What happened to???

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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RavenStorm
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What happened to???

Post by RavenStorm »

Remember in the q2 version of chaos there was the option to make the level totally dark or only use half the lighting. Will you guys ever include that option in the new chaos?
SPA
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Post by SPA »

Oh....YESSS... the flashlight mode... well... I give this question along to my fellow coders.... any ideas? Simply filling the shadowmaps with black? Possible, not possible?
R.Flagg
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Post by R.Flagg »

Yes Please! (clap)

Dig in the Q2Chaos site, and you can find this;
----------------------------------------------------------

"set lightsoff X": This simple line of letters provides a full new type of quake gaming! Just imagine if you were to blast out the fuses in the whole level, leaving only the slight glow of the items, water, lava and sunsets. Welcome to your 'darkest' nightmare. In this playing mode, hearing is essential and making noise is deadly! Your only friend will be your flashlight ("f" to toggle), but beware! Friends can also become traitors. So use it wisely, or your light cone might reveal your position.

The settings are:

0 for normal light mode
1 for more dawn-like light conditions
2 for complete darkness
---------------------------------------------------------

And it was good. Granted, it's not like it's used all the time, I admit that. But I always had fun with it. Especially the 'dawn-like' conditions.

Dark maps in todays game I don't like, theres no flashlight, and often dark means pitch black. But 'dawn-like conditions', with a Chaos flashlight, can be quite fun from time to time.

Mabye the DarkMatch settings could be incorporated into a Chaos MapVote type of thing?

Edit: Oh yeah, the way folks trail fire when hit with napalm, just might be pretty darn neat in DarkMatch. (ChaosCTF DarkMatch? Burning flag-carriers? Again, I'd play.)
Wormbo
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Post by Wormbo »

There are a lot of darkmatch mutators for UT2k3 already and all of the mfailed miserably because of terrain lighting. I won't say anything else about darkmatch until I see a working darkmatch mutator.
R.Flagg
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Post by R.Flagg »

Ah, well, bummer.

Coders sometimes have a nasty habit of ending threads. :wink:
Wormbo
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Post by Wormbo »

I just don't want to disappoint people too much, so I decide to stop them in their tracks before they get too excited. ;)
bitterman
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Post by bitterman »

well you added flares to when sunlight is in view why can't you have a negitive effect when regular light actors are used.


you could also set up a game time and just make maps that are all dark and you need a flash light which would be given at the start,
you could make fire arrows light up a small area like a little flare either way could be really cool
Swift Viper
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Post by Swift Viper »

The one darkmatch I saw was not perfect, only some things were dark like static meshes, unless it was suppose to work like that.
Mad Member with lots of ideas and questions and somewhat good fragging skills.
Shadowstar
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Post by Shadowstar »

Terrain is generally lit by sunlight (or moonlight using a sunlight actor). Leave the sunlight on, and just shut off all the other lights. That way, maps that are set in the middle of the day will probably still have appropriate skyboxes (You can't make the skyboxes night-time without actually modifying the skybox itself), but generally all the manmade light will be off, since regular lights are used for things like torches, electric lights, etc.

In maps that are mostly outdoors, this probably won't have much of an effect, but it's about all you can ask for. Besides, some maps have large daytime outdoor areas but occur mostly indoors. Those maps could look pretty cool in darkmatch cuz indoor lights would be turned off, and players would have to depend on the light streaming in from outside, and thier flashlight of course.

I've also noticed that players seem to have some kind of constant ambient light, so we will need to disable that, since the whole point of darkmatch is to make it hard to see other players, and to promote stealth... Kinda hard to be stealthy when you glow in the dark.

Anyway, I think it would be worth playing around with. We can start simple -- have some code that only deactivates a particular kind of light (say, generic light for example) and see how that plays, then we can build from there. Since Chaotic Dreams isn't a two-bit operation like alot of these modding teams, I think if any mod can do it, ChaosUT can!

I have some fond memories of Q2 Chaos darkmatches... Especially in games in mid-sized maps with only 3 or 4 other players... I remember wandering around in the slime map, trying not to fall into the slime, peering about in the dark... I round the corner, then I hear it -- giggling... high-pitched, insane giggling... My flashlight falls on the smiling faces of an army of proxies! I run, but it's too late...
jeditobe1
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Post by jeditobe1 »

/me hears a proxy saying, "You can run but you cant hide..."
I make Darth Vader look like a teenage punk with a lightsaber.
Shadowstar
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Post by Shadowstar »

Oooh yeah, we gotta have darkmatch, if only for the proxies...

"I see you..."
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