came with a popular race in the original game. Eyes of the Cat would be next to impossible to find some original shots of, only useful for humans since wood/half elf rangers had infravision and wouldn't need the spell.

Veeshan31
10-15-2019, 09:54 AM
Guys what are some good night vision items to shoot for as a human monk? I see glowing stone band drops in sol A and had serpent sight. Are there any other items off lower level mobs?

kip17
10-15-2019, 10:24 AM
I would swear before the dark patch that my light source (fire beetle eye on human) had different intensity in offhand vs main inventory slot. Now it doesn't seem to matter.

Mblake81
10-15-2019, 10:34 AM
Guys what are some good night vision items to shoot for as a human monk? I see glowing stone band drops in sol A and had serpent sight. Are there any other items off lower level mobs?

No, vision items were not simply there for convenience. Humans, barbs and erudites were meant to be blind. Human rangers were until level 30. You had to have help from spellcasters either summoning items or using spells. This isn't practice on P99 because we have had broken Titanium vision forever.

Glowing Stone Band (https://wiki.project1999.com/Glowing_Stone_Band)
Pearl Mask (https://wiki.project1999.com/Pearlescent_Mask)
Tranix Crown (https://wiki.project1999.com/Crown_of_King_Tranix)

Summoned: Coldstone (https://wiki.project1999.com/Summoned:_Coldstone)
Summoned: Shard of the Core (https://wiki.project1999.com/Summoned:_Shard_of_the_Core)

Vision enhancement items were special (as you don't have to rely on others). Don't think Monks ever get an Ultravision item in original era iirc. Spellcasters got vision enchancement spells, making them powerful in early levels in this regard. They also had to meditate with their spell books open until 35.

Nlaar
10-15-2019, 10:45 AM
Leonard Cohen - You Want It Darker (https://www.youtube.com/watch?v=m1avQWtV-DY)

Can't help but think this song is on repeat while y'all work on this.

workbench
10-15-2019, 10:49 AM
This is awesome. I remember playing back in the day and feeling really immersed because it was hard to see where to go. Loving this change... keep them coming!!

Gustoo
10-15-2019, 10:57 AM
Human monk should get a fire beetle eye, a lightstone, then a greater lightstone.

Then items with vision enhancing effects.

Even with good vision, light sources make it better. Just like real life.

Gustoo
10-15-2019, 11:02 AM
Lots of weapons and armor also serve as light sources.

omgmo
10-15-2019, 11:06 AM
You don't have to actually equip the Greater Lightstone, just keep it in one of your 8 base inventory slots (but not inside of a bag), meaning max 7 bags because 1 slot goes to Greater Lightstone.

Gustoo
10-15-2019, 11:08 AM
Look at any classic screenshot from a non dragon killer and I guarantee your gonna find a GLS

Jimjam
10-15-2019, 11:17 AM
I just want to mention light source items aren't just about you being able to see things; it helps other people see your location. Much easier to see a group mate's location in the dark when they are illuminated.

Palemoon
10-15-2019, 11:23 AM
I just want to mention light source items aren't just about you being able to see things; it helps other people see your location. Much easier to see a group mate's location in the dark when they are illuminated.

And on that note, on red we would intentionally hide our light sources because it was easier to be located or spotted while sneaking up on people.

Mblake81
10-15-2019, 11:58 AM
And on that note, on red we would intentionally hide our light sources because it was easier to be located or spotted while sneaking up on people.

I never played red but that thought had occurred to me once before. I do remember the glow being an aid to help find people in the dark, would make best sense on a PVP server to never have one so you can avoid detection. IIRC it even glowed when you were invisible or rogue sneak/hiding. In PVE you could tell where someone was, just look for the moving glow.

Verityn
10-15-2019, 12:29 PM
Back in the day being so dark I would run along the zone edge in pretty much every zone. There usually wasn't any spawns on the far edges so it was a safer albeit longer route to take.

soronil
10-15-2019, 12:38 PM
First off: Great job

Second off: East Karana + Erudite is bugged. Light sources seem to have no effect. Vision enhancers work.

I have an erudite mage.
First image is no items equipped
Second image is summoned:heatstone ( infravision necklace ) equipped. It has same effect in offhand or neck.
Third image is heatstone off, Great Lightstone equipped in secondary. My candle is the same

Nirgon
10-15-2019, 12:45 PM
It's hard enough to find good Ultravision screenshots that came with a popular race in the original game. Eyes of the Cat would be next to impossible to find some original shots of, only useful for humans since wood/half elf rangers had infravision and wouldn't need the spell.

Troll vision in swamp shows up on flowers of happiness stories

Might have vision from his dark elf necro buddy too

Edit - nah nvm not what I'm looking for


Gonna take a human to Nektulos for the real real test :)

Sinistria
10-15-2019, 01:20 PM
Looks fantastic, great job!

Glasken
10-15-2019, 01:27 PM
Dwarves had and still have ultravision, not infravision.

Examples of the effect in question from period-sourced shots (off the wayback machine/allakhazam):

A reddish tint for all colors with infravision, blue or violet for ultravision.

The tint is classic. However you wont get mobs or items turning completely "red" or "blue" as the original question suggests.

BlankDiploma
10-15-2019, 01:47 PM
Just downloaded and started playing. Started in Oggok, it was fine. When I zoned into Ferrott, it appeared brighter, but then when i opened options it went back to being darker again.

Secondly, as soon as I zoned into Ferrott, the world was not as green anymore, it was desaturated (the ground appeared and looked as if you were walking on the moon...gray).

I will keep playing to test.

https://joelrozier.com/wp-content/uploads/2019/10/ferrott.jpg

Update. Innothule Swamp appears the same...very grayed out in appearance for me. No greenish colors popping out. Not sure if it's just me or what.

Update 2: I found the issue. If there is not a light source near the textures, they all appear to be desaturated or grayed out in color (at least in these zones). I am attaching an image that shows this. You can see the colors on the ground with light source near it.

https://joelrozier.com/wp-content/uploads/2019/10/innothule.jpg

Hmmm.

This is a known issue related to bugged skyfiles and SHOULD be corrected in the next patch.

Jibartik
10-15-2019, 01:55 PM
Man I have spent a lot of time this month on blue in the qeynos noobie yards and the lanterns did not even affect the ground, this change has made the game SO MUCH MORE beautiful this is quite a view:

https://i.imgur.com/ftf3rPO.gif

BlankDiploma
10-15-2019, 01:56 PM
I was going to edit the OP, but I can't, so I'll just post this here.

Thanks for the reports, everybody! Here's the current state of things:

Known issues we intend to fix:

Clip plane settings affect light radius. (Low priority)
Dynamic lights can cause FPS loss. (High priority)
Corpses show dynamic lights.
Nighttime rain makes it easier to see.
Dynamic lights can flicker in very crowded areas. (Removal of corpse lights will help)
Infra/Ultravision are much too dark in certain indoor areas. (Already fixed locally)
Skies and ambient lighting are messed up in several zones, notably Feerott, Toxxulia and Nektulos. (Already fixed locally)


Would love to fix, but probably can't:


Baked environment lighting in some city zones is stronger than intended.
Infravision red tint on mobs. (Ultravision works fine.)

BlankDiploma
10-15-2019, 02:40 PM
First off: Great job

Second off: East Karana + Erudite is bugged. Light sources seem to have no effect. Vision enhancers work.

I have an erudite mage.
First image is no items equipped
Second image is summoned:heatstone ( infravision necklace ) equipped. It has same effect in offhand or neck.
Third image is heatstone off, Great Lightstone equipped in secondary. My candle is the same

There's an issue with dynamic lightsources being lost but in my experience it has been due to corpses blowing out the limit. Did this issue persist across the entire zone? What about through login/logout with the GLS already equipped?

Jibartik
10-15-2019, 02:46 PM
Great work blank, this is a like, real great direction I was reallyl bummed at the effects of lanterns on the environment screwing around in low level zones over the last few months on blue, and this is so much better than I expected its like, a whole new game, but in like a SUPER great way. Like I feel like its just what the almighty brad intended. Thanks for this!

soronil
10-15-2019, 02:48 PM
There's an issue with dynamic lightsources being lost but in my experience it has been due to corpses blowing out the limit. Did this issue persist across the entire zone? What about through login/logout with the GLS already equipped?

It was all zones...

I found out it was because before the patch i did /dyn off
which sets (i guess)
ShowDynamicLights=FALSE

The client hack you guys did to not allow "dyn" command means that i could not turn it back on in game. had to edit eqclient.ini.

Perhaps you guys should find a way to ACTUALLY force dynamic lighting to be on, instead of the current client hack that just prevents it from being changed.

BlankDiploma
10-15-2019, 02:51 PM
Great work blank, this is a like, real great direction I was reallyl bummed at the effects of lanterns on the environment screwing around in low level zones over the last few months on blue, and this is so much better than I expected its like, a whole new game, but in like a SUPER great way. Like I feel like its just what the almighty brad intended. Thanks for this!

:D

It was all zones...

I found out it was because before the patch i did /dyn off
which sets (i guess)
ShowDynamicLights=FALSE

The client hack you guys did to not allow "dyn" command means that i could not turn it back on in game. had to edit eqclient.ini.

Perhaps you guys should find a way to ACTUALLY force dynamic lighting to be on, instead of the current client hack that just prevents it from being changed.

OOPS

Thank you for the report! That certainly explains it. I will make sure this gets addressed.

(For the record, I was under the impression that /dyn off and turning off "advanced lighting" in the options were the same thing - apparently they are not. Advanced lighting is properly forced on but /dyn off was an oversight.)

Mblake81
10-15-2019, 03:33 PM
A reddish tint for all colors with infravision, blue or violet for ultravision.

The tint is classic. However you wont get mobs or items turning completely "red" or "blue" as the original question suggests.

I think Eyes of the Cat spell gave a greenish tint to things, I have no proof. Only a vague memory.

Man I have spent a lot of time this month on blue in the qeynos noobie yards and the lanterns did not even affect the ground, this change has made the game SO MUCH MORE beautiful this is quite a view:

https://i.imgur.com/ftf3rPO.gif

Nice! :)

Would love to fix, but probably can't:
[/SIZE]

Baked environment lighting in some city zones is stronger than intended.
Infravision red tint on mobs. (Ultravision works fine.)


Thanks for doing what you have already done. The vision is just something some of us remember. The titanium client can only do so much.

Deathrydar
10-15-2019, 03:39 PM
Why do those decaying skeletons look like the Luclin models??

Wenai
10-15-2019, 04:24 PM
I just tested that same area on green beta with a fresh human character and my starting candle. Everything works the way I expect it to. Are you using /dyn off, or toggling advanced lighting in the options?

That spot will never be fully dark due to the light bouncing from the city lamps behind you, but my personal light source certainly illuminates it like I expect.
My dynamic lighting may be off. Some people told me turning it off would make it possible to see in Kael a few weeks ago. I have no idea how to toggle advanced lighting. I don't see that in the options menu.

So I just logged into blue, turned on dynamic lighting, and then jumped back on green and that fixed my issues. :)

Question though, is there any reason to restrict people from being able to turn on/off dynamic lighting? It seems to me (in my limited experimentation) that it is all negative if it is off. :P

Does....does that WHO button work, Danth????
Yes it is functional.

Cillaz
10-15-2019, 05:59 PM
I made a human female Mage, when equipping the worn candle and later a fire Beetle eye, there was no change to the light source around me. It appears they weren't working as a light source?
I can provide screen shots later if needed.
Edit - this may be due to dynamic lighting being turned off, I will test later and report back

BlankDiploma
10-15-2019, 06:04 PM
I made a human female Mage, when equipping the worn candle and later a fire Beetle eye, there was no change to the light source around me. It appears they weren't working as a light source?
I can provide screen shots later if needed.

Have you previously disabled dynamic lighting via /dyn off? Several people have reported the same issue in this thread and that wound up being the problem.

Question though, is there any reason to restrict people from being able to turn on/off dynamic lighting? It seems to me (in my limited experimentation) that it is all negative if it is off. :P

I agree with you and I am going to bring this up with the devs. We THOUGHT it needed to be forced on because it would allow people to lock the time of day at noon and thus completely ignore night blindness, but that wound up not being true.

Danth
10-15-2019, 06:59 PM
Snow-type zones appear slightly over-done. Here's a picture on a Barbarian, no vision buffs, but with a Greater Lightstone in inventory, in the open in Great Divide (I'm using this on 'Blue' since it's apporpriate for the era, and it'll need to work for all 'green' zones anyway). Other similar snow-type zones often look similar to this, including Everfrost.

Danth

Deathrydar
10-15-2019, 07:05 PM
I love the darkness, but I don't believe the Freeport sewers were supposed to be THAT dark at night time! I remember running thru these things constantly with my SK back in 1999 and it was hard to see, but presently, it is literally impossible to navigate the sewers at night as a human.

You guys did a fantastic job making the game darker though. I was scared at night time out in the commons. And I'm not harping on ya! Don't change it if you don't want to, and if you can't, it is what it is. But those sewers are ridiculous!

Deathrydar
10-15-2019, 07:36 PM
To Add: It seems like only the sewers in WEST Freeport are too dark! The sewers in EAST Freeport seem to be dark, but at least a tad doable.

EDIT: I just purchased the spell Deadeye and even with that on, the West Freeport sewers are impossible to navigate....

BlankDiploma
10-15-2019, 07:42 PM
Snow-type zones appear slightly over-done. Here's a picture on a Barbarian, no vision buffs, but with a Greater Lightstone in inventory, in the open in Great Divide (I'm using this on 'Blue' since it's apporpriate for the era, and it'll need to work for all 'green' zones anyway). Other similar snow-type zones often look similar to this, including Everfrost.

Danth

I love the darkness, but I don't believe the Freeport sewers were supposed to be THAT dark at night time! I remember running thru these things constantly with my SK back in 1999 and it was hard to see, but presently, it is literally impossible to navigate the sewers at night as a human.

If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.

Chortles Snort|eS
10-15-2019, 07:55 PM
naked corpse ruNs R sumthiN ElsE!

Lupinefury
10-15-2019, 07:57 PM
Noticed some of the enclosed passages to/from main gate and SK/necro guild seem to have some coloration issues, particularly the last enclosed corridor you take towards SK guild from main gate, where the walls are blue/indigo, as opposed to the darker grey that other covered corridors are.

Deathrydar
10-15-2019, 08:05 PM
If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.

Unfortunately I will not have any screenshots from back then. I lost all of them on a rig that died on me. Anyway, I keep wishing it would stop raining in East Freeport so I can see if the reason that I can navigate the sewers there is due to the rain, or because there is something different than the West Freeport sewers, but there is a 100% difference.

When I cast Deadeye in the East Freeport Sewers, it changes how I see things. In West Freeport, however, no change when I cast it.

Aerron
10-15-2019, 08:31 PM
Twice now, I've zoned and lost 40% mana. I am a human cleric lvl 6. It happened zoning to EC and from WC to Befallen. When I immediately zoned back to WC from befallen, I got the mana back.

BlankDiploma
10-15-2019, 08:36 PM
Twice now, I've zoned and lost 40% mana. I am a human cleric lvl 6. It happened zoning to EC and from WC to Befallen. When I immediately zoned back to WC from befallen, I got the mana back.

Your report is noted, but this is a thread for bug reports related to the new lighting system.

Grumph
10-15-2019, 09:17 PM
Not sure if this is lighting related or not...

But I started getting these weird white streaking graphics glitches.

I think they started with patch 50d, but not sure since all those updates happened so fast I didn't keep track.

These white lines pop up sometimes and even without adjusting my view they will shift a little sometimes.

Never had this issue before <shrug>

Telin
10-15-2019, 09:32 PM
If you want to test the fix for zones that show a sky and should not, the attached files are meant to be merged with the current patch files in your resources folder.

Glasken
10-16-2019, 12:36 AM
I posted a new bug in the report forum because I am silly.

Some lighting issues in Neriak 3rd Gate: https://www.project1999.com/forums/showthread.php?t=336512

BlankDiploma
10-16-2019, 12:55 AM
I posted a new bug in the report forum because I am silly.

Some lighting issues in Neriak 3rd Gate: https://www.project1999.com/forums/showthread.php?t=336512

This was reported a bit earlier in the thread and I have a potential fix.

Can you please extract this archive into your titanium installation and see if it fixes the issue?

Seungkyu
10-16-2019, 07:01 AM
I played a Dark Elf SK on live classic, and it's too dark for Ultravision. I've never hit patches of darkness that I couldn't see past, and can confirm the Shadowknight/Necromancer guild is way too dark.

https://ibb.co/4Nz7RXs
https://ibb.co/Z8pjJK5

Deathrydar
10-16-2019, 07:06 AM
I played a Dark Elf SK on live classic, and it's too dark for Ultravision. I've never hit patches of darkness that I couldn't see past, and can confirm the Shadowknight/Necromancer guild is way too dark.

https://ibb.co/4Nz7RXs
https://ibb.co/Z8pjJK5

Please try using the zip file that BlankDiploma posted above your post to see if that fixes it. It is way too dark in some places but they are so close to making this classic darkness!!

soronil
10-16-2019, 07:50 AM
I played a Dark Elf SK on live classic, and it's too dark for Ultravision. I've never hit patches of darkness that I couldn't see past, and can confirm the Shadowknight/Necromancer guild is way too dark.

https://ibb.co/4Nz7RXs
https://ibb.co/Z8pjJK5

In addition to above fix, try to tweak gamma. It helps ultra/infravision a lot more than human vision.

Izmael
10-16-2019, 07:55 AM
Am I the only one to think that worn light sources should be pulsating?

Deathrydar
10-16-2019, 07:56 AM
Am I the only one to think that worn light sources should be pulsating?

Yes.

dekova
10-16-2019, 08:53 AM
Downloaded both sky and ultravision fix files. Note that some people may install the sky update incorrectly due to the extra directory level in the zip file.

Sky looks good in Oggok and Feerrott!

I see a huge difference in Neriak using ultravision. Here are before/after shots of the same area.
https://cdn1.imggmi.com/uploads/2019/10/16/b0e4be3be5c235adc2656d19f73f74cf-full.png
https://cdn1.imggmi.com/uploads/2019/10/16/a0d790966c578352c8a289dc5db3216d-full.png

I am still seeing an odd highlight on the ground at the clip plane.
https://cdn3.imggmi.com/uploads/2019/10/16/a6010aa1c87d7fbac9406a16b5a81167-full.png

Nice work, looking really good!

Edit: So apparently the img tag doesn't embed images? What's the trick?

Deathrydar
10-16-2019, 09:01 AM
Downloaded both sky and ultravision fix files. Note that some people may install the sky update incorrectly due to the extra directory level in the zip file.

Sky looks good in Oggok and Feerrott!

I see a huge difference in Neriak using ultravision. Here are before/after shots of the same area.
https://cdn1.imggmi.com/uploads/2019/10/16/b0e4be3be5c235adc2656d19f73f74cf-full.png
https://cdn1.imggmi.com/uploads/2019/10/16/a0d790966c578352c8a289dc5db3216d-full.png

Nice work, looking really good!

Edit: So apparently the img tag doesn't embed images? What's the trick?

Looks good!

Jimjam
10-16-2019, 10:10 AM
If you want to test the fix for zones that show a sky and should not, the attached files are meant to be merged with the current patch files in your resources folder.

If the back wall at pit of doom in halas is clipped then it shows sky instead of fog. Will try this.

Mblake81
10-16-2019, 10:13 AM
Am I the only one to think that worn light sources should be pulsating?

It was a slow one.

Yes.

No, he's not wrong. It was more of a slow fading flicker.

https://i.imgur.com/I6Wg1nn.gif

Izmael
10-16-2019, 10:17 AM
It was a slow one.

EXACTLY. Thanks! I thought I was going crazy...

It was a very slow flicker...with cycles of maybe 5 seconds or so.

Deathrydar
10-16-2019, 10:19 AM
EXACTLY. Thanks! I thought I was going crazy...

It was a very slow flicker...with cycles of maybe 5 seconds or so.

Sorry. I just don't remember that at all. Guess I am that old.

Mblake81
10-16-2019, 10:47 AM
Sorry. I just don't remember that at all. Guess I am that old.

It wasn't one static area of light. Torches, lanterns, Lightsource items such as Soulfire, lightstones etc all had a slow flicker fading in and out.

Note: I might be incorrect about Soulfire, it was a bright lightsource. I am not sure if it flickered or was a static thing. I would lean more towards it being a flickering flame.

Sinistria
10-16-2019, 11:05 AM
It is so fantastic!
People are talking about something you don't even experience in modern games.
They rush from question mark to question mark, fastclick through quest text and group and regroup so fast they almost need a macro for that.
Get the uber super sword best at first day.
And here?
Talking about wich torch might bring the best light.
So great, i mean, this what i love this game so much for.

Mblake81
10-16-2019, 12:30 PM
Sorry. I just don't remember that at all. Guess I am that old.

It's also mentioned in a magazine article that Jibartik posted, look at the bottom left for flickering torches.

Alright cool! Since there is some interest, here is a few images from a magazine announcement that has some Beta screens too.

https://i.imgur.com/cE3XNPz.jpg

Seungkyu
10-16-2019, 01:13 PM
https://ibb.co/4Nz7RXs
https://ibb.co/Z8pjJK5

Same areas with Blank Diploma's Fix.

https://ibb.co/t3fhDTB
https://ibb.co/BKbnnGs

Seems to have done the trick.

Deathrydar
10-16-2019, 01:19 PM
Same areas with Blank Diploma's Fix.

https://ibb.co/t3fhDTB
https://ibb.co/BKbnnGs

Seems to have done the trick.

Is the fix out yet? Or did he share it only with you?

Tamika
10-16-2019, 01:25 PM
So its great that a human cannot see in the dark easily now...

But now humans are glowing in the dark, is that because I am using Luclin models?

https://i.postimg.cc/FFLmZrQZ/EQ000000.png

Jomama
10-16-2019, 01:28 PM
Halfling at the zone in of unrest and it is pitch black at the zone in section at the tunnel. cant really see my way through the first 1/3 of the tunnel.

This is how it was in 1999. I remember needing to follow the tunnel wall in order to find the zone line until I got a fire beetle eye.

larper99
10-16-2019, 01:32 PM
Got my first beetle eye last night in the Qeynos newbie yard. First time I looted it with the thought "excellent!"

whitebandit
10-16-2019, 01:36 PM
So its great that a human cannot see in the dark easily now...

But now humans are glowing in the dark, is that because I am using Luclin models?

https://i.postimg.cc/FFLmZrQZ/EQ000000.png

oh dear god, how are you.... WHY ARE YOU USING LUCLIN MODELS

Deathrydar
10-16-2019, 01:36 PM
I am using Luclin models?
https://i.postimg.cc/FFLmZrQZ/EQ000000.png

Ewwl.......do you do drugs?

BlankDiploma
10-16-2019, 01:37 PM
Downloaded both sky and ultravision fix files. Note that some people may install the sky update incorrectly due to the extra directory level in the zip file.

Sky looks good in Oggok and Feerrott!

I see a huge difference in Neriak using ultravision. Here are before/after shots of the same area.
https://cdn1.imggmi.com/uploads/2019/10/16/b0e4be3be5c235adc2656d19f73f74cf-full.png
https://cdn1.imggmi.com/uploads/2019/10/16/a0d790966c578352c8a289dc5db3216d-full.png

I am still seeing an odd highlight on the ground at the clip plane.
https://cdn3.imggmi.com/uploads/2019/10/16/a6010aa1c87d7fbac9406a16b5a81167-full.png

Nice work, looking really good!

Edit: So apparently the img tag doesn't embed images? What's the trick?

Glad to hear the new shaders fixed your issue. I've made a note about your strange ground hilight, but I have no idea what that could be - nobody else has reported anything like it. Are you using any unusual render settings?

Is the fix out yet? Or did he share it only with you?

The fixed shaders are posted in this thread, #103, and the fixed skies are a few posts before that.

So its great that a human cannot see in the dark easily now...

But now humans are glowing in the dark, is that because I am using Luclin models?

I'm sorry, but Luclin models are not supported. They used a different set of shaders that I didn't rewrite.

Tamika
10-16-2019, 01:38 PM
No worries I switched back to normal models and all is working fine :)

soronil
10-16-2019, 01:45 PM
luclin models are possible on p99?!

Chortles Snort|eS
10-16-2019, 01:47 PM
Me feel like bright area is OVERBRIGHT
me no sure if DiS right
Like EC TUNNEL nite
NEK nite near platform
Me notice DiS

BlankDiploma
10-16-2019, 01:57 PM
Me feel like bright area is OVERBRIGHT
me no sure if DiS right
Like EC TUNNEL nite
NEK nite near platform
Me notice DiS

Any areas where a bunch of players congregate are going to be very bright due to the stacking effects of multiple light sources.

I've already implemented a fix to tone it down a bit (it used to be even worse!) but there's only so much I can do.

An upcoming option to limit the number of dynamic lights being rendered at once should help a little, but ultimately I think it's something you'll just need to get used to.

Tamika
10-16-2019, 01:58 PM
luclin models are possible on p99?!

Yes google luclin model side door.

soronil
10-16-2019, 02:19 PM
Yes google luclin model side door.

You've ruined your own lands! You'll not ruin mine!

Deathrydar
10-16-2019, 02:19 PM
You've ruined your own lands! You'll not ruin mine!

Rogean
10-16-2019, 03:27 PM
Yikes. Bye bye Luclin Models. Don't even need to patch.

Chortles Snort|eS
10-16-2019, 03:37 PM
PrAS it

norova
10-16-2019, 03:50 PM
Yikes. Bye bye Luclin Models. Don't even need to patch.

Legend

El-Hefe
10-16-2019, 03:51 PM
Luclin models are a plague, people who use them should be ashamed.

kylok
10-16-2019, 03:54 PM
PrAS it

Ashenden
10-16-2019, 03:59 PM
Funny that the side door was that easy to fix and Rogean had just never heard of it.

Bye bye weirdo models.

Chortles Snort|eS
10-16-2019, 04:28 PM
https://i.imgur.com/s8BFmUd.jpg

Deathrydar
10-16-2019, 04:44 PM
https://i.imgur.com/s8BFmUd.jpg

This cartoon really speaks to me.

Tyronius of Midnight
10-16-2019, 04:59 PM
If you guys can find classic screenshots of those areas that demonstrate what it should look like, it would be very helpful. We have limited information to go off of when trying to reconstruct the lighting, aside from our own imperfect memories. We have a bunch of screenshots of outdoor and indoor zones and many of them are absolutely oh-my-god-I'm-blind levels of pitch black, so we started from that as a baseline.

We are definitely willing to make adjustments to zones if the current darkness levels aren't classic, but for the most part they seem to be pretty accurate.

Personally, I remember Everfrost on a new barbarian being effectively impossible to navigate in the dark.

BlankDiploma,

Please see videos below. These are recorded today from an EQ Trilogy client.

Let me know if these help you in any way, or if you need me to record/screenshot something else.

EQ Trilogy Client - Halas/Everfrost - Part 1 of 2
(https://youtu.be/NoNshKHVYH0)
EQ Trilogy Client - Halas/Everfrost - Part 2 of 2 (https://youtu.be/imKqvKmDHtg)

Izmael
10-16-2019, 05:01 PM
Zoned into Qeynos Hills on a human monk. Saw this (actual screenshot):
https://i.imgur.com/5Ufw9Lw.png

Absolutely love it. :)

BlankDiploma
10-16-2019, 05:04 PM
BlankDiploma,

Please see videos below. These are recorded today from an EQ Trilogy client.

Let me know if these help you in any way, or if you need me to record/screenshot something else.

EQ Trilogy Client - Halas/Everfrost - Part 1 of 2
(https://youtu.be/NoNshKHVYH0)
EQ Trilogy Client - Halas/Everfrost - Part 2 of 2 (https://youtu.be/imKqvKmDHtg)

This is extremely helpful, thank you!

soronil
10-16-2019, 05:08 PM
BlankDiploma,

Please see videos below. These are recorded today from an EQ Trilogy client.

Let me know if these help you in any way, or if you need me to record/screenshot something else.

EQ Trilogy Client - Halas/Everfrost - Part 1 of 2
(https://youtu.be/NoNshKHVYH0)
EQ Trilogy Client - Halas/Everfrost - Part 2 of 2 (https://youtu.be/imKqvKmDHtg)

what server is this. can we just get the devs a client and access to that server??

The video is really bad quality but everfrost looks pretty dark to me.

Rogean
10-16-2019, 05:09 PM
Funny that the side door was that easy to fix and Rogean had just never heard of it.

Bye bye weirdo models.

The best part is I did it without bringing the servers down or patching any client side files :rofl:

Tyronius of Midnight
10-16-2019, 05:13 PM
what server is this. can we just get the devs a client and access to that server??

The video is really bad quality but everfrost looks pretty dark to me.

The quality won't get any better than what you see.

I can't give out access but I can provide mostly anything they need.

BlankDiploma
10-16-2019, 05:15 PM
The quality won't get any better than what you see.

I can't give out access but I can provide mostly anything they need.

Quality is unimportant, it's plain to see that Everfrost has a dark blue tint at night rather than being literally (0,0,0). Thanks!

Jimjam
10-16-2019, 05:23 PM
Any areas where a bunch of players congregate are going to be very bright due to the stacking effects of multiple light sources.

I've already implemented a fix to tone it down a bit (it used to be even worse!) but there's only so much I can do.

An upcoming option to limit the number of dynamic lights being rendered at once should help a little, but ultimately I think it's something you'll just need to get used to.

I'll be honest i always thought in classic the strongest lightsource in an area took precedent. I find it odd they 'stack' here.

Also the light sources seem kinda abrupt. They go from really bright to nothing very quickly.

I do want to say, while perhaps not quite perfect, the current beta set up captures the feel of 1999 much better than the lighting version on blue does.

Verityn
10-16-2019, 05:28 PM
I haven't seen this mentioned yet. Kaladim has some very dark spots near the fighter's guild arena.

Israel Adesanya
10-16-2019, 05:31 PM
In 1999 I actually used the level 1 flare spell to guide my path in the Toxxulia Forest at night. It was a great adventure.

Deathrydar
10-16-2019, 05:34 PM
Okay, so I was talking about this last night, but it was raining in East Freeport all night and I was hearing that rain was making it easier to see at night so I wanted to make sure it wasn't the rain.

It isn't....

The first screenshot is East Freeport sewers. It is dark. If I cast Deadeye, it improves a bit, as it should.

The second screenshot is West Freeport, at the same in game time. (These screenshots were taken a few feet from each other at the zoneline)

If I cast Deadeye in West Freeport, there is absolutely zero change. It is still a black abyss.

The West Freeport Sewers are not able to be navigated and they are NOT supposed to be THAT dark at night time. The fact that these two zones look so different leaves me to believe that something is amiss.

I hope it can be investigated and fixed. If not.....well, I hope no one has to run thru the West Freeport sewers at night time, because even with Infravision, you cannot see anything....not even the wall.

Thank you for your time!

BlankDiploma
10-16-2019, 05:37 PM
I haven't seen this mentioned yet. Kaladim has some very dark spots near the fighter's guild arena.

Please try the experimental shaders in post 103 of this thread.

BlankDiploma
10-16-2019, 05:41 PM
Okay, so I was talking about this last night, but it was raining in East Freeport all night and I was hearing that rain was making it easier to see at night so I wanted to make sure it wasn't the rain.

It isn't....

The first screenshot is East Freeport sewers. It is dark. If I cast Deadeye, it improves a bit, as it should.

The second screenshot is West Freeport, at the same in game time. (These screenshots were taken a few feet from each other at the zoneline)

If I cast Deadeye in West Freeport, there is absolutely zero change. It is still a black abyss.

The West Freeport Sewers are not able to be navigated and they are NOT supposed to be THAT dark at night time. The fact that these two zones look so different leaves me to believe that something is amiss.

I hope it can be investigated and fixed. If not.....well, I hope no one has to run thru the West Freeport sewers at night time, because even with Infravision, you cannot see anything....not even the wall.

Thank you for your time!

Actually, can you please also try the experimental shaders with Deadeye? There was a bug with infravision in certain indoor zones that SHOULD be fixed.

Deathrydar
10-16-2019, 05:45 PM
Actually, can you please also try the experimental shaders with Deadeye? There was a bug with infravision in certain indoor zones that SHOULD be fixed.

Won't be able to do that till tomorrow, but no problem!

Tyronius of Midnight
10-16-2019, 05:50 PM
Here is some more footage on EQ Trilogy. I got it to just stream on twitch and auto-save the videos for efficiency.

I was trying to get to oasis/west karana but both zones are actually out of order.

https://www.twitch.tv/videos/495559255

Funny easter egg at 3:15. Does this happen on P99?

Deathrydar
10-16-2019, 05:57 PM
Here is some more footage on EQ Trilogy. I got it to just stream on twitch and auto-save the videos for efficiency.

I was trying to get to oasis/west karana but both zones are actually out of order.

https://www.twitch.tv/videos/495559255

Funny easter egg at 3:15. Does this happen on P99?

The candle in your video does what I remember candles doing back in 1999. Here, it only gives a glow around your character and doesn't light anything up at all.

Danth
10-16-2019, 06:00 PM
It's immediately apparent that people's memories were in fact accurate and you could see--dimly--terrain/etc, especially in snow-type zones. The "pitch black as soon as you're outside the radius of your light source" effect is overdone and is more nearly similar to rain or a few of of the dark "fog" zones, both which could be quite dark. I say that as someone who approves of getting classic night time darkness correct--this is a tuning issue and with work it can be made right, I think.

Danth

Chortles Snort|eS
10-16-2019, 06:08 PM
Here is some more footage on EQ Trilogy. I got it to just stream on twitch and auto-save the videos for efficiency.

I was trying to get to oasis/west karana but both zones are actually out of order.

https://www.twitch.tv/videos/495559255

Funny easter egg at 3:15. Does this happen on P99?

Me want to Point out DAt NPC NAMES on green beta are Extreme BRIGHT and no like dis video!!!

**NPC names too bright on green vs classic example

Ashenden
10-16-2019, 06:11 PM
Looks like night sight should be more like a super dark ultravision blue.

Ashenden
10-16-2019, 07:22 PM
I can't edit my message but with the patches on page 11 I really like it.

BlankDiploma
10-16-2019, 07:54 PM
It's immediately apparent that people's memories were in fact accurate and you could see--dimly--terrain/etc, especially in snow-type zones. The "pitch black as soon as you're outside the radius of your light source" effect is overdone and is more nearly similar to rain or a few of of the dark "fog" zones, both which could be quite dark. I say that as someone who approves of getting classic night time darkness correct--this is a tuning issue and with work it can be made right, I think.

Danth

Yep! We started with "as dark as possible" mostly as a proof-of-concept. With those reference materials we are looking into reclaiming the dark blue tint at night in outdoor zones.

cd288
10-16-2019, 09:51 PM
The best part is I did it without bringing the servers down or patching any client side files :rofl:

Out of curiosity, what would be the problem with people using Luclin models for themselves? Is it just because we’re implementing classic darkness now and so they like apparently glow in the dark or something?

Ashenden
10-16-2019, 10:00 PM
Out of curiosity, what would be the problem with people using Luclin models for themselves? Is it just because we’re implementing classic darkness now and so they like apparently glow in the dark or something?

If I remember correctly, they were disabled initially because the size differences were actually in the collision boxes, letting people get places they shouldn't have been able to as their race without a shrink.

Danth
10-16-2019, 11:04 PM
Using the files from page 11? has caused the titanium-default stars to re-appear on my machine. I admit I have not read all pages since then if someone already reported, and there is a possibility it may be local to my machine.

Edit: actually the night blindness seems completely disabled on this machine entirely now. Presumably this is local?

Danth

BlankDiploma
10-16-2019, 11:05 PM
Using the files from page 11? has caused the titanium-default stars to re-appear on my machine. I admit I have not read all pages since then if someone already reported, and there is a possibility it may be local to my machine.

Danth

That's odd. Did you roll back to 50d prior to using those? Stars are disabled by a different mechanism than anything posted in this thread.

Danth
10-16-2019, 11:06 PM
That's odd. Did you roll back to 50d prior to using those? Stars are disabled by a different mechanism than anything posted in this thread.

lemme play with dsetup.dll,s various versions and see what I get, local issue probablty as edited-in

EDIT confirm, that's what it was, wrong dll variant. Thanks for the quick headsup.

Verityn
10-16-2019, 11:14 PM
Please try the experimental shaders in post 103 of this thread.

This fixed Kaladim. It looks great.

BlankDiploma
10-16-2019, 11:18 PM
This fixed Kaladim. It looks great.

Great!

Danth
10-16-2019, 11:22 PM
Trees in Emerald Jungle (and other Kunark zones, I suspect) are not lighting at all from worn/held light sources (ie, lightstone), regardless of distance. I noticed also the "leaves" of trees in old world zones are likewise un-lit, although in the case of the older-style trees the trunks do light up. In the older version that first introduced the lighting changes the trees were lighting up. Was this change an attempt to resolve performance issues in heavily-wooded zones? I don't want to call something a "bug" if it's by design, as I appreciate the difficulties you're facing at the technical side.

The zone is also so dark as to be effectively un-usable without some sort of vision buff, although this cannot be regarded as particularly important as this will presumably be impacted by forthcoming changes mentioned previously in-thread (ie, you said you'd be lightening some areas slightly to better match classic). I'm only mentioning this in the interest of providing too much feedback, rather than too little.
I'll test it again once the new version is available.

Danth

BlankDiploma
10-16-2019, 11:26 PM
Trees in Emerald Jungle (and other Kunark zones, I suspect) are not lighting at all from worn/held light sources (ie, lightstone), regardless of distance. I noticed also the "leaves" of trees in old world zones are likewise un-lit, although in the case of the older-style trees the trunks do light up. In the older version that first introduced the lighting changes the trees were lighting up. Was this change an attempt to resolve performance issues in heavily-wooded zones? I don't want to call something a "bug" if it's by design, as I appreciate the difficulties you're facing at the technical side.

The zone is also so dark as to be effectively un-usable without some sort of vision buff, although this cannot be regarded as particularly important as this will presumably be impacted by forthcoming changes mentioned previously in-thread (ie, you said you'd be lightening some areas slightly to better match classic). I'm only mentioning this in the interest of providing too much feedback, rather than too little.
I'll test it again once the new version is available.

Danth

I have been unable to test Kunark zones personally, so it wouldn't surprise me if there were some issues. Nothing was intentionally disabled regarding trees and dynamic lights, though in my testing I did notice that the Titanium client actually does a pretty poor job of casting dynamic lights onto foliage even without my changes.

Danth
10-16-2019, 11:29 PM
There's what I mean about EJ--you can't tell, but this is with a great lightstone equipped, and functional. I can probably go back and take a /loc if desired. This is not a criticism as snafus like this are expected, and as noted in the prior post I know you already have a new version in the works so this is kind of "old news"

EDIT: At a glance it looks like I posted a black image as a joke, but I didn't. If you look real close you'll see a small bit of dimly lit terrain at the very bottom of the image. This was facing away from the zone wall, with the view centered (5 on numpad). I was holding off checking most zones until you had a chance to get the new version you alluded to fully patched in, but I wanted to check the kunark trees and noticed this incidentally.

BlankDiploma
10-16-2019, 11:33 PM
There's what I mean about EJ--you can't tell, but this is with a great lightstone equipped, and functional. I can probably go back and take a /loc if desired. This is not a criticism as snafus like this are expected, and as noted in the prior post I know you already have a new version in the works so this is kind of "old news"

I mean... that's not just foliage, the GLS isn't even applying to the ground, which would seem to indicate that your lighting isn't working in the first place. You don't have dynamic lighting disabled?

Danth
10-16-2019, 11:37 PM
I mean... that's not just foliage, the GLS isn't even applying to the ground, which would seem to indicate that your lighting isn't working in the first place. You don't have dynamic lighting disabled?

dynamic lighting is definitely enabled. in the majority of the zone the lighting was visible on the ground, there are some areas where it is not. I can go get a /loc if needed, but I don't know if you're working on ALL zones currently or planning to tr yto stick with a pass just of the old world zones for now. as noted in the above edit, I only noticed that incedental to porting there to look at how the trees were being handled.

Danth

BlankDiploma
10-16-2019, 11:39 PM
dynamic lighting is definitely enabled. in the majority of the zone the lighting was visible on the ground, there are some areas where it is not. I can go get a /loc if needed, but I don't know if you're working on ALL zones currently or planning to tr yto stick with a pass just of the old world zones for now. as noted in the above edit, I only noticed that incedental to porting there to look at how the trees were being handled.

Danth

Very strange. I'm going to get Telin to help me debug that zone, since it certainly seems like something is particularly broken in EJ. Can you post a /loc of where you were standing?

The old world is definitely the priority, but I don't want to ignore blatantly broken things on Blue, either.

Danth
10-16-2019, 11:42 PM
Bah, it's daytime again in game, i'll have to wait half an hour before I can run and get a /loc for you. Need an always-dark server to test this stuff out on! In the meantime I will offer a hypothesis that all those little hills/slight vertical relief/etc in some kunark zones are not playing nice with the dynamic lighting. The old world zones, especially, tend to be a lot more level.

Danth

Telin
10-17-2019, 12:41 AM
After reviewing more nighttime scenes from classic, I've added a blue hue to the night terrain for Humans/Barbarians/Erudites. So you'll be able to make some things out, but barely.
https://i.imgur.com/rCZ8hwx.png
https://i.imgur.com/NmnVWoE.png


Attached files go into your EQ directory.

Danth
10-17-2019, 12:44 AM
Alright here are a few. Human, no vision items/buffs, greater light stone in inventory and confirmed working. These range from the druid port-in location to along the southern zone line. all pictures were taken facing inward. trees were observed lighting from other players' light sources to a limited extent, not at all from my own as is plainly obvious. ground lighting was spottier, came and went. Did not investigate the interior of the zone due to being unable to see. Locations should be visible in chat window of all shots.

Danth
10-17-2019, 12:45 AM
Couple more. again, similar locations, facing inward into the zone interior, level view (5 on numpad)

Telin
10-17-2019, 01:00 AM
Couple more. again, similar locations, facing inward into the zone interior, level view (5 on numpad)

Emerald Jungle on the blue server does not have the zone's sky on yet. The green server doesn't have the sky files patched yet, unless you downloaded the one I posted earlier. That may be a factor here. For me, I had no issues:

https://i.imgur.com/c4luYQU.png
https://i.imgur.com/zlNwDII.png

Danth
10-17-2019, 01:05 AM
I am using the files you posted on page 11, but the most recent ones from ~10 minutes ago have not been trial-d yet due to it being daytime in-game currently. I know that like anything you folks will have internal versions running ahead of public release too. I notice the trees aren't lighting on your end either so I'm glad to see that at least it's not a local issue. Investigating the trees were my original reason for porting there at all, I saw some interesting behavior on trees in other zones and figured, "port someplace with a bunch of trees."

Danth

Sinistria
10-17-2019, 01:52 AM
Just curious:

I can't remember when darkness was removed on live.
Since we are going the way trough Kunark to Velious, will light be put in (what doesn't seem right since the dev team is putting so much efford in to give us the classic light) or will it stay the classic way as it is now coming to green?

BlankDiploma
10-17-2019, 03:06 AM
Just curious:

I can't remember when darkness was removed on live.
Since we are going the way trough Kunark to Velious, will light be put in (what doesn't seem right since the dev team is putting so much efford in to give us the classic light) or will it stay the classic way as it is now coming to green?

There are no plans for lighting to change as part of the Green server timeline.

Izmael
10-17-2019, 03:19 AM
Here is some more footage on EQ Trilogy. I got it to just stream on twitch and auto-save the videos for efficiency.

I was trying to get to oasis/west karana but both zones are actually out of order.

https://www.twitch.tv/videos/495559255

Funny easter egg at 3:15. Does this happen on P99?

2:10 and 3:20 to see the flickering.

It isn't exactly how I remember it, but maybe the guy in the video holds a torch that flickers this way, and a GLS or fire beetle eye slowly pulsates.

@Blank - can we please get an acknowledgement from you on the flickering part? Thanks!

Sinistria
10-17-2019, 03:22 AM
There are no plans for lighting to change as part of the Green server timeline.

great :)

BlankDiploma
10-17-2019, 03:27 AM
2:10 and 3:20 to see the flickering.

It isn't exactly how I remember it, but maybe the guy in the video holds a torch that flickers this way, and a GLS or fire beetle eye slowly pulsates.

@Blank - can we please get an acknowledgement from you on the flickering part? Thanks!

Thanks for the video - it looks like it's simply a variation on the hue of the light rather than the intensity.

Feels like that would be pretty reasonable to implement, but it would need to affect ALL light sources, not just torches - so lightstones, etc. would adopt a similar flicker, which doesn't feel right. Or... maybe just all warm light sources. Hmm.

I'll put it down as a stretch goal, but I can't promise anything.

Bazia
10-17-2019, 03:29 AM
it's so much more classic guys great work, the darkness was a HUGE factor in the value of corpse location spells

you could often die and without /loc have no idea where you were due to darkness

BlankDiploma
10-17-2019, 03:32 AM
it's so much more classic guys great work, the darkness was a HUGE factor in the value of corpse location spells

you could often die and without /loc have no idea where you were due to darkness

Thanks! The whole reason I embarked on this lighting project was to bring back value to light sources, vision spells, and stuff like that :D

Kanuvan
10-17-2019, 03:39 AM
i think its time to give humans the 5% xp bonus they always deserved, humans are just bottom of the barrel now

Izmael
10-17-2019, 04:05 AM
it looks like it's simply a variation on the hue of the light rather than the intensity.

With this particular light source, yes. Not with others - I distinctly remember intensity changes somthing like... 0 -> 255 -> 0 -> 255 on others. Wish there was a video (I'm sure someone will find one. The capabilities of this community are endless)

Good to know it's at last somewhere on your todo list, thanks!

BlankDiploma
10-17-2019, 04:06 AM
With this particular light source, yes. Not with others - I distinctly remember intensity changes somthing like... 0 -> 255 -> 0 -> 255 on others. Wish there was a video (I'm sure someone will find one. The capabilities of this community are endless)

Good to know it's at last somewhere on your todo list, thanks!

Unfortunately, it looks like the titanium client stripped out all of that information, meaning our ability to restore it will be limited. Shaders don't know what kind of light you have equipped, merely the radius and color.

Seungkyu
10-17-2019, 06:08 AM
Is the fix out yet? Or did he share it only with you?

It's on his post of page 11.

https://www.project1999.com/forums/attachment.php?attachmentid=11410&d=1571201723

Danth
10-17-2019, 08:45 AM
Zone: Beholder's Maze
Location: -816 by -151
Race: Human. Light Source: Any, up to Greater Lightstone (fire beetle eye and small lantern also checked)
Problem: Some ground tiles don't want to light well or at all, particularly one near the coordinate listed.
Importance: Irritating but non-critical. This tile is the worst one in the area. This is along the lengthy canyon running from the East Karana zone into the main portion of the canyons. The entire length of this section of canyon is replete with various minor lighting glitches, but the coordinates I posted had the most irritating example. The lighting works well enough that a player can manage to deal with it if he has to; it does not render the area un-usable.

Screenshot of the wayward ground tile is available but doesn't seem necessary unless specifically requested.

Danth

dekova
10-17-2019, 09:00 AM
Telin/BlankDiploma,

Can we get a link to a repo where patch files reside or get the first post edited with links to those files? I'm worried that I'm losing track of which I should have in place.

Here's what I've got patched into 50f:
P99 Sky 1.5.zip
P99 Sky Update Fog zones.zip
Classic darkness Ultravision fix.zip

Deathrydar
10-17-2019, 09:04 AM
Telin/BlankDiploma,

Can we get a link to a repo where patch files reside or get the first post edited with links to those files? I'm worried that I'm losing track of which I should have in place.

Here's what I've got patched into 50f:
P99 Sky 1.5.zip
P99 Sky Update Fog zones.zip
Classic darkness Ultravision fix.zip

^^ Me too!

Zaar2k
10-17-2019, 09:11 AM
Thanks! The whole reason I embarked on this lighting project was to bring back value to light sources, vision spells, and stuff like that :D

You did fantastic job! Everfrost looks more classic now (with shaders from p.11). I'm so exited with this thing, I might even roll a barb once again :D

BlankDiploma
10-17-2019, 01:28 PM
Telin/BlankDiploma,

Can we get a link to a repo where patch files reside or get the first post edited with links to those files? I'm worried that I'm losing track of which I should have in place.

Here's what I've got patched into 50f:
P99 Sky 1.5.zip
P99 Sky Update Fog zones.zip
Classic darkness Ultravision fix.zip

I'd love to, but I don't have the ability to edit posts on the forums. Give me a minute, I'll see what I can do.

Crom
10-17-2019, 03:22 PM
In 1999 I actually used the level 1 flare spell to guide my path in the Toxxulia Forest at night. It was a great adventure.

/this, thats what I did to :)


side note try to move to the necro guild in akanon now on green (as a gnome)...you think your on drugs or something and mostly blind going into the tunnels

https://imgur.com/6CWawpy

BlankDiploma
10-17-2019, 03:47 PM
/this, thats what I did to :)


side note try to move to the necro guild in akanon now on green (as a gnome)...you think your on drugs or something and mostly blind going into the tunnels

https://imgur.com/6CWawpy

Have you installed the experimental shaders in this thread? Post 103.

Deathrydar
10-17-2019, 06:08 PM
Please try the experimental shaders in post 103 of this thread.

I wanted to let you know that the file seems to have fixed it. Thank you! The darkness is awesome!

BlankDiploma
10-17-2019, 06:10 PM
I wanted to let you know that the file seems to have fixed it. Thank you! The darkness is awesome!

Glad to hear that!

Deathrydar
10-17-2019, 06:44 PM
Glad to hear that!

Well......it seems that later in the night it becomes impossible to navigate there again. I was in there during the early evening. Deadeye does 100% make a difference now, which it wasn't doing before. But yeah, if anyone gets stuck in the West Freeport Sewers at night and they don't know their way around....you better just stand still till morning.

Also, the difference between the east sewers and the west is still very spectacular.

whitebandit
10-17-2019, 07:09 PM
I just want to say again. Thank you Nil-Rog and all Staff for this Nighttime darkness. This is EQ and if anything needs to be fixed... its to make it darker

Baba
10-17-2019, 07:32 PM
Think I messed up posting this on the wrong thread. Either way, a Druid ported into steamfont and gifted my lvl 1 necro a rod of oblations from howling stone. Seems pretty in classic. Asked about it and they said a name dropped it? Confused me a bit.

BlankDiploma
10-17-2019, 07:33 PM
Well......it seems that later in the night it becomes impossible to navigate there again. I was in there during the early evening. Deadeye does 100% make a difference now, which it wasn't doing before. But yeah, if anyone gets stuck in the West Freeport Sewers at night and they don't know their way around....you better just stand still till morning.

Also, the difference between the east sewers and the west is still very spectacular.

Yeah, I'm planning to investigate the west freeport tunnels, but I can't promise anything. Those sorts of area-specific issues may be beyond my ability to fix.

Deathrydar
10-17-2019, 09:18 PM
Yeah, I'm planning to investigate the west freeport tunnels, but I can't promise anything. Those sorts of area-specific issues may be beyond my ability to fix.

Understood. Thanks for all of your help!

magusfire24
10-18-2019, 04:57 AM
My only question is , are they going to get rid of the gamma slider somehow? Are we supposed to be playing on 0% gamma?

Deathrydar
10-18-2019, 06:47 AM
My only question is , are they going to get rid of the gamma slider somehow? Are we supposed to be playing on 0% gamma?

I've been keeping mine on 5-10%. Mostly 5%. It's sometimes difficult to see the auction chat with that low of a gamma setting though. I had to change OOC chat color to orange so I could see it.

magusfire24
10-18-2019, 07:42 AM
Yeah 5 to 10 % ish seems good for me too. Even at 0 the dark elf ultravision works well with the new shaders so I am rather pleased. They are doing a fantastic job , more than I thought possible with this client. Keep up the great work guys!

soronil
10-18-2019, 07:59 AM
My only question is , are they going to get rid of the gamma slider somehow? Are we supposed to be playing on 0% gamma?

Gamma slider does not really help human vision at all. Maybe a tiny bit, but cranking it all the way up makes the game look very bad and humans are still blind.

It does help infra/ultravison a lot more. But being able to adjust gamma is classic.

Deathrydar
10-18-2019, 08:02 AM
Gamma slider does not really help human vision at all. Maybe a tiny bit, but cranking it all the way up makes the game look very bad and humans are still blind.

It does help infra/ultravison a lot more. But being able to adjust gamma is classic.

I tried this as a human and yes, it makes the game look horrible with all sorts of colors. Basically, if anyone is as old as me, and you remember when someone would run a magnet along the screen of an old TV set, that is what it kinda reminds me of.

magusfire24
10-18-2019, 08:08 AM
Gamma slider does not really help human vision at all. Maybe a tiny bit, but cranking it all the way up makes the game look very bad and humans are still blind.

It does help infra/ultravison a lot more. But being able to adjust gamma is classic.

Ah so I see . With the new files that Blankdiploma posted the real thing that helps classes with night vision is the shaders for infra and ultravision and the gamma doesnt really do much. Great!

Deathrydar
10-18-2019, 08:11 AM
Ah so I see . With the new files that Blankdiploma posted the real thing that helps classes with night vision is the shaders for infra and ultravision and the gamma doesnt really do much. Great!

I think Ultravision is great right now. I started a Dark Elf last night and loved it!

Infravision is a bit hit and miss. It works in most places, but in a few locations that I have already mentioned (like West Freeport Sewers) it is a tad wonky, but it is what it is.

Humans, Barbarians and Erudites are just screwed! Don't even try going into the West Freeport sewers without an infravision buff. And even then, it's difficult! A candle or fire beetle eye will not help you either.

It is pretty cool that we are talking about the in game day/night cycle though. How many other games have this sort of thing? The devs have done a great job!!

Tecmos Deception
10-18-2019, 08:26 AM
Not sure if this is the right thread for it, but is the severe, sudden clip plane during rainstorms intended and classic? Walking around qeynos newbie yard, rain effectively sets your far clip to minimum. I went into a damn sewer so that I could see better.

Deathrydar
10-18-2019, 08:45 AM
Not sure if this is the right thread for it, but is the severe, sudden clip plane during rainstorms intended and classic? Walking around qeynos newbie yard, rain effectively sets your far clip to minimum. I went into a damn sewer so that I could see better.

It's because of the sky. There is a file on these forums to fix it, but I don't know where it is. I am sure they are going to roll it out to everyone before launch!

magusfire24
10-18-2019, 08:46 AM
https://www.project1999.com/forums/attachment.php?attachmentid=11403&d=1571189453



sky fix

Jimjam
10-18-2019, 10:55 AM
My lantern loses its glow each time i get it wet. Is this bug or feature?

Nirgon
10-18-2019, 11:01 AM
After reviewing more nighttime scenes from classic, I've added a blue hue to the night terrain for Humans/Barbarians/Erudites. So you'll be able to make some things out, but barely.
https://i.imgur.com/rCZ8hwx.png
https://i.imgur.com/NmnVWoE.png


Attached files go into your EQ directory.

Dude that is perfect

I'll hafta hop in and hopefully candles don't make a huge light ring. They should only barely light up your character. Work in progress and all that, I know :).

Deathrydar
10-18-2019, 11:02 AM
Dude that is perfect

I'll hafta hop in and hopefully candles don't make a huge light ring. They should only barely light up your character. Work in progress and all that, I know :).

Candles barely do anything...

Nirgon
10-18-2019, 11:25 AM
Ok well, candle is like my garage flood light tho

https://i.imgur.com/pw7K4tv.png

It should barely light up character. If we can't control light source radius in time, I'd remove the light source from candle and firebeetle eye. Lightstone and GLS (and magic items I guess, but some have completely faint light source light candle where others were brighter) can give a bigger ring like the above, sure.

https://i.imgur.com/PqeC6mt.png

Nektulos should be pitch black like the EC/Nek zoneline area - humans should be completely in the dark.


Here's the entrance to Nek from EC for comparison which is literally perfect:

https://i.imgur.com/KkYOwGs.png



Corpses shouldnt be giving light sources at all if possible.

Deathrydar
10-18-2019, 11:29 AM
I agree with you on the corpses and they are aware of it and trying to fix it. Disagree with your candle comment. They look as though they should in my opinion.

Tyronius of Midnight
10-18-2019, 11:47 AM
I posted this a few pages back but this is what the candle should do.

https://youtu.be/imKqvKmDHtg?t=29

Telin
10-18-2019, 11:50 AM
Many of the light sources are too bright and they light the terrain in a perfect sphere when Advanced lighting is on. We are looking into ways of toning it down.

Nirgon
10-18-2019, 11:53 AM
Human can see in Nek at night without vision spell, I think it's cuz of sky blueness so not sure if you can turn it off on a per zone basis

The candle SS as it appears vs in game is way diff but Telin knows

dussle27
10-18-2019, 12:16 PM
Please lock gamma at 10% to prevent immersion-hating cucklords from circumventing Classic Darkness. Thank you.

Nirgon
10-18-2019, 12:27 PM
Please lock gamma at 10% to prevent immersion-hating cucklords from circumventing Classic Darkness. Thank you.

Pls submit app to guild

Nvm gottem

Telin
10-18-2019, 12:28 PM
Please lock gamma at 10% to prevent immersion-hating cucklords from circumventing Classic Darkness. Thank you.

Once everything is patched in, gamma should do very little to assist with lighting. It will mostly washout the screen.

Argh
10-18-2019, 12:32 PM
Does the gamma slider do anything now? Mine hasn't worked since 2014.

Deathrydar
10-18-2019, 12:37 PM
Does the gamma slider do anything now? Mine hasn't worked since 2014.

No. The only thing it does is distort some of the other colors on your screen. It does not aid in seeing anything at all.

Argh
10-18-2019, 12:38 PM
No. The only thing it does is distort some of the other colors on your screen. It does not aid in seeing anything at all.

I mean does it make your screen brighter? Mine does literally nothing.

Deathrydar
10-18-2019, 12:38 PM
I mean does it make your screen brighter? Mine does literally nothing.

No. It just distorts some colors.

magusfire24
10-18-2019, 12:39 PM
Probably something is locked down in your graphics card drivers that prevent it from working.

Mblake81
10-18-2019, 12:43 PM
After reviewing more nighttime scenes from classic, I've added a blue hue to the night terrain for Humans/Barbarians/Erudites. So you'll be able to make some things out, but barely.
https://i.imgur.com/rCZ8hwx.png
https://i.imgur.com/NmnVWoE.png


Attached files go into your EQ directory.

REPPED

BlankDiploma
10-18-2019, 01:56 PM
The number of people reporting issues with the gamma slider is interesting. We haven't done anything to it.

Keep in mind that Gamma is an OS-level thing, and not something that can be reasonably locked or overridden - even if we tried, there are many applications (like f.lux) that would conflict with it, and there's nothing stopping somebody from just changing their monitor's brightness anyway.

However, cranking up your gamma should be of limited benefit because of some steps we've taken. In dungeons and caves it will be completely useless and won't help you navigate at all.

I am actively looking into removing corpse dynamic lights.

Zekayy
10-18-2019, 02:15 PM
Green has kunark items dropping needs to be nerfed

BlankDiploma
10-18-2019, 02:18 PM
Green has kunark items dropping needs to be nerfed

Please make a different thread for this, this is a thread for lighting feedback.

magusfire24
10-18-2019, 02:27 PM
Please make a different thread for this, this is a thread for lighting feedback.

and nilbog just closed that one saying issue resolved in next patch

Zekayy
10-18-2019, 02:30 PM
My bad guys I thought this was a bug report thing saw bugreport and was like okay maybe I post here :)

magusfire24
10-18-2019, 02:38 PM
Got the latest sky fix files ready to load into my green folder to test tonight. Think I will try a human monk. Will be looking for that first fire beetle so I can rip out its eye. LOL

Cen
10-18-2019, 03:40 PM
I posted this a few pages back but this is what the candle should do.

https://youtu.be/imKqvKmDHtg?t=29

Now thats the classic blindness I remember. Its not as insanely harsh as the new P99 one, you can still barely manage to see things ;p

Danth
10-18-2019, 04:21 PM
Indeed, Everfrost (presumably other 'snow' zones?) is still completely black during the darkest part of the night (in-game, roughly between 9PM to 4 AM), even with latest files posted in thread. Some of the other "fog" style zones, such as misty thicket, look good so it seems to be glitchy on a per-zone basis. Contrast it to the video Tyronius posted and the problem should be immediately apparent.

West freeport tunnels are quite dark and rather difficult to traverse with the newbie candle (appropriate, that thing should be quite bad) however the interior tiles/nodes seem to work well enough in that the tunnels are well-lit and easily traveled if the user has at least a torch or small lantern. Both of these items are of trivial cost for even a level 1 player and can therefore be regarded as a nonissue.

Danth

dekova
10-18-2019, 04:23 PM
I'm seeing a delay in infravision in some places. An area can start dark and lighten as I stand there. The one that I think stands out the most is entering the Misty Thicket tunnel from Rivervale.

These were taken 1-2am game time. I ran to the tunnel, stopped moving and took two screenshots about 1.5 seconds apart. The tunnel was dark and lightened up as I stood there.

https://i.imgur.com/Ohc7KT6.png

https://i.imgur.com/kXCEuKB.png

soronil
10-18-2019, 05:04 PM
I'm seeing a delay in infravision in some places. An area can start dark and lighten as I stand there. The one that I think stands out the most is entering the Misty Thicket tunnel from Rivervale.

These were taken 1-2am game time. I ran to the tunnel, stopped moving and took two screenshots about 1.5 seconds apart. The tunnel was dark and lightened up as I stood there.

What is day time and what is night time in this game is kind of weird. By 3am the sky is definitely brighter than it is at the dead of night... I think it starts getting lighter at 2 or 3 am, but someone else can confirm. In the afternoon, it becomes dark somewhat early too.

So there is a very small chance that it was actually becoming lighter out, if you say it was 2am.

Deathrydar
10-18-2019, 05:15 PM
What is day time and what is night time in this game is kind of weird. By 3am the sky is definitely brighter than it is at the dead of night... I think it starts getting lighter at 2 or 3 am, but someone else can confirm. In the afternoon, it becomes dark somewhat early too.

So there is a very small chance that it was actually becoming lighter out, if you say it was 2am.

The original day/night cycle had night time defined from 9pm thru 5am.

That being said, it tends to start getting dark out at 6pm and the sun starts coming up around 3am.

Kapyong
10-18-2019, 05:36 PM
As a half-elf, naked with no light source, at night,
I just passed thru the tunnel from East Commons to North Ro.

There was a significant DIFFERENCE in light levels from one side to the next :
* EC side of the tunnel was quite dark, but just visible,
* NRo side was quite light.

BlankDiploma
10-18-2019, 06:27 PM
As a half-elf, naked with no light source, at night,
I just passed thru the tunnel from East Commons to North Ro.

There was a significant DIFFERENCE in light levels from one side to the next :
* EC side of the tunnel was quite dark, but just visible,
* NRo side was quite light.

Half-elf? Did you have the fixed infravision shaders from this thread? If not, it would explain the discrepancy.

Kapyong
10-18-2019, 07:56 PM
Half-elf? Did you have the fixed infravision shaders from this thread? If not, it would explain the discrepancy.

Ah no,
I'll look into that then, thanks.

deltadruid
10-19-2019, 10:17 AM
P99 Green:

1. Large Sewing Kit: Currently weighs 3.0 & should be 0.4 in classic
"Weight changed from 0.4 to 3.0 on 7/14/2013 patch."

2. Deluxe Sewing Kit: I'm not sure if this item was part of classic. If so, I haven't found any on the green beta server yet.

3. Cancel Magic: I believe the classic mechanic was that buffs would be cancelled from top down. I haven't tested it yet since the 50g patch but prior to that it was cancelling buffs at random.

Gandite
10-19-2019, 10:32 AM
P99 Green:

1. Large Sewing Kit: Currently weighs 3.0 & should be 0.4 in classic
"Weight changed from 0.4 to 3.0 on 7/14/2013 patch."

2. Deluxe Sewing Kit: I'm not sure if this item was part of classic. If so, I haven't found any on the green beta server yet.

3. Cancel Magic: I believe the classic mechanic was that buffs would be cancelled from top down. I haven't tested it yet since the 50g patch but prior to that it was cancelling buffs at random.

this is the thread for bug reports on classic lighting and darkness. This is not the thread for general green beta bugs.

Deathrydar
10-19-2019, 11:02 AM
I was just watching a video from someone on the green beta and he was an erudite. The lighting was not working at all while on the boat from Erudin to Queynos. Not sure if this was addressed yet and already fixed with 50g, but it's really dark and it doesn't seem that the game recognizes your light sources.. I am going to go test it now.

EDIT: Three minutes after I posted this, I logged on my human necromancer that was at the ZL in East Karana just out of HHP. Did a /time realized it was 6pm and tried to get down the mountain. I fell off the damn ledge and died. It's DARK!

Deathrydar
10-19-2019, 12:56 PM
Was this ever reported? Player characters give off their own light, even if they are invisible. I just ran behind an invisible enchanter from one ZL of WK to the next.