Development Cycle Archive
Thread: IT 7-7: Lighting Objects
kebernet
Sat Feb 28, 2004 12:21 pm
#14
Longstreet wrote:Is controlling the ambiant light within buildings on the list anywhere? In certain structures, specifically corellian and generic, all of the rooms are increadibly bright, making lamps not noticable. It would also add more atmosphere if you could get rid of ambiant light and only have independant sources.
agreed.
Nightghaunt666
Sat Feb 28, 2004 4:51 pm
#15
I love the lamps and I also agree with several others that have posted. An on/of switch would be a great idea especially with the decay. Keep the decay as is time length and all just add the on/off switch and have the light not decay while turned off. Also having lightbulbs to replace instead of the whole light is a VERY good idea. The idea of having to replace and reposition all lights everytime they wear out sucks. The idea of the ambient lighting and the brightness of the lamps being adjustable is a great idea as well.
Utess
Sun Feb 29, 2004 1:15 am
#16
Looking at the On and Off versions, the "off" versions are the original lamps we had before this patch(ie the desk lamp, standing lamp, etc). Apparantly the old off versions are still craftable but the new ones with light are craftable too. You can tell the difference between the two though because one has a light up icon, the other doesn't 
None of the new lamp styles or candles introduced have off versions.
Also, if decay is going to remain, I like the idea of having light bulbs and candlesticks we can drag onto the existing placed lights. The new lights are pretty cheap to produce from what I have gathered from those making them, so cost really isn't going to be a worry for these. But having lightbulbs/candlesticks would be better simply because I'm going to have to take the trouble to reposition the lamps/candles once the existing ones burn out.
It just makes more sense for me to be able to buy a crate of 25 lightbulbs and just drag and drop those as needed. It would still give architects a renewable and constant form of business(why the decay was added I imagine) but make it more convenient for the purchaser of the lamps and encourage more sales that way. I don't mind the decay at all, 2 weeks and 1 month decay is fine. I just don't look forward to having to re-place all these lamps 
Feisen
Sun Feb 29, 2004 6:59 am
#17
The decay timer on the candles and new lights begins as you are crafting them. The longer you take to craft the item, the less life the item has. If you try experimenting, which doesn't increase the life of the object at all, you will actually have a shorter lived object (by a few seconds) than if you had never experiemented.
If we could have a dimmer or on/off switch on the lights that would be a nice feature.
The candle light strobing needs to be fixed. This could be a seizure problem for some sensitive people.
Feisen
AudioOrgana
Sun Feb 29, 2004 11:54 am
#20
Feisen wrote:
The decay timer on the candles and new lights begins as you are crafting them. The longer you take to craft the item, the less life the item has. If you try experimenting, which doesn't increase the life of the object at all, you will actually have a shorter lived object (by a few seconds) than if you had never experiemented.
If we could have a dimmer or on/off switch on the lights that would be a nice feature.
The candle light strobing needs to be fixed. This could be a seizure problem for some sensitive people.
Feisen
Wait, if they start decaying as soon as crafted, do they continue to decay in your inventory and when on vendors?
If so, I hope that that doesn't happen in factory crates...Otherise I'll stick to torches.
Audio
AvaLance
Sun Feb 29, 2004 12:14 pm
#21
Hey Rune, could we possibly get a word on maybe implementing Light Bulbs and/or Wax Replacements?
Thrush
Sun Feb 29, 2004 12:18 pm
#22
Longstreet wrote:
Is controlling the ambiant light within buildings on the list anywhere? In certain structures, specifically corellian and generic, all of the rooms are increadibly bright, making lamps not noticable. It would also add more atmosphere if you could get rid of ambiant light and only have independant sources.
Perhaps a better option might bea "light switch" in the Structure Administation Terminal that lets one decide whether the house lights work or not. Switching areas on or off would be better, but definately take longer to implement.
OdiousEncounter
Sun Feb 29, 2004 12:42 pm
#23
Decay definately sounds annoying to me. I wouldn't be against lightbulbs, but repositioning the lamp every few days would cause me to lose interest in them pretty quickly. Lightbulbs would be fine by me if they were pretty cheap. (I can't imagine a lightbulb would take much to craft)
Nightghaunt666
Sun Feb 29, 2004 1:59 pm
#24
Ok, finally got a lamp and went to put it in my house. Wow is it bright!! Way to bright. About as bad as the streetlights. I put a "Tallbirch" into my small generic house. Man, had to take them back out.
DeQuosaek
Sun Feb 29, 2004 11:15 pm
#25
Architect... Furniture 2 or 3, unfortunately. I was hoping to be able to craft some as a master artisan. I didn't think a candle would take so much skill to make.
meeuki
Mon Mar 01, 2004 7:18 am
#26
ROTF 50 posts. 35 asking for ambient light controls, 5 about crafting probs, 5 bugs, 4 misc and one from runesaber saying "glad to see you love the lights!" 8P
we seriously need to be able to turn the default lighting in houses off. (and without having to buy a new house)
dimmer switches on current lights would be fantastic, but i'm not holding my breath.
we seriously need to be able to turn the default lighting in houses off. (and without having to buy a new house)
dimmer switches on current lights would be fantastic, but i'm not holding my breath.