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April 19th, 2024, 14:31 #31
Literally last night. PCs manipulated some arcane machinery. Altar changed from glowing purple to glowing yellow. I hit 1 button on the stream deck and all the DMX lights (except the pin spots on the dice trays) shifted smoothly from purple to yellow... and the players smiled and said 'woah. cool.'
I didn't bother changing the light on the map, as there would have been no discernable difference under the current implementation.
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April 19th, 2024, 14:34 #32
Everything you have contributed here has been utterly fascinating. Thank you so much for the detailed explanations!
I do think the current proposed change will be a "good enough" improvement that is vastly better than it is now, and I suspect using some of your tips above, I will start exploring using colored lights again.
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April 19th, 2024, 15:23 #33
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It is a 'usability' bug. Programming only serves one purpose: meeting customer needs. If a programmed feature doesn't work for users then it can be considered as a bug. That's what happens in my company which is major software company. While I understand your point I beg to disagree with you.
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April 19th, 2024, 17:03 #34
My goal in posting has been met by Carl's solution. The only concern I have is that of lights defined - dim or bright - can be lost completely. Its a relatively simple thing to make this, as Carl has shown, so that it can be no longer an issue.
Cameras, video = trying to mimic realism. Can be expensive in processing/gpu to this in certain fixed environments - which FGU is.
Realism is not a game.
My post is to address purely game issues. I'm sure there a numerous solutions (as in most coding) to approach the problem, but I don't want to get lost in "they gave us and inch, lets see if we can take a mile" as I was very familiar with this in my coding days and even today in my extension coding days. I'm ruthless in maintaining "good enough".
The solution carl has shown is "good enough" - if he wishes to do more that's up to him. But based on performance etc. - and what he has told us - this solution is "good enough".
I'll take the inch.
Others can battle for a mile.
Looking forward to seeing faery fire and other effects in all types of lighting (unless they are the same of course) in FGU.Free(Forums/Forge) Extension(FGU 5E):
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April 21st, 2024, 23:53 #35Got a Bug - Click & FOLLOW the procedure here, it will save time
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April 24th, 2024, 16:40 #36Free(Forums/Forge) Extension(FGU 5E):
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April 24th, 2024, 16:43 #37
When the testing of the changes is finished. We don't want to introduce any new issues with the changes.
Dominic Morta
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April 24th, 2024, 16:45 #38
Very reasonable. I only asked as once again my players got in a session with Rhime of the Frostmaiden in the Jarlsmoot map and lit 6 braziers - of which you could not see one of the colors as they were all wiped out by a lantern (and the white light among the braziers).
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Yesterday, 18:45 #39
Supreme Deity
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I just pushed an update today for the changes provided by @pindercarl. Please run a new Check for Updates and try again.
Regards,
JPG
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Yesterday, 19:17 #40
MUCH better than it was - though it still does not show the true light in the immediate 5ft area it comes out of or some muted version of it.
Here are my tests (Most have background of moonlight):
Kelvin with bright lantern with two Invisible Stalkers made visible by faery fire of blue and green on the dim edge of lantern light. This is DIM white vs DIM blue vs DIM green - very acceptable result.
DimVsDim.png
Kelvin moves his bright light in range of dim light of faery fires. Not what I'd consider a good result as I said in original post something of the color - even muted should be visible near core of dim light. Bright White light wipes out all other dim colors.
BrightVsDim.png
Faery Fires are set to bright - very acceptable where Bright light does not wipe out bright other colors.
BrightVSBright.png
Only dim faery fires with moonlight background lighting. Very acceptable.
DimVSDimVSMoonlight.png
Multiple bright fires of different colors overlapping with Kelvin also near with his bright white light. No core lighting is visible at all just the blend. Better than it was but not what I'd call a good result as I should be able to tell the color of the bright light near each core light.
MultipleBrightLightsOverlapping.png
Overall much better than it was - but still not seeing that core lighting dim or bright standing out when a similar or greater strength light is near. Unless the lights literally overlap their cores I would think you could see the color of the core.Last edited by SilentRuin; Yesterday at 19:30.
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