it too dark

Mu online season 21 - grand opening

Dartz

LOMCN n00bie
Oct 8, 2014
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the game is way too dark even with a torch is there any way to make the game bit more brighter on screen contrast i find unplayable if i cant see any thing i had to turn my pc bright ness to full and makes no differnce
 

mir2pion

TL;DR
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Feb 21, 2013
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that is my traditional peevee complaint but I stopped calling attention to it since those behind crystal code adamantly seem to want it to be that way (the impression I got, right or wron) or maybe it can't be changed easily

I suggested in past to at least make nights shorter and daytime longer, disproportionately, since we are not playing here on real world emulation anyway

also found there is stronger light source, lanterns, available in stock client, its just that nobody ever uses it, everybody is stuck in rote, that's why additional spaces in bag cost the same as on base files, cost of mount...

mind you, its not bad in caves, maybe because that's sort of expected, not sure, but mainly on outdoor maps
 
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Demus

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Dec 18, 2012
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Changing from a candle to a torch already made quite the difference... Maybe an even bigger light source will be added?
 

Dartz

LOMCN n00bie
Oct 8, 2014
9
1
15
Changing from a candle to a torch already made quite the difference... Maybe an even bigger light source will be added?


on my laptop using a torch makes no diffence all i see is a i tiny light but no mobs untel there right on top of me and as a hunter i cant attack from far due to i cant see anything untel it too late the darkness is beyond a joke tbh
 

Martyn

Smir.co.uk
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I also hate it, RTS monitor would help

but wish they would do something server side, its really off-putting imo...
 

Xx69xX

Golden Oldie
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Dec 2, 2005
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I also hate it, RTS monitor would help

but wish they would do something server side, its really off-putting imo...

As said on other posts, we were hoping to have this sorted really quick as its horrible! but Hany had a look and said its a longer job then just a quick fix. So we are on it, but its not a simple fix, so may take some time, especially with our time being so thin at the moment.

As soon as we can sit down and look at this, we will.

- Apocalypse Team
 

Tai

HEAD CAPTAIN
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As said on other posts, we were hoping to have this sorted really quick as its horrible! but Hany had a look and said its a longer job then just a quick fix. So we are on it, but its not a simple fix, so may take some time, especially with our time being so thin at the moment.

As soon as we can sit down and look at this, we will.

- Apocalypse Team

From what I've seen it's just the same as all Crystal servers. Candles & Torches set with shitty low brightness & radius from within the db. Just copy the stats from a Peddler Torch or something
 

jaffar91

Dedicated Member
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Apr 10, 2011
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Just put peddler torches in a craft menu, or in the grocery for a higher price. They nearly fill the screen bar a few steps :)
 

Xx69xX

Golden Oldie
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Dec 2, 2005
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The torches are currently set to the highest light radius. its the same as a peddler torch. We increased Normal torches to maximum as a normal torch at first was dreadful and even now its still bad. We are looking at changing the radius we can edit in the server by (but its not an easy job). As soon as we do this we will make new torches in the crafting window, and we will most likely still increase the normal torch also!.

-Apocalypse Team
 

Sanjian

Just a Mir2 Fan
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Apr 28, 2011
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ive spent the morning working on this myself and was able to double the size of torchs but its screws up npcs and monster lights, if i do fix it ill release it.

it is not an easy fix and its not something as simple as just a peddler torch

i would imagine apocs db torch is light range 14 and intensity 4 which is the highest it can go anyway. Hany is right its not a small task....

i managed this so far but like i said it messes up all other light sources

default maximum torch size


doubled size
 

Martyn

Smir.co.uk
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just make all maps light, I'll keep a £5 subscription going until I stop playing :P


example of my IPS VS RTS


click for full size

(fairly large, even though I exported at 50%)
 

Xx69xX

Golden Oldie
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Dec 2, 2005
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just make all maps light, I'll keep a £5 subscription going until I stop playing :P


example of my IPS VS RTS


click for full size

(fairly large, even though I exported at 50%)

Yeah im getting a decent lighting, but iv seen some people getting terrible. We will try our hardest and if we cant manage to do quite soon, i will consider lighting maps until its fixed.

-Apocalypse Team
 

Martyn

Smir.co.uk
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Yeah im getting a decent lighting, but iv seen some people getting terrible. We will try our hardest and if we cant manage to do quite soon, i will consider lighting maps until its fixed.

-Apocalypse Team
Brilliant, would probably make me stay on longer, feel like its hard to play as its horrible to see, if I could I'd adjust the games brightness up lol
 

Sanjian

Just a Mir2 Fan
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tell Hany to take a look at:

DXManager

Code:
        public static Point[] LightSizes =
        {
           new Point(125,95),
           new Point(205,156),
           new Point(285,217),
           new Point(365,277),
           new Point(445,338),
           new Point(525,399),
           new Point(605,460),
           new Point(685,521),
           new Point(765,581),
           new Point(845,642),
           new Point(925,703),
        };

he should be able to work it out from there
 

Far

tinmymouthpl0x
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May 19, 2003
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The change is very simple (they're just values, how hard could it be)

look at this and fiddle with the radius positions and blend colours.

Code:
using (PathGradientBrush brush = new PathGradientBrush(path))
                            {
                                Color[] blendColours = { Color.White,
                                                     Color.FromArgb(255,150,150,150),
                                                     Color.FromArgb(255,60,60,60),
                                                     Color.FromArgb(255,30,30,30),
                                                     Color.FromArgb(255,10,10,10),
                                                     Color.FromArgb(0,0,0,0)};

                                float[] radiusPositions = { 0f, .20f, .40f, .60f, .80f, 1.0f };

                                ColorBlend colourBlend = new ColorBlend();
                                colourBlend.Colors = blendColours;
                                colourBlend.Positions = radiusPositions;

                                graphics.Clear(Color.FromArgb(0, 0, 0, 0));
                                brush.InterpolationColors = colourBlend;
                                brush.SurroundColors = blendColours;
                                brush.CenterColor = Color.White;
                                graphics.FillPath(brush, path);
                                graphics.Save();
                            }

I purposely made the light naturally smooth off - rather than mir2's default of a solid light then sudden cut off - but all you need to do is tweak those values to change it to whatever you want. (If you change it to mir2's default light then look at a non lit mir3 map, you'll see why i chose this option)

The torches have 4 settings which basically act on the brightness of these values - 4+ being solid white, and the shows what you set in the code above, the others slowly dim the values above.

The ranges were also built around a max of 1024 res in mind - so an Sanjian states above you just need to tweak those to widen the radius options.

Bare in mind any changes here affects all lighting - mob/maps/spells etc
 
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