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Ports eyes adjusting to the dark based on species darksight #8668

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Aurorablade
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@Aurorablade Aurorablade commented Feb 9, 2018

Ports PolarisSS13/Polaris#4626

I need tiger to help look at the code cuase he brought it to my attention..and how diffrent the stuff is..

...and i can't tell if darksight is affecting me or not to test sometimes ANYWAY...(i need a better monitor)

馃啈 Fethas
tweak: eyes will now adjust to darkness based on the species darksight level
/:cl:

@Tayyyyyyy
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Tayyyyyyy commented Feb 9, 2018

This is really cool. It's a buff to darksight, but it makes much more sense to have this system than make you use mesons for darksight. Screenshots of what it looks like to have maximum darksight?

Nope, my screen brightness was just too low.

@Aurorablade
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I am at work so you may need to look at what i am porting from to see the shot therr

@tigercat2000 tigercat2000 added Feature This PR is a new addition to the game Tweak This PR tweaks something ingame labels Feb 9, 2018
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@Tayyyyyyy You realize that the "harsh black" darkness hasn't been a thing for months, right? You can see fine in the dark without mesons as it is. Literally all this PR does is introduce a fade-in/out effect, it literally is just a big black square layered on the screen behind the lighting layer.

@Aurorablade
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Yeah I kinda made this out the door to work so I need to retitle this and close my other pr as this isn't really a balance thing. But again at work

@Aurorablade Aurorablade changed the title Alternative to PR #8492 Ports eyes adjusting to the dark based on species darksight Feb 10, 2018
@KasparoVy
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KasparoVy commented Feb 10, 2018

God bless you man.

@Aurorablade
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yeah still unsure if the overlay is working so need a extra code check up.

@taukausanake
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@tigercat2000 To comment on the "harsh black" comment you made, with this merged you think the total darkness could be created and then fade to the level of darkvision you have? That would be cool

@KasparoVy
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KasparoVy commented Feb 11, 2018

I just tested this and it doesn't seem to work. The overlay straight-up doesn't appear at all, regardless of area brightness or the amount of dark_view my eyes have.

I assume it's because I can't see any code incorporating this with our HUD system or wherever this overlay should end up in our mob's vars.

@Aurorablade This PR is missing all the other parts of PolarisSS13/Polaris#4626 that tie this into HUD handling. See file 1, file 2, and maybe these files (no idea if our lighting system is even remotely similar): file 3 & file 4.

No idea how we could integrate this, way too late for me to figure it out haha. Maybe in the morning...

@Aurorablade
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it not similliar meaning i need to think of a diffrent way to do things cleanly.

@KasparoVy
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KasparoVy commented Feb 12, 2018

I've got it sort-of working @Aurorablade , though the darkview overlay doesn't have the desired effect due to our lack of plane-master business.

This is because the plane handling allows for the isolated blending of effects ONTO lighting BEFORE lighting is blended onto everything else (since this stuff works off the same plane, lighting), which means that instead of brightening the final result of a mush of other overlays it just makes the 'lighting' more pronounced.
Thus having the effect of making an area appear as though it's more well lit.
(Groups of layers blended together form separate planes)

See below and compare with the .gif in the Polaris port. This needs planes to function properly.
darksight_adjusting_busted

---------------------------------------------------------

Looking over how VORE & Polaris have done it, it's utterly ascended business that I just can't wrap my head around. So many questions, not least of which are 'how the heck did they figure out the matrices for the different kinds of colourblindness'?

Mushed my mind. I've no idea how they developed that.
For clues, see here.

Anyway, here's my commit with the progress. I don't see how we can do this without porting their Plane system & changing mob icon update code along with it.

tl;dr: This is not how it's supposed to work, and this feature should come after a port of planes and mob icon generation changes.

@Aurorablade
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well the goal now is to figure out how to use it without the plane stuff...
WE DO need mob icon code updates thought...badly...

@Aurorablade
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now one thought is since it useing a DMI for the overlay can we somehow adjust the DMI or make that would suit the purpose.

@KasparoVy
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KasparoVy commented Feb 12, 2018

I'm not going to dare try to meme this into working w/o the planes, they go hand-in-hand. This voodoo is way above my experience.

It needs the planes because:

  1. It allows the effect to apply directly to the lighting overlays since they share one plane without all of the other layers running interference.
  2. It keeps the effect on visible turfs instead of covering the whole screen as pictured
  3. It works
  4. I'm not going to touch our lighting system lest I be smited and/or break something

We may infact be able to come up with something else or stuck waiting on
planes. I am unsure but putting it here just cuase.
@Aurorablade
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so yeah this needs planes. and i got alot of stress irl right now so i dunno if i can wrap my head around porting that and from what codebase (though tg would be good maybe?) if anyone wants to port some plane stuff please do (my birthday is in may..get a head start and i will hug you)
Gonna close for now until someone gives me a good work around.

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5 participants