[RELZ] Unofficial Ambient Dungeons

Post » Fri May 20, 2011 6:52 pm

This would be great if it didn't change the colors as soon as you go near something. :(


What do you mean?
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Kelsey Hall
 
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Post » Fri May 20, 2011 9:34 pm

What do you mean?


Let me give you an example. After initiating the game and starting in Anvil, I noticed the changes. Everything looked great, but when I left the city and walked up to the fort near it, everything abruptly changed. The colors became more muted, desaturated. And once I left the vicinity of the fort, the colors reverted to those that I saw when I initially started.
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emily grieve
 
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Post » Fri May 20, 2011 11:42 pm

Great to see this is back in action again.

I'll update to this new version and try it out asap. :)

Thanks!

Vac
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Adam Porter
 
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Post » Sat May 21, 2011 12:26 am

Let me give you an example. After initiating the game and starting in Anvil, I noticed the changes. Everything looked great, but when I left the city and walked up to the fort near it, everything abruptly changed. The colors became more muted, desaturated. And once I left the vicinity of the fort, the colors reverted to those that I saw when I initially started.


I'm getting this, too. Very drastic shifts in colour saturation and contrast as I approach or leave locations in the overworld.
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Taylrea Teodor
 
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Post » Sat May 21, 2011 9:12 am

I'm getting this, too. Very drastic shifts in colour saturation and contrast as I approach or leave locations in the overworld.


I'm guessing what's happening is that wrinkly has his code setting the values to the new values for the location as soon as it changes. The location returned by You Are Here is changing once you get close to the entrance to a 'dungeon'. What wrinkly should do is use the built in fading functionality of screen effects to have the values fade to the new values (it's really easy to do).

Wrinkly, if you have any questions about getting the fading to work post on the SE thread.
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steve brewin
 
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Post » Fri May 20, 2011 10:42 pm

gzilla is so wise. =3
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WYatt REed
 
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Post » Sat May 21, 2011 1:54 am

Fading? Didn't know it existed. I'll take a look, and fix that. The sharp changes were bugging me too, but I didn't realize I could do something about it.

EDIT: I've got the fading in, so it fades in over 2 seconds. I'm also going to add the ini file back in, so you can change the values easily.
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Sarah MacLeod
 
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Post » Fri May 20, 2011 7:11 pm

Fading? Didn't know it existed. I'll take a look, and fix that. The sharp changes were bugging me too, but I didn't realize I could do something about it.

EDIT: I've got the fading in, so it fades in over 2 seconds. I'm also going to add the ini file back in, so you can change the values easily.


Maybe it would be good to make the fading time an ini setting? some might prefer a much more gradual fade...
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Harry Leon
 
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Post » Fri May 20, 2011 9:03 pm

Since this is implied to only affect dungeons, should it even be messing with ambient light outdoors?
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Jarrett Willis
 
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Post » Sat May 21, 2011 6:04 am

Since this is implied to only affect dungeons, should it even be messing with ambient light outdoors?


Sad as I am to concur on this point (as it was the original author's vision), I do agree.

To me it makes sense to either have separation of internal and external screen effects, or to have the whole shebang in one package. For better or worse the exterior screen effects would/should be influenced not just by location, but also by weather, which means exterior effects would really be better handled by weather mods. All personal opinion, of course.

I never mentioned this in the original mod's thread because I only really got to try this out at about the point where the crash occured, and it didn't seem too useful to give this kind of feedback at that point.

Consider this post very much a 2-cents post.

Vac
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Claire Jackson
 
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Post » Sat May 21, 2011 9:08 am

I am of the mind that it shouldn't mess with outdoor/exterior settings, maybe make it 2 different modules?
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Eddie Howe
 
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Post » Fri May 20, 2011 11:22 pm

I am of the mind that it shouldn't mess with outdoor/exterior settings, maybe make it 2 different modules?


Agree with this suggestion.
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Roanne Bardsley
 
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Post » Sat May 21, 2011 2:18 am

The readme says to use Darker Dungeons and Real Lights...aren't those two incompatible?


Personally, I use them together and haven't noticed any incompatibilities. Just load Darker Dungeons after Real Lights.

Sad as I am to concur on this point (as it was the original author's vision), I do agree.

To me it makes sense to either have separation of internal and external screen effects, or to have the whole shebang in one package. For better or worse the exterior screen effects would/should be influenced not just by location, but also by weather, which means exterior effects would really be better handled by weather mods. All personal opinion, of course.

I never mentioned this in the original mod's thread because I only really got to try this out at about the point where the crash occured, and it didn't seem too useful to give this kind of feedback at that point.

Consider this post very much a 2-cents post.

Vac


I know AD changes the settings when you're in a foresty area, and I was making that toggleable in the original update, but I didn't know it changed on the exterior of forts and ruins too? As much as I've messed around and tested it, I never noticed that! :biglaugh: And y'all are right, AD shouldn't've messed with exterior effects.
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james reed
 
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Post » Fri May 20, 2011 10:56 pm

Personally, I use them together and haven't noticed any incompatibilities. Just load Darker Dungeons after Real Lights.
I know AD changes the settings when you're in a foresty area, and I was making that toggleable in the original update, but I didn't know it changed on the exterior of forts and ruins too? As much as I've messed around and tested it, I never noticed that! :biglaugh: And y'all are right, AD shouldn't've messed with exterior effects.

It would be easy to fix. A simple check like IsInInterior at the right place will do miracles. I do have another question that I'm semi-concerned about. Currently the script runs every 0.5 seconds and each run, it sets the weight of the control items. But wouldn't it be better to only do this if the location type changed? To avoid it repeating itself constantly...:unsure: Again, it's as simple as tracking the last location type. :shrug:
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Rebekah Rebekah Nicole
 
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Post » Sat May 21, 2011 11:04 am

OK, for 1.2, I will:

- Make an ini - DONE
-- Make the forest effect toggleable - DONE
-- Make the strength of effects configurable - DONE
-- Make the speed of fading configurable - DONE
- Make the mod only affect interiors (besides the forest bit) - DONE
- Make the script run only every 5 seconds - DONE

I've done everything, but I'm going to bed and tomorrow I will update the readme and upload it, unless anything else comes up.

I've also moved the mod to it's original page, as per an agreement between Kalendra and I that re-instates her/him as author, and I as developer (similar to EW, really). I will revise the readme for 1.2.
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JAY
 
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Post » Sat May 21, 2011 4:58 am

Great to see you two working together on this wonderful mod! Looking forward to the next version!
I loaded the mod yesterday (together with Real Lights) and everything seems to work well! I love the new effects!

Thanks very much! Darina
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Elisha KIng
 
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Post » Sat May 21, 2011 10:55 am

1.2 released. Changelog 2 posts back.
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Kit Marsden
 
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Post » Fri May 20, 2011 10:36 pm

Hooray! Unfortunately now my game is suffering from a drastic nuclear dawn effect.

http://unease.illogic.net/images/oblivion/whatinthe.jpg

I'm using ambient dungeons and enhanced weather effects 1.21, and this happens all over the overworld and in dungeons. It's sorta neat, but not entirely what I had in mind! Haha.
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K J S
 
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Post » Sat May 21, 2011 6:07 am

Umm....

http://img293.imageshack.us/img293/4747/oblivion200808291043419kj3.jpg


:obliviongate:

:confused:
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Nadia Nad
 
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Post » Sat May 21, 2011 12:33 pm

Umm....

http://img293.imageshack.us/img293/4747/oblivion200808291043419kj3.jpg

Looks like somebody (maybe everybody) needs to crack open the INI and turn the saturation settings way, waaay down....
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Kieren Thomson
 
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Post » Sat May 21, 2011 12:29 am

WOW!

If I wasn't too busy working on II I'd be right in the game now taking a look at that on my own screen! :biglaugh:

Vac
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Sudah mati ini Keparat
 
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Post » Sat May 21, 2011 1:41 am

Looks like somebody (maybe everybody) needs to crack open the INI and turn the saturation settings way, waaay down....

I agree. But wouldn't doing that potentially mess up any other Screen Effects mods?
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Aaron Clark
 
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Post » Sat May 21, 2011 1:28 am

I agree. But wouldn't doing that potentially mess up any other Screen Effects mods?


No, each mod has its own settings and SE just combines them together. In the case of Saturation it does that by multiplication.

In order to get effects like in the screens though the saturation has to be turned up really high (2.0+), so I'm guessing one of the mods is incrementing saturation progressively instead of calculating the new value first and then applying that.
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Joe Alvarado
 
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Post » Sat May 21, 2011 2:18 pm

No, each mod has its own settings and SE just combines them together. In the case of Saturation it does that by multiplication.

In order to get effects like in the screens though the saturation has to be turned up really high (2.0+), so I'm guessing one of the mods is incrementing saturation progressively instead of calculating the new value first and then applying that.

The only SE mod I am running is UAD.
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sexy zara
 
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Post » Sat May 21, 2011 7:15 am

I agree. But wouldn't doing that potentially mess up any other Screen Effects mods?

I don't see how-- I don't think the Ambient Dungeons INI settings are shared as such--
 Ambient Dungeons Configuration File (v1.2)====================================================================================================================================; contains configuration parameters.; Defaults for parameter values are given in brackets after the parameter description.; For toggle parameters, 1 = enabled and 0 = disabled.set ADQuest.B1Param to		0.8	;Changes brightness value in caves, dungeons and sewers. (0.8)set ADQuest.C1Param to		1.1	;Changes contrast value in caves, dungeons and sewers.==> set ADQuest.S1Param to		0.6	;Changes saturation value in caves, dungeons and sewers.

I don't so much see how that quest variable would necessarily affect Enhanced seasons or -- what's the other one I have? whatever else might be using Screen Effects (unless it was specifially meant to overlap, which I don't think at this point anything is).
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Brian LeHury
 
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