Zombie HORDE - The mappack project! (11 / r27) 14/12/2015

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#841

Post by Klofkac » Mon Sep 16, 2013 7:18 pm

I never have used the max ambient light and my gamma was about 1.5 . I have a great monitor capable of high contrast, where black is really black. Yes, it was dark, but it had amosphere... except the recent testpack maps which are very dark for me in ANY place and it is... just meh.
Last edited by Klofkac on Mon Sep 16, 2013 7:22 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#842

Post by Mr.Man » Mon Sep 16, 2013 7:55 pm

I think its just fine. I dont think you should try stuff like "gamma 12098479165912" to get past it, it looks better and more balanced anyway. Do i just add that to MAPINFO xsnake? atleast i have a proper reason to add fog in my map now, since evrybody usually removed it.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#843

Post by Cruduxy » Mon Sep 16, 2013 8:04 pm

You don't add it to mapinfo its a server cvar.. You just ensure the map looks fine with that flag set to 1 -aka without ambient light-.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#844

Post by ibm5155 » Mon Sep 16, 2013 8:07 pm

I remove cus it lags :v
EDIT:my map dark? O_o if you´re using gamma 1 then I dont know, the places that should be dark are dark and the others that shouldnt aren´t (also it´s the light higher than 0 compared to many maps :D)
Last edited by ibm5155 on Mon Sep 16, 2013 8:09 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#845

Post by Untitled » Mon Sep 16, 2013 8:24 pm

I vote to not force GL defaults.

I understand that some maps do look better with default lights. Indeed, it can look quite atmospheric.

But on the flipside, some maps do much, much better with adjusted light settings, as default GL lights can get plain obnoxiously dark because some people have a different sense of what light levels look good in Doom.

Some people like it dark. I respect that.

But some people like me think that being able to see is more important than atmosphere.

This is a bad thing. At least, I think it's a bad thing.
Last edited by Untitled on Mon Sep 16, 2013 8:31 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#846

Post by Cruduxy » Mon Sep 16, 2013 8:27 pm

It gives an unfair advantage against newer players and is kinda like the most op asset snipers have.. Its generally the mapper fault if the map looks ugly/too dark in most areas.. Because many maps just spam dark sectors everywhere and letterly force you to ambient light.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#847

Post by Xsnake » Mon Sep 16, 2013 9:49 pm

It seems to me that a brightness level of at least 128 allows players to see what they are supposed to see. Untitled, would you say the new ZM01 is too dark ? It currently forces GL defaults and the global brightness level is 128.

The other point of adjusting the maps brightness to GL defaults is that those who play with the Software renderer will now be able to see something. That's why the brightness levels needed to be adjusted anyway.

IBM : I just checked your map and it's definitely too dark. I understand you want to keep it dark and all, but consider using a brightness level of 128 for the big and open areas.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#848

Post by Untitled » Mon Sep 16, 2013 10:08 pm

Ah. That would do it. I haven't played ZH in software mode since never (since back in ST you had to play OpenGL due to 3D floors), so I tend to forget about software mode is still used :V

Anyways. Back to the point I wanted to make, what's wrong with people adjusting brightness to their optimal brightness levels? Some people have disagreeing opinions of what light levels look best in a level. (See: Me and Cyantusk arguing about brightness and level design)

ZM01 was bright /enough/. For a map like that one, the lighting was pretty good.
The point I'd like to make is
A: You probably shouldn't go darker than that.
B: Darkness in that ambient in the atmospheric form is one thing ZM01's atmosphere makes the darkness work perfectly there. it works in maps like ZM02 as well. However, Darkness in maps that don't have that kind of atmosphere makes me RAAAAAAAAAAGE.
Last edited by Untitled on Mon Sep 16, 2013 10:08 pm, edited 1 time in total.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#849

Post by Cruduxy » Tue Sep 17, 2013 12:15 am

Just go and suggest a change to gl defaults or a new cvar so it lets people pick a reasonable amount for ambient light instead of having it locked to 20 or used by players to get free night-vision.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#850

Post by Mr.Man » Tue Sep 17, 2013 4:29 am

Does anybody know how to use comets properly? it will play a big role on my map, but idk how to spawn them :/
I looked at ksg's level, added its scripts but idk how to acs it properly.
Last edited by Mr.Man on Tue Sep 17, 2013 3:04 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#851

Post by Kaminsky » Tue Sep 17, 2013 10:55 pm

Untitled wrote:
ZM01 was bright /enough/. For a map like that one, the lighting was pretty good.
The point I'd like to make is
A: You probably shouldn't go darker than that.
B: Darkness in that ambient in the atmospheric form is one thing ZM01's atmosphere makes the darkness work perfectly there. it works in maps like ZM02 as well. However, Darkness in maps that don't have that kind of atmosphere makes me RAAAAAAAAAAGE.
For some reason, I've always thought the ambient lighting on ZM02 never looked appealing because it didn't match well with the skybox defined on that map. The map seemed too dark for something that looks as if it's actually dusk.
Last edited by Kaminsky on Tue Sep 17, 2013 10:57 pm, edited 1 time in total.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#852

Post by ibm5155 » Wed Sep 18, 2013 12:11 am

Xsnake wrote: IBM : I just checked your map and it's definitely too dark. I understand you want to keep it dark and all, but consider using a brightness level of 128 for the big and open areas.
using doom bright mode, gamma 1 and radial gamma
hmm it´s 112 outside, 128 would look too bright, 120 could be a good dark/bright mix outside.
I just can see fine anything at 120, it´s like 112 but you can see better the things at a short distance...

It´s so weird the difference bet 112,120,128.
112 to 120 you see that it´s a bit more bright but 120 to 128 you see alot of difference O_o (you can see the full map just like a day map D:)

So should I up the light to 120? I just thinked that all that lights on each camp spot outside was enough :s
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#853

Post by Mr.Man » Wed Sep 18, 2013 5:13 am

i use 90 for the cave o.o

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#854

Post by Untitled » Wed Sep 18, 2013 10:51 am

A Brighter Ambient Light in this case might be better than spamming dynamic lights, unless your name is Tormentor667 (Please don't start a flame war, I'm just using him as example), especially since some people might get lagged by them (See: The Stronghold Pyrodemon).

Also, on an unrelated note, I don't know why, but I have a bad frame rate on ZE12.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#855

Post by Leonard » Wed Sep 18, 2013 3:00 pm

ibm5155 wrote:using doom bright mode, gamma 1 and radial gamma
The settings will be forced to default (standard fog and lightning) so you don't have to bother about these.
128 is just right for inside and outside dark areas and 120, well you can still see where you are going so I guess it's the way to go if you want to make your map unusually dark.
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#856

Post by Xsnake » Wed Sep 18, 2013 3:21 pm

ibm5155 wrote:
Xsnake wrote: IBM : I just checked your map and it's definitely too dark. I understand you want to keep it dark and all, but consider using a brightness level of 128 for the big and open areas.
using doom bright mode, gamma 1 and radial gamma
hmm it´s 112 outside, 128 would look too bright, 120 could be a good dark/bright mix outside.
I just can see fine anything at 120, it´s like 112 but you can see better the things at a short distance...

It´s so weird the difference bet 112,120,128.
112 to 120 you see that it´s a bit more bright but 120 to 128 you see alot of difference O_o (you can see the full map just like a day map D:)

So should I up the light to 120? I just thinked that all that lights on each camp spot outside was enough :s
I'd use 128 as default and 112 for unusually dark areas. Also, do not use less than 128 for "big" outside areas. Like Untitled said, being able to see is more important than the atmosphere.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#857

Post by fr blood » Thu Sep 19, 2013 5:22 am

Mr.Man wrote: Does anybody know how to use comets properly? it will play a big role on my map, but idk how to spawn them :/
I looked at ksg's level, added its scripts but idk how to acs it properly.
Yeah, I can help you for that, I already used that script for my old ZM14 thats need a lot of changes, the comets spawned when the weather was a cataclysm and it worked perfectly.

I`ll help you in the weekend.

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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#858

Post by Danzoa » Thu Sep 19, 2013 1:00 pm

Xsnake wrote:
ibm5155 wrote:
Xsnake wrote: IBM : I just checked your map and it's definitely too dark. I understand you want to keep it dark and all, but consider using a brightness level of 128 for the big and open areas.
using doom bright mode, gamma 1 and radial gamma
hmm it´s 112 outside, 128 would look too bright, 120 could be a good dark/bright mix outside.
I just can see fine anything at 120, it´s like 112 but you can see better the things at a short distance...

It´s so weird the difference bet 112,120,128.
112 to 120 you see that it´s a bit more bright but 120 to 128 you see alot of difference O_o (you can see the full map just like a day map D:)

So should I up the light to 120? I just thinked that all that lights on each camp spot outside was enough :s
I'd use 128 as default and 112 for unusually dark areas. Also, do not use less than 128 for "big" outside areas. Like Untitled said, being able to see is more important than the atmosphere.
Yeah, true but you need to watch out with forcing GL defaults, some people still have older monitors, and their screens are already dark by default, so some people actually have to play with a high gamma to make the game look more like it's default, my old monitor had that, and on my new one wich is a LED screen, i actually have to use gamma 0.8, and lower my brightness to not have a too bright screen.

Also Off-Topic for a second, does anyone still have that old ZH-Modelpack? If so could you possibly send me a link, please?
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#859

Post by Klofkac » Thu Sep 19, 2013 1:24 pm

Those older monitors (if you talk about a CRT) are not that much dark. They just have high contrast, where black is really black. But yeah, I have one myself and I use gamma at least 1.7 to see properly (I am not using ambient light hax and for real atmosphere I use 1.3). But, I have brightness set at minimum, as higher would kill my eyes on wikipedia (here comes the high contrast).
Then people on forums complain I have too bright screenshots and it kills their eyes, feh.[/size]
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RE: Zombie HORDE - The mappack project! (8a / r9) 09/4/13

#860

Post by mr fiat » Thu Sep 19, 2013 4:24 pm

[quote=danzoa]Also Off-Topic for a second, does anyone still have that old ZH-Modelpack? If so could you possibly send me a link, please? [/quote]

i have the author of the model pack in my steam friends list i could ask him if he shows up.

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