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#2
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![]() The brightness you see depends on a ton of things. What race took the screen-shot? What gear was he wearing/holding? What was his gamma set to?
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#3
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![]() I would go so far as to say the newer client handles lighting differently. On live, I remember having to go all the way back to Halas to buy a torch because I could not make it through the darkness in the tunnel to BB.
__________________
Girth Matters (Retired)
50 Ogre Shadow Knight Mugatoo <Center For Ants> 45 Iksar Monk "You can all go to hell, I'm going to Texas." | ||
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#4
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![]() Quote:
[You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] | |||
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#5
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![]() Quote:
Quote:
__________________
Girth Matters (Retired)
50 Ogre Shadow Knight Mugatoo <Center For Ants> 45 Iksar Monk "You can all go to hell, I'm going to Texas." | ||||
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#6
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![]() That is pretty logic.
We are using a client from what 2006 ? (titanium) The old game engine didn't have advanced lightning as it was designed uppon 3ds drivers (Woodoo cards). Advanced TnL came with the first Nvidia TNT or TNT2 cards and was a DX7 feature and went in around Velius time And yes. It really was that bad as the post from Alla about tunnel to BB ... Barbs and humies were tottaly blind without a torch, and even with a torch you could just barely see in a 10-20 feet radius. If you absolutely want to try emulate this go into advanced graphics setup, and turn everything with lightning, shadows and shader effects off. You may even have to look in eg. your Nvidia Control Panel (Windows) and see if its set to enhance your eqgame.exe 's performance. | ||
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#7
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![]() Compare this screenshot to the one above. I emulated it as best I could.
[You must be logged in to view images. Log in or Register.] Also, if you compare this screenshot from before the warping started happening in Kedge to the one that I just took, you'll see that there were previously shading and lighting differences based on the structures and terrain. Now there are not. Pay particular attention to the wall around the corner on the far left edge of both screenshots. [You must be logged in to view images. Log in or Register.] vs [You must be logged in to view images. Log in or Register.] So it would appear that since the update last month, both mobs and lighting are passing through the walls as if they didn't exist. Maybe this will help the devs. I don't know. | ||
Last edited by mmiles8; 08-02-2010 at 02:38 PM..
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#8
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![]() As a DE on live I could barely see into Phinny's room. On p99 as a troll everything is illuminated. Just my observation.
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Icktorvi Subterfuge- 50 th level Troll Shaman
<Dozekar> p1999 | ||
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#9
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![]() Maybe turning shadows on will help in figuring out where the light is being emited from?
I don't use shadows myself so no idea. | ||
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#10
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![]() Quote:
Moving along. @Dali Go back and read my post carefully. Compare the two screenshots from this server. I wasn't using a voodoo 3, a different client, and different drivers a month ago. This has less to do with the visual end result and more to do with the physics involved with walls, and the possibility that the lighting may be a symptom of the same mob issues in kedge which have recently surfaced. | |||
Last edited by mmiles8; 08-05-2010 at 11:48 AM..
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