Architect Archive

Thread: Architects: Light Possibilities

DanteCalvert
Wed Mar 03, 2004 6:45 pm
#14

Bah when are you guys going to do something for Squad Leaders!?!?!


Anyhow, my alt is an Arch and il be looking forward to these new additions when they come. Getting tired of seeing nothing but torches and streetlamps illuminating houses. However, I think house specific lights might also be a good idea. For example large houses have at least one two floor room/atrium, mabye you could think up a sort of chandoleer (SP?) that goes on top, using the z axis movement coming in soon.





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Longstreet
Wed Mar 03, 2004 7:00 pm
#15

On that note about the GCW, I want to complain about how the entire faction point system is completely stupid (no offense to the devs, it just is). Why is the only way to have meaningfull PvP and GCW to do endless PvE missions? I would rather opt for architects to get involved so at least it is players supporting the war and not mobs.


Skedoozy
Wed Mar 03, 2004 7:03 pm
#16






tometaophion wrote:

My bleeds do 100 dmg and we are improving candles









Yeah, aint it amazing that not everyone who plays this game is peeing themselves over combat? I mean imagine a game where people who don't want to fight and want to do things such as craft candles can do just that. It's truly a great world that we live in.



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tometaophion
Wed Mar 03, 2004 7:03 pm
#17

I think architects should be able to craft panels for your house where you can check harvester status.


I also think bleeds should be returned, and krayts and other nasties given a 300m radius and ranged attack to take care of the kiddies that abused bleeds.


tometaophion
Wed Mar 03, 2004 7:05 pm
#18

Yah but combat professions are completely ignored, dev responses in their forums is akin to "you know we are busy, we will have to talk to so and so, when hedecides what donut he wants"




TakO_Paleae
Wed Mar 03, 2004 7:07 pm
#19






Thunderheart wrote:





JTGAlpha wrote:
I suppose also having an option for light COLOR and Brightness control would be too much?




Yeah those are tricky things. Maybe someday, but not right now.


...




color? arent street lights available in different colors? ever hear of copy and paste? brightness controli can understand but when features are already in the game, a good bit of the code is already there and you just have to adjust it to suit the situation


Street lights are very bright inside houses. With lamps just tone down the variable that controls the brightness (if you coded it that way) add some art adjust the height of the light source and vola - lamp


im sure there are thousands and thousands of lines of code you have to sift through but if you wrote it or work with it every day you should have a good idea of where everything is





EDGEEDGEEDGEEDGEEDGEEDGEE   -Tak'o Paleae - Executive Officer of EDGE
DGEEDGEEDGEEDGEEDGEEDGEED -Citizen of Edge Noir
GEEDGEEDGEEDGEEDGEEDGEEDG -Former home of the Rori Rumble
EEDGEEDGEEDGEEDGEEDGEEDGE How to mod music in SWG
EDGEEDGEEDGEEDGEEDGEEDGEE
DGEEDGEEDGEEDGEEDGEEDGEED
GEEDGEEDGEEDGEEDGEEDGEEDG

P.S. - this is what part of the alphabet would look like if Q and R were eliminated.
JTGAlpha
Wed Mar 03, 2004 7:14 pm
#20



I should have known. All the fits you guys have given me over the various issues that have inadvertantly and negatively impacted smugglers recently, and all the posts I've made begging for a reply on them, and THIS is the one you respond too. I'm not even an architect. Oh Irony, thy name is Thunderheart.


I figured the brightness thing might be too much. I want my cantina dimly lit. I'll just have to see how I can rig that with what we got.



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Sundown6
Wed Mar 03, 2004 7:16 pm
#21






Thunderheart wrote:





JTGAlpha wrote:
I suppose also having an option for light COLOR and Brightness control would be too much?




Yeah those are tricky things. Maybe someday, but not right now.





Skedoozy wrote:

Sounds good to me.. especially if you can lower the light in houses. Or give us a switch to turn the lights in our homes completely off as well.




The switch is something we will add at some point too - - its a tricky thing that needs developer time and programmer time.






Not to cast doubt on your response, but dynamic light color and brightness is hardly a tricky thing when it comes to Direct 3D programming. The brunt of the effort would be the interface for the item to adjust said values. But such an interface wouldn't be that much more complicated than color adjustments for items. If a developer wanted to lazy out, he could even just allow for a hex code to be typed in for the light color.


All development takes time and effort. But this sort of thing is pretty straightforward in the gamut of3D graphics programming. And a graphics programmer worth his salt probably would hesitate to use the word "tricky" for these things. =)


Message Edited by Sundown6 on 03-03-2004 06:18 PM

Moxxinal
Wed Mar 03, 2004 7:33 pm
#22






Thunderheart wrote:


Some of your points:



  • Interior Design is hugely popular. I've seen lots of really amazing shops and houses. GarVa's Galactic Home Show, Thursday February 26th The Carousel and Fireplace in last week's homeshow really blew me away. (remember - - that person had no vertical movement yet....

Here, here, TH! I do almost nothing BUT interior design, and it's the most fun I've had in a video game, period. I can't wait for /move up! I'm a little nervous about this decaying light situation, but I'm willing to see how it unfolds. I don't personally feel it will provide noticable renewable income, but I can't judge it before it's in the live game.



  • GCW structures are Faction Point purchased and always will be...not from Architects.

This comment saddens me. I honestly believe that some sort of GCW fortification would solve two of our big issues: 1) renewable income and 2) lack of a role in the GCW, in a nice, tidy package. I don't think we want to craft factional bases and such, maybe just a bunker or some sort of defensive fortification. However, from how strongly you phrased that statement, I can see this decision has already been made.







Moxxinal
Retired Master Interior Designer
Current Wanderer of Radiant Galaxy
silversaber
Wed Mar 03, 2004 7:39 pm
#23






tometaophion wrote:

Yah but combat professions are completely ignored, dev responses in their forums is akin to "you know we are busy, we will have to talk to so and so, when hedecides what donut he wants"











What a crock.


They are notignoring you, they are in the middle of a total revamp of combat. Because of that, things are out of balance, and replying toall the whining and bitching would be a waste of time and effort untill the revamp is complete.


Nice thread hijack, BTW.

LLJK_Griz
Wed Mar 03, 2004 7:50 pm
#24

I can't imagine these things providing any reasonable amount of income because

1) they're extremely easy to produce and will be sold cheap on every architect vendor

2) they last quite a while before they need replacement

3) most people won't use them and the ones who do aren't going to be buying them by the crate


Selling the power output of one fusion generator would yield more income than lights.



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Cadaith
Wed Mar 03, 2004 7:58 pm
#25

I will take a renewable income source no matter how trivial it might seem in the beginning. While I would love to see fast and perfect change for the architect class, I am satisfied with a good incremental approach.

If each build the devs make a small but important step toward improving our class, it will be even more fun and interesting to play as time goes on.
MonroeThanes
Wed Mar 03, 2004 8:35 pm
#26






Thunderheart wrote:





He has been working with the art team to dramatically lower the light level in houses so that the lamps have a stronger effect (in fact, you'd need lamps) and lamp light as it is, wouldnt blanch out the colors in houses.


If we can get that done, then we'll make lamps persistant (leaving candles with decay). Then, at a later date, we'll add the light bulbs and wax consumables. If there isn't enough time, then we will leave lamps and candles with decay until the low light feature is added. At some point after that, we'll add the light bulb and wax consumables.







wow! yet another way to use up the alreadydraconian storage amountsin a house! any chance of making this content accessible to functionalists? we use houses to store resources and such, as a master weaponsmith i have well over 400 stacks of resources alone, i run 7 factories for gods sake. could you make these items not count against the item limit before you nerf the lighting?


the houses are already to dark btw, especially the small round noobianhouses (as in naboo, not n00b, listen to watto in episode 1)





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