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Yet... Another Lightning Attack

Posted: Sat Dec 01, 2018 11:26 pm
by Nelsona
Beautiful games... and still not that entertaining due to these renders which have not that much reality. What exactly is the problem ? Oh well, when map has some lights as coronas, if a decoration or a monster or whatever actor having mesh is encountered in view, corona lights are visible through these like they don't even exist. My eyes are bleeding trying sometimes to see Monsters through these coronas (beautiful things after all) and then some of them are waaaay too BIG. I was sitting down thinking what is doable here. Some map adjusted with actors for testing purpose do looks like here:
Original_Lightning.png
Original_Lightning.png (1.39 MiB) Viewed 7724 times
I added a MonkStatue decoration and Corona is visible through this actor. I think actor should cover corona light but rendering in UT seems to do sucks, what I see here is a crap, it's my opinion only.
Because I like tiny things, I did a small toy which I have to check in On-Line ambience. For the moment I did a few tests in a StandAlone game but structure of mutator is configured for working in Servers and negotiating with client. Primary result it's like here after summoning mutator:
Adjusted_Lightning.png
Adjusted_Lightning.png (1.4 MiB) Viewed 7724 times
I think I'll add a download for people which wants to play with it - probably will require some nasty compilation in case of modifications at will, but I think advanced coders can manage what they want.

Re: Yet... Another Lightning Attack

Posted: Mon Dec 03, 2018 4:02 pm
by Nelsona
I see this tool operational On-Line in various environments (slow and fast) and has no issues so far. Mod is small, redirect in old UZ style won't mess client with a too small file, perhaps anyone interested can do some testing toward this Coroner mutator.
Coroner.zip
(591.08 KiB) Downloaded 372 times
Quoting a bit from integrated doc:
- requires mentioning as package in ServerPackages because client will need to know this tool;
- mutator starts in server but it will continue to work only in client;
- there is nothing to configure except declaring mutator in chain and package;
- mutator in maps with no lights which aren't set as corona won't do anything - it will aim only these borked lights.
- mutator has compatibility to start with a delay, already uses a hard-coded 2 seconds delay letting main things to initialize without causing a heavy load at start.

The rest means testing and a feed back.

Re: Yet... Another Lightning Attack

Posted: Tue Dec 04, 2018 7:09 am
by medor
Can we do this directly in set render at UT.ini ?
What about Coronas=False/True

Is it the same or other parameter ?

Re: Yet... Another Lightning Attack

Posted: Tue Dec 04, 2018 4:13 pm
by Nelsona
By doing settings in INI by your own as player you can have two options:
1. Corona Not Shown at all,
2. Corona shown and crapped in some Maps.
These are default options with a clean UT.

Mutator Won't screw any INI setup - player might disable them completely at own will, it will Reduce coronas if player has them Enabled, but they are about to be at a decent size and masking them in case of bigger occlusions. Perhaps future plans are for solving other nasty drawscale used at lights (sorta stupid sun in some maps) doing a mess with your eyes.

In both above images Coronas are Enabled but mutator will adjust their size without even to check any INI. This mutator has no deal with INI files.

Re: Yet... Another Lightning Attack

Posted: Wed Dec 05, 2018 12:18 am
by medor
Ok

Nice work , this is more realistic like that Image

Re: Yet... Another Lightning Attack

Posted: Fri Dec 07, 2018 10:35 pm
by Nelsona
Bump and note:
Taking in account these visual options that can be a little bit fine tuned, I think I should do a bit more here. Let me speak a bit toward another stuff doable.
While I was patching another map (or attempting because I don't like too much the results) I got an idea to filter default dirty water from a water zone. I mean a more clean visibility in such water zones and deciding some values toward that fog type view. I don't know if this is replicated from server to client, but definitely client can be adjusted here for a better view underwater. If this is completed with some small brightness everything looks really nice.
To not hide any secret, first patch plugin with such stunt it's in MH-ICRedone(REX) map. Getting over annoying pathing task which was ruined properly like on purpose, some visuals could be improved, but not everything. Something is exhausting network there (has many actors not really monsters) and I don't see my default MonsterShadow decal there which I did not find cool at all. Other mutator was affected too... :? I'm really shocked how a map can mess up server related things done which previously had no issues. Mutator showing damagepersecond was adjusted for more aggressive net values because it was like NONE, client side of patch plugin was also tweaked more aggressive because was NONE too - Lol Mapping, and such plugins I ran even in other loaded maps without troubles...
As return into visual discussion stage, I made water more clean and bright in client side, with a good result - I'm not sure if this is suitable for all maps as a standalone mutator, here I completed some water plants and now it looks like was edited with Editor :lol: .