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  #1  
Old 10-16-2019, 05:34 PM
Deathrydar Deathrydar is offline
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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!
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File Type: jpg Capture1.JPG (42.4 KB, 5 views)
File Type: jpg Capture2.JPG (32.3 KB, 8 views)
Last edited by Deathrydar; 10-16-2019 at 05:37 PM..
  #2  
Old 10-16-2019, 05:41 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Deathrydar [You must be logged in to view images. Log in or Register.]
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.
  #3  
Old 10-16-2019, 05:45 PM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
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!
  #4  
Old 10-16-2019, 05:37 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Verityn [You must be logged in to view images. Log in or Register.]
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.
  #5  
Old 10-16-2019, 11:14 PM
Verityn Verityn is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
Please try the experimental shaders in post 103 of this thread.
This fixed Kaladim. It looks great.
  #6  
Old 10-16-2019, 11:18 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Verityn [You must be logged in to view images. Log in or Register.]
This fixed Kaladim. It looks great.
Great!
  #7  
Old 10-16-2019, 11:22 PM
Danth Danth is offline
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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
  #8  
Old 10-16-2019, 11:26 PM
BlankDiploma BlankDiploma is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
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.
  #9  
Old 10-16-2019, 11:29 PM
Danth Danth is offline
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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.
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Last edited by Danth; 10-16-2019 at 11:34 PM..
  #10  
Old 10-17-2019, 06:08 PM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by BlankDiploma [You must be logged in to view images. Log in or Register.]
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!
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