Forum Discussion
Ty_Ger07 Thanks very much for making these for people to enjoy.
You are very welcome!
No one was playing it, so I made some changes to improve it, and the night mode mod should be back up to play in about an hour. It is now a bit darker, the blue highlights aren't quite as bright, the overall blue tint is a little toned down, and it is visually less blury. I also fixed an issue with bot objective behaviour and related narrator spam.
Since the bots can still "see" just fine, I reduced their health buff a bit to compensate.
Let me know what you think and whether you would prefer more of the blue reflections.
- Ty_Ger077 days agoRising Ace
Because of the inability to control the global lighting, shadows, and the bright thing in the sky, I decided to embrace the green tint in order to make it more plausibly a full moon night with NVG. The effect is more subtle than desired, but there are limits to what is possible and enjoyable within those limits. I also disabled third-person view in order to not break the impression of viewing the level through goggles.
I hope it will be recieved well. I have a record of the values I have used, but since no one is playing the server or commenting, I am shooting in the dark (ha ha!). Let me know which version of images you prefer, and play it to let me know what you think. I'll be honest, I think each version is a little shocking for the first 30 seconds until you play a bit, your eyes adjust, and you accept what you are seeing.
If I determine that it is possible/appropriate, I will pursue blacking-out (dark blue) moments to further create the impression that goggles are being worn. For example, dark blue on death, and switch on green shortly after each spawn.
And, if curious, this is what a thermal scope looks like.
- Ty_Ger077 days agoRising Ace
Since no one was yet playing it, it is still early-ish in the day, it was easy to implement, and hopefully it will greatly enhance the believability of the premise of it being night, I added the feature that the NVG effect is "off" when dead or downed and turns "on" shortly after being revived or deployed. The experience should be re-approved and back up in a few hours.
Here is a short demo of the NVG effect being off while downed, and turning on after being revived:
https://youtu.be/i4ElTPiOhBY?si=rEEZYvFvEVDSxKDW
And another short video of dieing, losing the NVG effect, respawning, and getting the NVG effect again:
https://youtu.be/tFvb14V51i8?si=necX9By_uckSTG-0
- JennyB_0106 days agoRising Ace
I have been playing this, but not since you made the last changes, so I will give it another go to see what it's like.
But, my god, those AI soldiers certainly see us real good, they are often picking me off before I even see them.
One other thing though, and I don't know if you did it without realising, but, the third person view has been disabled? I used to like driving the tank whilst looking at it from above and behind to see better where I was going, but it seems to have been disabled in these modes that you have made. The same for the heli.
I wasn't sure if you were aware of this or not.
Thanks again for making these.
- Ty_Ger076 days agoRising Ace
For the green tint version mimicking nvg goggles, I disabled 3rd person vehicle cameras because it breaks the immersion of being in your own head with goggles on. For the blue tint/moonlight version, it makes more sense to have multiple camera angles available.
I'm just guessing what will be enjoyable and going by the seat of me pants. Maybe I will go back to blue and moonlight. Or maybe make them two separate servers so people can choose.
Yeah, the AI "sees" real good. It's always kind of that way. At least you usually get a couple warning shots to hide from while you decide how to react. The AI can be toned-down to attack at certain distances if you hand-hold their every action, but then it becomes too hard on the server to constantly check distances between players and the server lags and crashes. A simple compromise is to make a certain percentage "blind" as far as targetting people is concerned, so at least you will get easy kills on some of them, but that doesn't feel good. Maybe I'll think of something.
- Ty_Ger075 days agoRising Ace
I tweaked the "NVG" green tint version a bit, but it's mostly the same.
I added a darker blue version to simulate a full moon night, so now you have a choice. The dark version has 3rd person vehicle cameras enabled, the lighter green one does not.
Night Conquest "NVG" version: ZMBXX
Night Conquest Dark version: ZMQMZ
I tried toning down the AI targeting and was somewhat successful, but there seems to be a bug with AI in vehicles where they just remain blind all the time. The guys on foot worked well and would only target you if you were close, or you shot them first, or someone else in their area already agroed them; but the guys who got into a vehicle would just remain blind no matter how close anyone was. You would have a stack of blind tanks next to eachother doing nothing. Even if I told them in every way that if they spawned into a vehicle, entered a vehicle, or did anything while in a vehicle, they should never be blind, the command would just be ignored and they would be blind. This isn't the first time I have noticed this issue with AI in vehicles ignoring commands. Something is bugged. So, sorry, that seems to be bugged and I gave up on that pursuit for now.
- JennyB_0104 days agoRising Ace
"the third person view has been disabled? I used to like driving the tank whilst looking at it from above and behind to see better where I was going, but it seems to have been disabled in these modes that you have made. The same for the heli. I wasn't sure if you were aware of this or not."