june gloom on 6/3/2007 at 08:02
something just occurred to me, if straylight's still taking ideas.
why the hell do security crates need to BLOW UP? wouldn't that kind of be defeating the purpouse of security crates? i mean, if i wanted to keep my shit in a secure crate, and someone tried to break into it, and it blew up, i'd still be losing my shit same as if he had managed to break into it and steal my shit.
i propose a different solution. instead of blowing up, they deliver a strong shock to the dumb bastard who screwed up his hacking. then you have to repair it, then rehack it.
or maybe repairing isn't necessary- just try again, and get another strong shock if you botch it.
Matthew on 6/3/2007 at 10:21
I always thought it was for a similar reason that bank note cases come with dye bombs - better to render the contents useless than risk them falling into enemy hands.
Bjossi on 6/3/2007 at 11:47
Quote Posted by dethtoll
why the hell do security crates need to BLOW UP? wouldn't that kind of be defeating the purpouse of security crates?
Also, how can the owner of the security crate open it? There is no keypad to type a combination.
Matthew on 6/3/2007 at 11:48
RFID tags. :p
Nameless Voice on 6/3/2007 at 12:01
Quote Posted by dethtoll
yeah, it's objcast again. sometimes it looks fine, and sometimes it's just awful straight lines- and sometimes it's both at once.
That doesn't look like Objcast Lighting to me, looks more like Quick Lighting.
EDIT: Yes, that's quick lighting all right.
It's a simple enough matter to fix. Just open up the file in ShockEd, go to the Tools menu, select 'Objcast Lighting', then go to the Tools menu again and select 'Light'.
When it's done, just re-save the mission.
Bjossi on 6/3/2007 at 16:03
If quick lighting looks so ugly compared to objcast, then why was it put there? Is it perhaps for mapping purposes?
june gloom on 6/3/2007 at 17:54
Quote Posted by Nameless Voice
It's a simple enough matter to fix. Just open up the file in ShockEd, go to the Tools menu, select 'Objcast Lighting', then go to the Tools menu again and select 'Light'.
When it's done, just re-save the mission.
you say that like shocked runs on my PC. :p
Nameless Voice on 6/3/2007 at 19:54
Because quick lighting takes a few seconds to calulate, while Objcast takes time in the range of minutes for a large level. :rolleyes:
Quick lighting is the default setting to save the sanity you would lose if you had to wait for Objcast every time your reportalised the map - I assume Straylight forgot to set it to Objcast before building the worldrep for the last time.
Quote Posted by dethtoll
you say that like shocked runs on my PC. :p
Any why doesn't it?
Can you be a bit more specific?
Do you get an error? Crash to desktop? Computer lock up?
Bjossi on 6/3/2007 at 20:16
Quote Posted by Nameless Voice
Because quick lighting takes a few seconds to calulate, while Objcast takes time in the range of minutes for a large level. :rolleyes:
There is no need to roll your eyes, I never learned mapping for the Dark engine games.
Nameless Voice on 7/3/2007 at 16:00
Okay then, let me try to explain it a little better:
Every time you change any of the terrain brushwork in a mission, you need to 'portalise', which is the process of turning the geometrical shapes (cubes, cylinders, etc.) that the world is made of into a navigatable 3D world.
When DromEd does this, it also needs to calculate the lighting information for each surface. Calculating lighting information takes a long time in ObjCast mode (at least, it does if you have a lot of complex terrain and objects that cast shadows), so for convenience it defaults to Quick lighting mode, where it just makes a very rough guess at the brightness of an area and applies that to the surfaces there. In Quick lighting mode, there are no proper shadows cast by solid terrain - light basically goes through all the walls, and also has a habit of stopping abruptly.
RayCast lighting is the middle mode, which I don't think anyone uses much. It calculates lighting properly for terrain, but ignores objects that cast shadows. ObjCast lighting is of course full processing.
Since lighting is calculated every time the mission is portalised, having to wait for a full ObjCast every time you change a single brush would be unbearable, so the editor defaults to quick lighting.
To make this post a little more useful, here's (
http://www.geocities.com/nameless_voicetex/temp/medsci1.zip) an objcast version of ADaOB v0.2.2's medsci1.mis.