|
|
|
|
|
|
|
|
|
|
|
Re: New feature: dynamic (flash-)lighting[message #350235 is a reply to message #332772]
|
Mon, 03 July 2017 01:55
|
|
goc_man |
|
Messages:113
Registered:November 2007 Location: Croatia |
|
|
Hi Flugente. I'm a long time JA2 fan, and just got back to JA2 and really enjoying it again (thanx to all your new stuff, among other features)
First of all, thanks for all your work, which is amazing btw.
Second, I'd like discuss the effect of the flashlight (using r8408_on_GameDir_2364). It's related to sight range calculation when using both a flashlight and NVGs.
Here's some screenshots:
Normal Sight Range with NVG:
Flashlight ON Sight Range without NVG:
Flashlight ON Sight Range with NVG:
At first I was a bit confused as to why is there a "hole" in Bob's sight range. I thought it was a bug. But it's just the way NVGs reduce BrightVisionRange but the DayVisionRange penalty is small enough so we get vision on tiles where the flashlight starts losing it's brightness. If I increase the NVG penalties then this "hole" effect would be greater but it would break the balance in a way. I could then use 2 mercs. One would throw a beam of light on another and that second guy would be invisible to enemies using NVGs... We get a cheap way to hassle the AI (mid and late game, almost all of them have NVG).
So i'm thinking...
In reality, the area lit by the flashlights should have reduced visibility, but the light source should blind the NVG user.
Gamewise, this is a bit tricky. First we have the problem mentioned above.
Second, I'm thinking of a solution where only the tile with the light source could have reduced sight range if using NVG. But that's not good, since the AI doesn't know how to detect this, and don't know how to take their NVG off. It would also be OP, since the enemy would have to be really close to see the light source, and by the time they get close, they're already shot to bits.
Is there a way the NVG Sight Range penalty could by applied only if the light source is very close? That would create a realistic flashlights effect of blinding a NVG user but wouldn't make flashlights OP. It would be great for guarding building entries, corners etc. since you could blind the unsuspecting enemy if he's wearing NVG. On the other hand, if out in the open, the flashlight user wouldn't be invisible to the enemy with NVG, but exposed and vulnerable.
Any thoughts?
P.S.
The vision modifiers (<DayVisionRangeBonus>, <BrightLightVisionRangeBonus>...) are reported in-game like percentages. But info from a forum user (can't remember who) suggests that the value is actually tiles (divided by 10).
So If I have DayVisionRangeBonus=20, is that 20% or 2 tiles?
[Updated on: Mon, 03 July 2017 03:38] Report message to a moderator
|
Sergeant
|
|
|
|