With X-mas coming, I was wondering about the possibilities to get (online played) maps more festive.
Most of you probably know mutators like Capture the Tree, Snow, XmasLights, etc. But I was wondering if maps using these mutators would be nicer to play if lighting was adjusted e.g. to make darker. I tried EavyDarkmatchIII for this, but I got some 'issues' with:
1) It makes most maps too dark (in my opinion and for my 'festive' goal). Players really need a flashlight, but what if you don't want to? And I think some lightning (like lantarns, lightpoles, spots) should be on to make it playable and festive.
2) After initialization, a 'flush' command is needed to fix the adjusted lighting. I remembered this problem and fix from my active years. It seems to be the problem with some videorenders (OpenGL/XOpenGL?), but I'm not sure.
So, after years of inactivity (playing and coding), I'm trying to make a mutator 'Darkness', which is based on EavyDarkmatchIII, that fits my goal. Features:
1) Configurable lighting (0-99% of its default value) of Lights and ZoneInfos, per map. This allows to play a darkmatch map (optional configurable flashlight with other mutator) or slightly lighted map.
2) Auto 'flush' command to fix lightning.
At this moment I'm 'okish'with the results I see on some maps. Preview of CTF-Hydro16:
I was wondering if people are interested in this mutator and are willing to test and help me? Looking forward to your suggestions, ideas and positive criticism.
Darkness mutator
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Re: Darkness mutator
If you have a download for it, I'll test it.
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Darkness mutator
3) Adjustable via MUTATE command
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Re: Darkness mutator
I was messing around with this a while back. Try this. Should work in dedicated server mode. And twirl the settings.
Code: Select all
[EavyDarkmatchIII.EavyDarkmatchMutator]
EavyDisabledLight=True
EavySpecialLit=False
EavySkyZone=True
EavyFogZone=True
EavyLensFlare=True
EavyAmbientBrightness=True
EavyActivateLight=True
EavyToggleLight=True
EavyCrouchingToggle=True
EavyFlashLight=False
EavyColoredLight=True
EavyPlayerLight=True
EavyLightBrightness=250
EavyLightHue=167
EavyLightSaturation=142
EavyLightRadius=14
EavyRealisticLight=True
EavySpecialLight=False
ColorEffect=3
HueShift=0
RandomHue=True
AmbientChange=2
SaturationChange=4
Brightness=0
Effect=20
[EavyDarkmatchIII_2.EavyDarkmatchMutator]
EavyDisabledLight=False
EavySpecialLit=False
EavySkyZone=True
EavyFogZone=True
EavyLensFlare=True
EavyAmbientBrightness=True
EavyActivateLight=False
EavyToggleLight=False
EavyCrouchingToggle=False
EavyFlashLight=False
EavyColoredLight=False
EavyPlayerLight=False
EavyLightBrightness=250
EavyLightHue=167
EavyLightSaturation=142
EavyLightRadius=14
EavyRealisticLight=False
EavySpecialLight=False
ColorEffect=3
HueShift=0
RandomHue=True
AmbientChange=2
SaturationChange=4
Brightness=0
Effect=20
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Re: Darkness mutator
In order for a mutator to work you need .int & a .u files, but your download is only the .u file.
What you have above it is what goes into an .int but isn't one... yet.
What you have above it is what goes into an .int but isn't one... yet.
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Darkness mutator
I lost it somewhere. To start the server you don't need an int file, you just need to specify '?mutator=EavyDarkmatchIII.EavyDarkmatchMutator' in the launch line. You can make the int file yourself by classes described in the u file. The simplest, something like a
Auto merged new post submitted 14 minutes later
And don't forget
Although I don't use it. I use a rewritten ServerPackager for dynamically loading supple packages using XCGE.
Code: Select all
[Public]
Object=(Name=EavyDarkmatchIII.EavyDarkmatchMutator,Class=Class,MetaClass=Engine.Mutator,Description="EavyDarkmatchIII")
Auto merged new post submitted 14 minutes later
And don't forget
Code: Select all
[Engine.Engine]
ServerPackages=EavyDarkmatchIII