Posted October 26, 2012 Hi All!A quick teaser of the improved lighting for caves Budda and myself are working away at. There is still plenty of room for improvement, but I think these images really highlight the important changes being done. Lots of thanks to Budda for putting up with me bugging him while he was at work to toss around ideas, and for getting all the code in while I slept Current cave is on top, new cave lights are on the bottom. All lamps in view are lit.Current:New!Current:New! 25 Share this post Link to post Share on other sites
Posted October 26, 2012 DO LIKES! when can we maaaybe see this in game? Share this post Link to post Share on other sites
Posted October 26, 2012 DO LIKES! when can we maaaybe see this in game? 4 Share this post Link to post Share on other sites
Posted October 26, 2012 yes! worth it indeed!All this at 175 fps.Where can i haz THAT?ehehe Share this post Link to post Share on other sites
Posted October 26, 2012 yes! worth it indeed!All this at 175 fps.Where can i haz THAT?eheheSetup an SLI.. lol Share this post Link to post Share on other sites
Posted October 26, 2012 Also the flickering of rares in caves is fixed thanks to this bug-hunt-a-thon. 6 Share this post Link to post Share on other sites
Posted October 26, 2012 Yaaaaay I presume this means the weird bits in the cave where I walk past a lamp and it suddenly stops looking like there's a light source around is fixed... Goody Share this post Link to post Share on other sites
Posted October 26, 2012 outdoing yourselves, guys. Glad to see this!All the new features are great, but what is most important to the continuance and improvement of wurm is bugfixing.Glad to see all this Share this post Link to post Share on other sites
Posted October 26, 2012 I see lamp sales jumping haha. Nice job guys! Share this post Link to post Share on other sites
Posted October 26, 2012 /me bows down to the developer deities of Wurm, and sacrifices a Rare 80QL graphics card for their favor. Share this post Link to post Share on other sites
Posted October 26, 2012 Those look wonderful... nice work. A quick question if I may...... I have seen lights in mines get very dim with no range if there are street lamps above on the surface, such as in a mine tunnel with lamps that goes under a road or highway with lite lamps. Any chance the improvement has tackled this issue? Thank you for your time and trouble. Cheers! Hugh Share this post Link to post Share on other sites
Posted October 26, 2012 Good job! I might just start living in a cave once again. In honesty, I'm usually disappointed with what you guys work on but this is very cool!On a somewhat related subject. I wish lamp posts illuminated more tiles (50ql brass is marginally acceptable but a 75 ql iron is not). Wurm light sources remind me of Christmas lights. The bulb is bright but they don't actually illuminate an area. This isn't the most realistic, but I'd rather see lights illuminate a ql based radius size of tiles equally instead of one really bright center tile with gradually decreasing radius increments. 1 Share this post Link to post Share on other sites
Posted October 26, 2012 This isn't the most realistic, but I'd rather see lights illuminate a ql based radius size of tiles equally instead of one really bright center tile with gradually decreasing radius increments.Hmm... 1 Share this post Link to post Share on other sites
Posted October 26, 2012 This is so needed! Really cool that it's being fixed after all these years. 4 Share this post Link to post Share on other sites
Posted October 26, 2012 Unfortunately it's not even available on test yet as it needs more improvement and we are making sure to optimize for everyone, not just those with high end systems. That being said, the wait will definitely be worth it! Share this post Link to post Share on other sites
Posted October 26, 2012 (edited) I see the light!!!...at the end of the tunnel?Okay thats enough quips on lighting... a ray of sense has shined down upon me. Edited October 26, 2012 by Klaa Share this post Link to post Share on other sites
Posted October 26, 2012 Awesome! Massive credit to the client devs Share this post Link to post Share on other sites
Posted October 26, 2012 Oh man, can we PLEASE turn off the lights in the caves now? Pitch black, to add full functionality to lamps in their fixed state? Share this post Link to post Share on other sites
Posted October 26, 2012 Oh man, can we PLEASE turn off the lights in the caves now? Pitch black, to add full functionality to lamps in their fixed state? I've been working with Budda on trying to emulate real caves, or not. We've been going back and forth on this point.. maybe we can add it as an option of some sort.. Share this post Link to post Share on other sites