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Found 29 results

  1. Wouldn't it be great if the high ceilings in caves could be lit with some floodlights? - the entire space could be lit up with beams of light falling from above. Perhaps some spotlights that hang from the cave ceilings and walls to give that underground 'stadium' effect. It would be good to have some more lighting options to show off these huge underground spaces - even the ability to hang coloured lights on ceilings and underwater, and to hang torches on high cave walls would be wonderful! We need a medieval/fantasy light system, rather than modern LEDs though! Please add your ideas!
  2. 4 venders containing 80ql+ blacksmith items, 50ql weaponsmith items ,armor vendor40-50ql and special items/jewelsmith items stock checked daily currently no lighting available the shackport market is on the west side of the island and the bank token is located next to the Shack Attack building on the east side of the island Additionally a fifth vendor from North shackport is in the market that carries odd items gathered from archeology and events
  3. OK so I am going to make this brief for the moment. I would love to see something like a decorative railing wood that would mach the type of wood that it is made from. Leather chairs, a COUCH to set in front of the fire place. If any one else has any ideas for this I would love to see them and ever more importantly I would love to see them in the game. Thank you for your time and consideration, to those who agree and to the Dev's who hopefully will try to make this happen.
  4. Bludscythe Smithy Presents an Auction Starting bid: 4 s Increment (minimum): 1 s Reserve: no Buyout: no Sniper Protection: 30 minutes Private Bids: not accepted Auction cancelled Can be Blessed by the God of your choice before being sent just indicate choice no charge
  5. Hello, Recently I've started a new deed deep in a pine forest. I have some lamps and they are great for adding ambience to the deed at night. However, once they turn off for the day/night cycle, its still very dark in the deed/buildings because of shadows from the trees. Eventually the sun comes up higher and lights the deed nicely, but in the morning or evening when there's lots of shadows from trees, its very dark, and the lamps don't turn on. (Right now I'll have to turn the ones on manually that I want.) I'd like to be able to keep lamps/torches on all the time or even better have more control of the cycle that they follow for turning on and off. Its my understanding that a GM can change a lamp to "Always Lit" and would love to have this option as a player. I'm not looking for no fuel required, I'm happy for it to burn fuel. Just more control so I'm not in the dark during the day. If something like this exists, I'd love to be directed towards it. It sounds like it may have to be server-side rather than client side. Also I'd like to hear what other players do to combat being in the dark, on deed, outside of lantern on/off cycle. Thanks for reading.
  6. Hi I been having this problem with Wurm for the longest time. I don't see the colors of lights up close. I have to be really close to see them. As I step away they switch off. I'm not sure why it does this. I have a i7-7700k with a 1080ti. When I jump on a laptop with lesser specs I see the full blown color spectrum the game gives off. I really miss that and haven't seen the full beauty in this game in a while. Anyone know why? I left a video below to show a example. Also my Max Dynamic Light is enabled and set to 7. For some reason I can't set it to zero. My only options are 1 through 16.
  7. WTS 4* Marble Brazier pillars 70ql 5s each pm SteliosKontos
  8. Seeing The Light I think most people are loving the new skies since the latest update. The colours are more varied and change with the shifting moods of the day. Thank you! I have noticed something weird about the sky at sunrise and sunset. It's not immediately obvious what's different, but I think I've worked out what it is... The colour of the sky at any height above the horizon is uniform for 360 degrees of rotation. This is strange and not how the sky looks in the real world. It would be great if the red/yellow area of the sky was more centred around the rising or setting Sol - giving a patch of red-orange light around the sun. The opposite side of the sky would be a more blue or grey colour.
  9. (My apologies if this idea has been brought up frequently - I haven't used the forums here in a long time!) I've had some furniture ideas sitting around in my head for a long time, and after seeing the fine carpentry items and the addition of the improved cooking system, I feel like these sort of things would fit in perfectly with the game! Frying pans, cauldrons, and all sorts of other cooking utensils have been sitting in my oven and inventory for years now. Maybe there are better storage methods available and I just wasn't aware, but what I think would be a cute and highly functional item to add would be a... Kitchen cupboard! Nice and easy addition. In terms of 3D models, all you'd really have to do is alter the Alchemist's cupboard slightly. This Ranch Hutch from Animal Crossing would be a nice reference to work with. Cooking-related tools and containers stored in it would receive significantly less damage over time, plus it would look nice next to our larders While I was thinking of this, something came to mind that would open up a world of possibilities in terms of house/deed customization. I've seen mentions of being able to hang items from the ceiling, but what about wall fixtures? So many decorative and storage options would become available through this. Light fixtures of varying complexity (ranging anywhere from a simple iron sconce that can hold like one candle to hanging golden candelabras/something like this); simple, short and long wooden and metal shelves; shelving that can hold specialty items such as pans (1, 2 (spice jars that allow herbs and spices to retain their fresh status for longer would be neat)), functional and decorative sword/bow/other weapon displays, more tapestry display options; wall-mounted feeders for cattle and horses; the list goes on. Just imagine a cave deed dotted with little lights attached to the walls, or beautiful fixtures for your master bedroom? I think something like that would be a lovely addition. Being able to put little pottery or marble planters on shelves would be super cute too. As free-standing options of many of these already exist, it would make sense for most of these to be available past, say, 30 or higher skill in fine carpentry. An exception to this could be short/long wooden shelving and basic sconces, for example. What do you guys think?
  10. I just spent most of my play session above-ground, then went into the underground part of my deed, and some lights were far brighter than they usually are. In this example, the gold hanging lamps on each side are of approximately equal QL, but one is far brighter than the other. The lamp on the right-hand side of the image looks more typical in terms of light output. Note that the lamp in the background is exhibiting a similar problem. Snuffing the left-hand lamp only reduces the brightness but does not eliminate it, so I suspect the client is duplicating the light effect somehow.
  11. The glow rune on my tool belt is no longer casting a light. Tested with two different tool belts with a brass jackal rune on them. Also tested with a lantern in inventory. Once dropped they (both belts and the lantern) give off the appropriate light, but when inside an inventory or equipped there is no lighting effect.
  12. Bug 1: Lighting a light source, then placing it on an object, sometimes results in lighting that is significantly brighter than it should be. Example: This behavior seems inconsistent. I was able to reproduce it consistently with the two above surfaces, but not on some others, and logging in as a different character with the same graphical settings seemed to result in less severe lighting under the same conditions (although the in-game time of day was slightly different as well). Bug 2: Items which change texture/model when snuffed do not do so when placed on top of another object. For example, a snuffed lantern on top of a table will still have the "glowing glass" texture, even though it no longer is lit and no longer emits light. EDIT: Just to clarify, this is indeed on the Modern renderer.
  13. I just noticed this today, but it looks like ambient light has been messed with in caves and mines making them far too bright. Mines and caves aren't supposed to be bright enough to see clearly without a light, they're supposed to be dark and mysterious, and a light source should be absolutely necessary for vision. Whatever was done has completely negated this, and the torches and lamps I do have now make it so bright it washes all the color out.
  14. At night things are brighter than with the old stable client but lanterns and lamps don't lighten the area around them. Whether they are on or off, the brightness of the scene is not affected. There is a glow around them but no change to the rest of the area. Same in caves.
  15. Here's a thought.... What if you could choose when to use lightning movement on a horse? By using this new item called a whip you could trigger your horse use its speed boost from lighting movement. The Cool Down would be a 1-10 mins timer where the horse would not use lightning movement at all. The Whip Quality could determine the duration of the Cool Down or the Duration on the Lightning Movement. Anyhow just a thought...might be fun during horses racing events or even be useful to get away!! Item - Horse Whip / Riding Crop Skills - Leather Working, Tailoring, Rope Making, Carpentry. Creation -.50kg of leather, .50 kg wood, .25 kg wemp fiber. Weight -1.25kg Possible Options - Add light wounds to Horse as a Trade off for using the Whip more often over time for increased speed Duration. Success of speed boost based on AH skill ( maybe Duration as well? )
  16. I would love it if the brass oil lamp could be used as a lamp head. I think they would make nice hanging lamps and would look good on top of lampposts when pushed into fences or hedges.
  17. I've taken some screenshots of various lighting problems in the new renderer. Strange indoor light mapping: There are no lights inside this building, but there is one on the outside, on the other side of the wall from the red "X". Somehow, this is lighting up the floor and ceiling on the inside of the building, but is not lighting up the interior of the wall. Lights disappearing over a relatively short distance: Light effects disappear when not very far from them. These screenshots were taken just before and beyond the radius where this happens (note the torch light in the distance). This may just be a limitation of the system, and I'm not sure how it compares to previous versions, but it's still kind of jarring. Lights dimmer when camera is closer to them: Note that the lighting on the wall from this torch is somehow getting less bright as I approach it. This may just be another case of other nearby lights disappearing as I move away from them, but I'm not sure. Lights flickering in and out like crazy over a short distance: These three screenshots were taken within the same half-tile of distance or so along the roadway, as I approach the stone building. Despite the short distance, you can see the lighting is distinctly different in each one. As I walk, the lighting keeps changing, leading to a sort of strobe effect, presumably as different lighting effects flicker in and out. This is especially noticeable on the trees, hedge, and buildings. Similar situation indoors: If you switch between these quickly in an image viewer, the color temperature is very different. I'm aware the flickering/disappearing lights issue possibly exists in the older version of the renderer as well, particularly when a lot of dynamic light sources are around, but the effect certainly seems to be worse now. I understand the effect isn't as pronounced in still screenshots, but on some places on my deed, it almost looks like lightning is flashing, because the image is rapidly changing from one set of lights to another. It definitely wasn't this bad before, and now it keeps making me think that lights are turning off or flickering or something. I know some of this may also seem a bit nickpicky, but most of it is pretty glaringly obvious in-game, worse than in the past, and now seems like the time to address concerns like these anyway.
  18. Version: 4.00-51fab35 Even with max dynamic lights set to 0 (unlimited), lights inside a building flicker in and out when moving toward and away from that building. Note that the light comes on as I approach the building. EDIT: They seem to "turn on" when I approach the building closely enough for objects inside the building to render (4 or 5 tiles), in case that helps.
  19. I have both Online and Unlimited, but it's Online that I spend my time in. I still like to play around with the god tools in Unlimited though to see what's possible. DeedPlanner is of course amaaaaazing but to truly test out the atmosphere, with lighting and all the possible items, having Unlimited really pays off. One of the things I get a kick out of is hunting for gorgeous places in other games and testing out how close I can make Wurm look. I've done this mostly with ESO, but I now bought Black Desert for this purpose as well. I posted a short video today of the results from making a Daggerfall stables copy: Now while I was creating this area, I ran into some challenges due to lack of the right kinds of items we have in Wurm. Decorational rocks - see all those rocks in the video, especially piled up against the high wall? (I spawned the source spring objects to make fake rocks) It would be cool to be able to place rocks and boulders in Wurm. Perhaps they could be fragments from a destructed Rift? And since Wurm is all about making every item usable in some way, perhaps you could "mine" them to shatter into rock shards. In UO we had several types of decorational rocks and they were very popular indeed. Large grain sacks. See the "missing 3d object" sacks with the question marks? It would be great if we could get those as actual objects in the game, a new type of container - just use the "missing 3d object" sack minus the question mark of course Wheelbarrows, could work like the small carts - you could carry less than a small cart, however you could move faster, perhaps at a completely normal walking pace Decorative stone and wooden fences (maybe called something other than a fence (barricade, barrier etc) as not to be confusing) that can be pushed, pulled and rotated like benches or statues. This would compensate for not being able to place diagonal fences. In their place, I used Keystones Water troughs for the horses/cows. Could be filled with water which would evaporate over time. So it could have a full and empty look. (in this case I pushed a wooden bench into the wall) (I'm pretty sure I've seen others requesting this one as well) See how colorless the night time is in Wurm compared to ESO? I wonder if our night couldn't do with a slight tinge of blue to it to make it more atmospheric
  20. Right now, lamps can be controlled as follows: On-deed: On at night, off during the day. Off-deed: Either permanently on or permanently off, until they run out of fuel. I suggest finer control over any lamp by characters on-deed with the permission to do so, or who originally planted the lamp if off-deed*, through a right-click submenu or similar, with options such as: Always stay lit. Always stay off. Stay lit at night, and off during the day. Stay lit at day, and off during the night (hey, someone might want it for aesthetic reasons). Some other option I'm not thinking of? This would give finer control over lights on deed, especially, and would allow us to give off-deed lighting similar function, although obviously they'd need manual fueling or a Templar to take care of the oil. For example, maybe I want my deed lights to follow default patterns and only stay lit at night, but maybe I also want a specific lamp, or a brazier pillar, or a fireplace, to stay lit all the time. This is pretty reasonable, and something I've seen requested before. * I suppose it would also make sense to allow anyone to adjust settings of off-deed lamps; either way is arguably fine.
  21. Graphical bug after today's update. http://imgur.com/GWLFBSi
  22. Well hopefully the title is fairly self explanatory, but the idea is this: Looking around my deed, I like having lighting at night between buildings, on paths, on the dock area etc. etc. but it all gets a bit muddled with the lights blazing in the buildings too because I have lights placed far more densely in buildings for better coverage. I would like an option in building management to be able to toggle the lights within the building on/off. Preferably this would be an option that means the lights come on automatically if a player enters the building (For PvP purposes would they be triggered by enemies or not? Discuss...) and off again when the building is empty, but I appreciate this may be more difficult. Anything else to consider for this? Any other alternatives/options to include? Or is it just a terrible idea?
  23. Illuminate your land! Iron torch lamp, Iron lamp, Copper hanging lamp 30ql - 5 40ql - 10 50ql - 20 Copper Brazier 30ql - 20 40ql - 25 50ql - 30 Looking for someone to imp your lamps? Send me a tell and we'll work things out! Delivery and contact information I deliver to only the Freedom servers (Currently based on Deliverance), all deliveries will be made to the nearest coastal point of interest from Deliverance. Deliverance players receive free service! Live on Xanadu? Send me a tell and we'll work out the cost. Contact Genocide in-game to place your order! (Orders must be made through in-game tell or forum post, all orders will be kept in list format, please give two-three days for order completion, this estimation varies on order and how many players are in line.)
  24. It would be great to be able to attach a lantern to your wagon (or cart, maybe even tent). It would make it easier to find in the dark and look rather groovy too. Or alternatively just having a lit lantern in the wagon inventory being able to put out light.
  25. I am looking to sell off a batch of 20 14 70 QL Personal Iron Lantern with 70 QL white dye on them [17:06:11] A small iron box with wicker and a cannister for oil. Colors: R=226, G=226, B=226. You need to temper the lantern by dipping it in water while it's hot. Ql: 70.22515, Dam: 0.0. These things are quite bright and great for miners or anyone tired of getting lost in the dark. Pricing Scheme: 1 Lamp - 40 C 2 Lamp - 70 C 3 Lamp - 1 S What better way to say "I Love You" then with the gift of a lantern? PM on forums or In game Trivinlar Pick up at under the mountain on west wyvern lake or CoD (88 courier cast) I can also deliver in a limited range for larger orders, PM me for info.