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Found 20 results

  1. Underground lamp light duplication

    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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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? )
  7. Brass Oil Lamposts

    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.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. Graphical bug after today's update. http://imgur.com/GWLFBSi
  13. 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?
  14. 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.)
  15. Wagon lanterns.

    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.
  16. 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.
  17. Lighting problem

    Every block i'm moving the lighting change, i mean i'm getting close to a block with any item or prop which lighting the block and the light not shining until i'm getting on the block and it's freezing for 0.20 minseconds and them it show the light. What to do?
  18. Lighting Bug?

    Hi, I'm new to Wurm, and i'm not sure if lighting comes under "model and sound bugs", but here it is. Every time i light my lamps inside my building between about 9am-9pm the light they make is great, but as soon as the sunlight fades enough, every bit of ambiance disappears on the inside of my house completely like someone snuffed them all, but outside is lit up like a Christmas tree (literally as there are 6 lamps of different colours n_n). The QL of the lamps isn't great, max being maybe 40ql, but surely that should be enough for a decent amount of light inside a 3x2 stone building? I've tried un-dyed lamps apposed to dyed, but they don't differ at all. (the dye QL is also around 40 on each if that's relevant). The lamps give a great amount of light if i pick them up when moving them around, the entire 3x2 is lit up by just one of them. I'm not sure if this is a bug in-game, or if my settings are wrong maybe? I use my brother's computer which he uses to play games like Skyrim, Borderlands 2, Battlefield 3 etc, all on Max settings without issues, i've also tried updating the driver's but they are all up to date, so I don't think its a hardware issue. Maybe there are too many light sources on my Deed, we have probably about 30 or so lamps dotted around the whole town, is there a limit on how many light sources can be active at a time in a x by x area? Any help is much appreciated! P.S. I've tried looking on the forums under "lighting" but couldn't find a thread that was similar, but i'm sorry if this is similar to another.
  19. Weird Lighting Bug

    Some specific tiles inside my house are visually bugged, resulting in light not displaying correctly. Even if there's a lit torch on that tile, it's still darker than usual.
  20. Hello Everyone, I have started this post to suggest a new idea which will meet in the middle between Wurm and The Players since it seems the new deed lighting system has been met with great outcry. This is just an idea that has been discussed feel like it is a great ideal to suit both parties, This does not mean it is a confirmed or even considered change hence the reason for this post to see feedback to the idea. We would like to know what Players and Staff alike think of this change and please use the poll provided to mark whether you are For / Against this idea. Also feel free to leave comments (no flaming please on or off subject) The idea comes in multiple parts so please read the whole blurb: Allow Guard Towers Guards to be able to fill lamps within their normal range. This would be met with a requirement of: Oil Barrel containing Oil within their range. Maybe also add it to 60ql+ (maybe higher to 80 based on comments from this thread) Guard Towers only, That way the use of a guard tower does not only stop at 50ql. This would also allow for off deed lighting to be maintained such as community areas and public roads, Would require someone building a 60ql+ Guard tower and keep an oil barrel stocks in those areas. This would achieve: Maintaining the new value of Olive Oil Increasing the value of the Masonry Skill Providing more benefits for high ql Towers Allowing Public areas to remain lit Also suggested it also gives a possible early indication of an abandonded area if the tower decays resulting in all the lights going out So please cast your vote now. Regards, Maximusi