[Done for V0.38] Max light level is too bright
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[Done for V0.38] Max light level is too bright
Hey,
I wanted to say first off great job on RTC! I played the original Dungeon Master when I was a young kid with my father so playing this brings back memories. My biggest beef with it is the changes to the light level works, while I do agree it does a great job making the darkness spell usefull, it makes it nearly impossible to try to help new characters gain a wizard level early on (at least in your remake as the darkness spell is not acceable). I ended up having to waste almost 1/2 an hour waiting for the spells to wear off. Perhaps make some of the 'new' features optional by setting them on and off in the config file. So that players can choose if they want to use the new brightness level options.
Just a thought.
I wanted to say first off great job on RTC! I played the original Dungeon Master when I was a young kid with my father so playing this brings back memories. My biggest beef with it is the changes to the light level works, while I do agree it does a great job making the darkness spell usefull, it makes it nearly impossible to try to help new characters gain a wizard level early on (at least in your remake as the darkness spell is not acceable). I ended up having to waste almost 1/2 an hour waiting for the spells to wear off. Perhaps make some of the 'new' features optional by setting them on and off in the config file. So that players can choose if they want to use the new brightness level options.
Just a thought.
Almost all apart from light are infact configurable in the config file, or are removed if the 'dm original' dungeon is chosen.
I agree, the light model does seem to be one step too far for many people who like to repeatidly cast light spells for spell practice and should maybe be added to the config list aswell.
I agree, the light model does seem to be one step too far for many people who like to repeatidly cast light spells for spell practice and should maybe be added to the config list aswell.
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I'm with Sophia / Beowuuf on this one. Changing the light level should *not* be configurable by the user because it means that certain puzzles / traps won't work!
I agree that this is different from DM and you can't go around casting light spells willy-nilly for training, but personally I think that's a good thing - all it means though is that you should slightly adjust your tactics (as suggested above, try zo's instead etc).
I agree that this is different from DM and you can't go around casting light spells willy-nilly for training, but personally I think that's a good thing - all it means though is that you should slightly adjust your tactics (as suggested above, try zo's instead etc).
Right, but as mentioned in another post: The linear addition is just to bright: Try it, get 4 champions, each with a torch, and everything will be white. The BEST solution would be to have a reddish light effect for fiery lights like torches, fireballs and Ful-spells, the reddish light HAVING a maximum limit, and a linear additive white light effect for daylight-like effects like OhIrRa, Illumulet, Light-effects from wands and staffs etc.
If it is to complicated to implement different colours (albeit it'd be cool - think of the dialogues in and descriptions of Moria), I suggest allowing unlimited light addition for OhIrRa-like effects only anyway.
If it is to complicated to implement different colours (albeit it'd be cool - think of the dialogues in and descriptions of Moria), I suggest allowing unlimited light addition for OhIrRa-like effects only anyway.
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Plus would mess with a dungeon that isn't using torchlight
No, I thin kwhat george said in the other thread was fine, just pushing the mimit up a bit more or taking into account the primary light source - but other than that if everyone would stop whining and training really! Monsters ungroup, stats can be boosted to 255 not 170, etc. It's just another little engine quirk.
No, I thin kwhat george said in the other thread was fine, just pushing the mimit up a bit more or taking into account the primary light source - but other than that if everyone would stop whining and training really! Monsters ungroup, stats can be boosted to 255 not 170, etc. It's just another little engine quirk.
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Indeed, and that will result in a "normal" level of light (as it should).beowuuf wrote:Surely a party would only really ever have say two torches in hand - two fighters attackign two monsters... with oerhaps a ful spell or two still fading out
No, it's still quite easy to white out if you try putting down a few longer lasting light spells and include light from multiple different sources.beowuuf wrote:Hnm, that seems to have gone to the other extreme and mean you never get a white out.
What it does mean though, is that you won't get a white out during normal play, only if you over-train with ful spells.
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