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Night vision interacts oddly with buildings at certain light levels #13786

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chaosvolt opened this issue Oct 19, 2015 · 13 comments · Fixed by #26806
Closed

Night vision interacts oddly with buildings at certain light levels #13786

chaosvolt opened this issue Oct 19, 2015 · 13 comments · Fixed by #26806
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<Bug> This needs to be fixed (P5 - Long-term) Long-term WIP, may stay on the list for a while. (S2 - Confirmed) Bug that's been confirmed to exist

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@chaosvolt
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Old screenshot:

how is photon formed

Newer screenshot (build 3790):

augh

Third screenshot, demonstrating the oddity later in the morning, with circular distances off, and in a different area:

the aughening

And finally, with tiles disabled solely for the sake of being thorough:

das grau ening

This is one of those things I keep forgetting to report because it only seems to come up at a certain point when natural light level is at the right point.

Additionally tested to see if disabling circular distances solves it, but nope.

@Midaychi
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I don't remember any recent PRs to nerf night vision, but I have noticed that nightvision works better sometimes than others. Maybe the moon is out better or its not cloudy?

@chaosvolt
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It does seem to hinge on a specific light level, far as I can tell.

Still, I'm not sure if light-devouring walls are an intended consequence. >.>

@Midaychi
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I know that if you have nightvision and get close to a lightsource, your nightvision dims or turns off.

@chaosvolt
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Note that, as should be evident from the screenshots, the vision range isn't being reduced at these specific points. It's just outright STOPPING upon hitting a wall.

@drbig
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drbig commented Oct 20, 2015

Hmm, this looks actually OK to me. Unless you're getting the '3 tiles in front' only at a small (specific) level of lighting.

@drbig drbig added <Question> Answer me please. (S1 - Need confirmation) Report waiting on confirmation of reproducibility labels Oct 20, 2015
@chaosvolt
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....how is not being able to see a wall unless it's adjacent to you OK? >.>

Especially since you can see father than that in other directions.

@drbig
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drbig commented Oct 20, 2015

Stand really close to a wall and do a 360 look-around. You can clearly see the 180 behind you (given you're facing a wall of a building in otherwise open terrain, just like in your examples), but in front of you only a small angle as rest vanishes (the perspective thing) very quickly. You being at a tile adjacent to a wall is close enough to have a wide-angle peak through a window == 'face at the wall' (or close enough to lockpick a door). At least that's the line of reasoning that makes this OK to me :D

@chaosvolt
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It still gives a very weird effect due to the walls outright vanishing into pitch blackness.

Additionally, if I step back from the wall, said wall in front of me is also pitch black. The 3 sections of wall are only revealed because I'm NEXT to them, not because of perspective. >.>

EDIT: To clarify via paired screenshots.

hnnng

@drbig
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drbig commented Oct 20, 2015

Yep, which is why Confirmation Needed. Maybe @kevingranade will have a (final) word on this :)

@chaosvolt
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Hopefully that screenshot should demonstrate a bit more clearly that the walls are basically eating light for reasons that make it hard to determine if it's intended or not. >.>

@vache
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vache commented Oct 20, 2015

The 4th screenshot at the very top, console version, looks wonky to me as well. Notice the area west of the character, the wall goes from seen to unseen, then past the end of the building, the ground goes seen again. Doesn't seem like the fov is correct there.

@kevingranade
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kevingranade commented Oct 21, 2015 via email

@chaosvolt
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Yeah, might be best to wait until that's done before anyone works on a solution.

@drbig drbig added <Bug> This needs to be fixed (P5 - Long-term) Long-term WIP, may stay on the list for a while. and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility <Question> Answer me please. labels Oct 22, 2015
@Leland Leland added the (S2 - Confirmed) Bug that's been confirmed to exist label Sep 14, 2017
jbytheway added a commit to jbytheway/Cataclysm-DDA that referenced this issue Nov 22, 2018
Previously, natural light was only cast onto walls and into buildings
during the day.  This had strange side-effects, like walls being almost
invisible at night.

Remove that check and simply always cast the light.

Fixes CleverRaven#13786
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<Bug> This needs to be fixed (P5 - Long-term) Long-term WIP, may stay on the list for a while. (S2 - Confirmed) Bug that's been confirmed to exist
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6 participants