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RimWorld => Releases => Mods => Outdated => Topic started by: cram on May 05, 2016, 12:02:35 PM

Title: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 05, 2016, 12:02:35 PM
(http://i.imgur.com/qZ2zkMG.png)

(http://i.imgur.com/Mlwri0E.png)

(http://i.imgur.com/hFrmhtM.png)

This mod is the updated version of the originally "Darkness" mod created by Viceroy.
This really simple mod added to your game lower significantly the light's level during night, and can be used in addition with other mods for more realistic horror themed games !

(http://i.imgur.com/WCVHDUR.png)

Originally made by Viceroy (original mod's thread here (https://ludeon.com/forums/index.php?topic=10327.0))
Updated by cram & panggul_mas.

(http://i.imgur.com/RUil4w5.png)

Normal version [A13 - Dropbox] (https://www.dropbox.com/s/ml8ayd9gkmij552/Darkness%20Revamp.rar?dl=0)
Slightly Brighter version [A13 - Dropbox] (https://www.dropbox.com/s/rm29y3sqnjq0xhy/DarknessRevampSB.rar?dl=0)

(http://i.imgur.com/eGEM45j.png)

Simply extract the DarknessRevamp archive to your RimWorld/Mods folder and activate it in the mod menu in the game.

(http://i.imgur.com/XE9FspD.png)

  Check them in the post below ! (https://ludeon.com/forums/index.php?topic=19873.msg217350#msg217350)

(http://i.imgur.com/ryVXifO.png)

- Since a lot of people wanted this mod updated for A13, here it is, and now with stats changes !

- Darkness Revamp brings new changes from the original mod as the night and weathers will now affect pawns accuracy, movement speed, and manipulating.

- Eclipse will decrease light's level even if it happens during the day (was known to be a bug in the original mod).

- The mod should be savegame friendly, since it only changes graphic related & low stats value.

(http://i.imgur.com/YpZksVl.png)

Everything belongs to Viceroy, i just updated, fixed and added more mechanics to the mod.

(http://i.imgur.com/T7IREeF.png)

Alpha 13 (07.05.2016)
- Darkness Revamp Lights! add-on is up

Alpha 13 (06.05.2016)
- Added the Slightly Brighter version

Alpha 13 (05.05.2016)
- Initial release of Darkness Revamp
- Eclipse event bug is fixed
- Now nights and weather decrease pawns' statistics
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 05, 2016, 12:04:36 PM
(http://i.imgur.com/0zd42Td.png)

(http://i.imgur.com/yeM7UoI.png)


Here's a little add-on for Darkness Revamp that adds two simple lights to help you get through the night!
(http://i.imgur.com/R3cp5j3.png)

1. A simple torch (http://i.imgur.com/nLMDrA2.jpg) that is cheap to build but doesn't provide any heat, and only lasts long enough to get you through the darkest part of the night.
2. A weather-proof outdoor utility light (http://i.imgur.com/rhESDvU.jpg).

______________________________________________
mod by panggul_mas
Special thanks to :
-Viceroy, for the original Darkness mod
-cram, for reviving the mod as Darkness Revamp for A13
-Shinzy, for the outdoor lamp texture
-cuproPanda, for the torch base texture
-many others from the very helpful and friendly slack community

Download

A13 - Google Drive (https://drive.google.com/open?id=0B1ztq5JTyBS7cDByQ2JiRkgtYTA)
A13 - Dropbox (https://www.dropbox.com/s/j2mi4r9bidi71xf/Darkness_Lights_A13_1.0.rar?dl=0)


________________________________________________________________
(http://i.imgur.com/ALAM39G.png)

WIP - Coming soon !
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Loki88 on May 05, 2016, 12:16:01 PM
Save game friendly or does it require a whole new world?
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 05, 2016, 12:22:50 PM
Made a new world without the mod, and played on the same world with the mod, no problems at all ;).
Should be good to go.

But dont forget to do a save before adding a new mod, we dont know what might happens.

Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: nuschler22 on May 05, 2016, 12:44:11 PM
Is it purely aesthetic (same as the game) or are there combat modifiers in it as well? 

For example, people in darker areas harder to hit, lighter areas easier?
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 05, 2016, 12:48:34 PM
Quote from: nuschler22 on May 05, 2016, 12:44:11 PM
Is it purely aesthetic (same as the game) or are there combat modifiers in it as well? 

For example, people in darker areas harder to hit, lighter areas easier?

Read the notes ! ;)
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: notfood on May 05, 2016, 01:37:10 PM
Sweet! Thanks!
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: crusader2010 on May 05, 2016, 02:04:33 PM
Hi! Is your mod compatible with CombatRealism and the stats it uses/changes for colonists/weapons?
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: falcongrey on May 05, 2016, 02:16:18 PM
A very missed mod! Thanks for reviving it!
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: something776 on May 05, 2016, 02:18:16 PM
Yay.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 05, 2016, 02:19:24 PM
Quote from: crusader2010 on May 05, 2016, 02:04:33 PM
Hi! Is your mod compatible with CombatRealism and the stats it uses/changes for colonists/weapons?

Hi, well, for now i'm talking with the CombatRealism's author and planning to do a compatibility mod, so it should appear soon.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Minnigin on May 05, 2016, 02:29:51 PM
thank you thank you thank you, did I mention thank you, but seriously much appreciated :D
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Mechanoid Hivemind on May 05, 2016, 03:19:02 PM
Marked for the future,

Id like to see out side lights that won't blow a hole in my wall when it rains so i can see out side
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: nuschler22 on May 05, 2016, 03:22:14 PM
Quote from: cram on May 05, 2016, 12:48:34 PM
Quote from: nuschler22 on May 05, 2016, 12:44:11 PM
Is it purely aesthetic (same as the game) or are there combat modifiers in it as well? 

For example, people in darker areas harder to hit, lighter areas easier?

Read the notes ! ;)

That's fine that it alters statistics, but it doesn't answer my question.  It just says that it reduces accuracy.

If a colonist is shooting from the dark and a target is in the light, there shouldn't be an accuracy decrease.  Conversely, a raider coming from light trying to shoot at colonists that are in the dark should have an accuracy decrease.

From the description, it sounds like anyone in the "night" (or inclement weather, which is fair) receives the decrease in accuracy.  Does that include being inside but in the dark (i.e., behind an embrasure)? 
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Igabod on May 05, 2016, 03:36:02 PM
Quote from: Mechanoid Hivemind on May 05, 2016, 03:19:02 PM
Marked for the future,

Id like to see out side lights that won't blow a hole in my wall when it rains so i can see out side

Keep an eye out for my Advanced Lamps mod to be updated to a13 in the next few days.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 05, 2016, 03:41:14 PM
Quote from: nuschler22 on May 05, 2016, 03:22:14 PM
Quote from: cram on May 05, 2016, 12:48:34 PM
Quote from: nuschler22 on May 05, 2016, 12:44:11 PM
Is it purely aesthetic (same as the game) or are there combat modifiers in it as well? 

For example, people in darker areas harder to hit, lighter areas easier?

Read the notes ! ;)

That's fine that it alters statistics, but it doesn't answer my question.  It just says that it reduces accuracy.

If a colonist is shooting from the dark and a target is in the light, there shouldn't be an accuracy decrease.  Conversely, a raider coming from light trying to shoot at colonists that are in the dark should have an accuracy decrease.

From the description, it sounds like anyone in the "night" (or inclement weather, which is fair) receives the decrease in accuracy.  Does that include being inside but in the dark (i.e., behind an embrasure)?

Alright i understand, so, nope, but it could be a great add to this mod, i'll write it down ;).
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: nuschler22 on May 05, 2016, 04:54:57 PM
Quote from: cram on May 05, 2016, 03:41:14 PM
Quote from: nuschler22 on May 05, 2016, 03:22:14 PM
Quote from: cram on May 05, 2016, 12:48:34 PM
Quote from: nuschler22 on May 05, 2016, 12:44:11 PM
Is it purely aesthetic (same as the game) or are there combat modifiers in it as well? 

For example, people in darker areas harder to hit, lighter areas easier?

Read the notes ! ;)

That's fine that it alters statistics, but it doesn't answer my question.  It just says that it reduces accuracy.

If a colonist is shooting from the dark and a target is in the light, there shouldn't be an accuracy decrease.  Conversely, a raider coming from light trying to shoot at colonists that are in the dark should have an accuracy decrease.

From the description, it sounds like anyone in the "night" (or inclement weather, which is fair) receives the decrease in accuracy.  Does that include being inside but in the dark (i.e., behind an embrasure)?

Alright i understand, so, nope, but it could be a great add to this mod, i'll write it down ;).

Excellent. Thanks.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Highlandman on May 05, 2016, 08:42:04 PM
Even when you target a fully lit enemy during the night there should still be a accuracy penalty. I would further suggest 2 tiers of darkness if it is possible:

1: Full, general darkness, anywhere on the map where there is not enough light;

2: Semi-darkness penalty when a colonist is in darkness but shooting a lit target/in the light but shooting a target in the shadow; and the same of course for the enemies.

Maybe it's not possible, just my 2 cents. :P
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Korn.Mil on May 06, 2016, 04:39:34 AM
Its very nice mod :) But when night comes with rainy fog its just impossible to play, its too rough!
(http://www.part.lt/img/4c262f92db86d6ea4bd79b850fbddccd975.png) (http://www.part.lt/perziura/4c262f92db86d6ea4bd79b850fbddccd975.png)
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 06, 2016, 07:35:46 AM
Well, i guess you're supposed to build light asap when you start a new world, but i'll look after the mod and make a slightly brighter version of it. ;)
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 06, 2016, 07:36:32 AM
Quote from: Highlandman on May 05, 2016, 08:42:04 PM
Even when you target a fully lit enemy during the night there should still be a accuracy penalty. I would further suggest 2 tiers of darkness if it is possible:

1: Full, general darkness, anywhere on the map where there is not enough light;

2: Semi-darkness penalty when a colonist is in darkness but shooting a lit target/in the light but shooting a target in the shadow; and the same of course for the enemies.

Maybe it's not possible, just my 2 cents. :P

I'll write down this idea too, seems fun to do ;).
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 06, 2016, 08:05:26 AM
Added the Slightly Brighter version !
You can find it in the Download part of the thread !

Enjoy ;).
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: silentlord on May 06, 2016, 08:33:58 AM
perfect the way it is.... its supposed to be dark... now just need zombie back and imagine the terror then! you certainly don't want complete darkness and hordes of zombies.

thank you very much for this mod, missed it greatly.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: hwfanatic on May 06, 2016, 08:42:18 AM
Thanks. Two questions:
1.
QuoteDarkness Revamp brings new changes from the original mod as the night and weathers will now affect pawns accuracy, movement speed, and manipulating.
Light and weather already affect pawns' accuracy, so my question is: to what extent have the values been altered by your mod and what has been added? Can you make a table as an example?

2. Are you planning a version that doesn't affect the game beyond visual representation?


Quote from: Mechanoid Hivemind on May 05, 2016, 03:19:02 PM
Marked for the future,

Id like to see out side lights that won't blow a hole in my wall when it rains so i can see out side
What do you mean? Standing lamps don't explode in bad weather.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Garr1971 on May 06, 2016, 08:58:58 AM
completely meaningless mod
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: Fluffy (l2032) on May 06, 2016, 09:21:52 AM
a; it's actually pretty cool - and the effect is hardly meaningless.
b; if you're going to criticize, at least do it in a way that's constructive.
c; if you just want to be an arse, do it somewhere else.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 06, 2016, 09:29:08 AM
Quote from: hwfanatic on May 06, 2016, 08:42:18 AM
Thanks. Two questions:
1.
QuoteDarkness Revamp brings new changes from the original mod as the night and weathers will now affect pawns accuracy, movement speed, and manipulating.
Light and weather already affect pawns' accuracy, so my question is: to what extent have the values been altered by your mod and what has been added? Can you make a table as an example?

2. Are you planning a version that doesn't affect the game beyond visual representation?

You're welcome !
1. Well, as an example, if your accuracy has a normal value of 1, this mod reduces it at ~ 0.8-0.9, Didnt want to nerf it too much, otherwise it would be too hard to play with this mod. (Maybe i can make a hardcore version of it ?)

2. Well, since the statistics nerf arent THAT big, theres no need to do another version of it, but if it is really demanded, i could do a visual only version.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: panggul_mas on May 06, 2016, 06:59:55 PM
(http://i.imgur.com/NVPlLtr.png)

Here's a little add-on for Darkness Revamp that adds two simple lights to help you get through the night!

(http://i.imgur.com/R3cp5j3.png)


1. A simple torch (http://i.imgur.com/nLMDrA2.jpg) that is cheap to build but doesn't provide any heat, and only lasts long enough to get you through the darkest part of the night.

2. A weather-proof outdoor utility light (http://i.imgur.com/rhESDvU.jpg).

______________________________________________

mod by panggul_mas

Special thanks to :

-Viceroy, for the original Darkness mod
-cram, for reviving the mod as Darkness Revamp for A13
-Shinzy, for the outdoor lamp texture
-cuproPanda, for the torch base texture
-many others from the very helpful and friendly slack community


Download HERE (https://drive.google.com/open?id=0B1ztq5JTyBS7cDByQ2JiRkgtYTA)



Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: silentlord on May 06, 2016, 10:03:15 PM
i like the torch idea, very `Don't Starve` like.... however useless for me! lol.... i only play extreme ice biomes where the warmest temp is -40c. and ice sheet don't have alot of trees.

what i really want is a high powered searchlight, that damned Randy always seems to send raids at night, can't see a damned thing. :P
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: cram on May 07, 2016, 07:48:58 AM
Darkness Revamp Lights! addon is up !

Check it out here ! (https://ludeon.com/forums/index.php?topic=19873.msg217350#msg217350)
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Ramsis on May 07, 2016, 10:32:02 AM
Garr, stop being a dick and stay out of this thread if the only thing that comes out of your mouth is negative. I won't be repeating myself.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Nanao-kun on May 07, 2016, 01:53:32 PM
Hopefully the brighter version isn't as debilitating to the player. I ended up just debug killing a siege during a nighttime snow because the screen was literally entirely black besides the snow effect. Couldn't tell if I was telling them to move in front of a tree or standing in the middle of a marsh. Or on the other side of a mountain.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 07, 2016, 02:11:39 PM
Quote from: Nanao-kun on May 07, 2016, 01:53:32 PM
Hopefully the brighter version isn't as debilitating to the player. I ended up just debug killing a siege during a nighttime snow because the screen was literally entirely black besides the snow effect. Couldn't tell if I was telling them to move in front of a tree or standing in the middle of a marsh. Or on the other side of a mountain.

Hi !
Our team is working on a cool addon which will give the player the opportunity to shoot out flares with the help of special mortars.
If you have any ideas about the mod or its (future) addons, let us know !
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: silentlord on May 07, 2016, 07:38:14 PM
The one thing i always wanted when i first encountered the original, was more light. but not to me, to the enemy pawns.

as stated before i love the darkness mod as is perfect for immersion, out in the wilds or countryside its pitch black without the light pollution of human technology, so was awesome when i saw this mod before.

the thing i wanted was for the enemy pawns to have some kind of torches; 1. makes sense for immersion as they can't see crap. 2. so i can see them better, rather than rely on the red text.
at first i didn't think this was a possible goal, as no other mod i'd seen employed anything along those lines, until the aforementioned Rikki mining & co which added torch-helmets.

so if anything i would like an addon that gives the enemies torches via equipment. :-)

however again dunno if this can be done, as this would force them all to wear the same gear item for the light, would break immersion. doh

however the idea of flares is an excellent one, that purely player pawns or AI pawns too?
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Nanao-kun on May 07, 2016, 09:18:24 PM
Hmm, the glowstones from the Powerless! mod could be useful in this kind of situation. Having sieges build several of it's glowstone pylons would be nice.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: AllenWL on May 07, 2016, 10:44:25 PM
Quote from: cram on May 07, 2016, 02:11:39 PM
Quote from: Nanao-kun on May 07, 2016, 01:53:32 PM
Hopefully the brighter version isn't as debilitating to the player. I ended up just debug killing a siege during a nighttime snow because the screen was literally entirely black besides the snow effect. Couldn't tell if I was telling them to move in front of a tree or standing in the middle of a marsh. Or on the other side of a mountain.

Hi !
Our team is working on a cool addon which will give the player the opportunity to shoot out flares with the help of special mortars.
If you have any ideas about the mod or its (future) addons, let us know !
Flares sounds nice, but a more stable way of lighting a certain area would be nice, like a searchlight that shines a bright light in front of it, or a outdoor lamp as powerful as a sun lamp, or a 'flashlight' melee weapon that gives light when equipped or something.

Something like a wood lamp that lasts longer than a torch and doesn't go out in rain or anything, but needs steel to make would also be nice.
Title: Re: [A13] - Darkness Revamp (v1.0)
Post by: dismar on May 07, 2016, 10:53:43 PM
Quote from: Igabod on May 05, 2016, 03:36:02 PM
Quote from: Mechanoid Hivemind on May 05, 2016, 03:19:02 PM
Marked for the future,

Id like to see out side lights that won't blow a hole in my wall when it rains so i can see out side
Can't wait. This and that! fun.
Keep an eye out for my Advanced Lamps mod to be updated to a13 in the next few days.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 08, 2016, 02:28:15 AM
Quote from: AllenWL on May 07, 2016, 10:44:25 PM
Quote from: cram on May 07, 2016, 02:11:39 PM
Quote from: Nanao-kun on May 07, 2016, 01:53:32 PM
Hopefully the brighter version isn't as debilitating to the player. I ended up just debug killing a siege during a nighttime snow because the screen was literally entirely black besides the snow effect. Couldn't tell if I was telling them to move in front of a tree or standing in the middle of a marsh. Or on the other side of a mountain.

Hi !
Our team is working on a cool addon which will give the player the opportunity to shoot out flares with the help of special mortars.
If you have any ideas about the mod or its (future) addons, let us know !
Flares sounds nice, but a more stable way of lighting a certain area would be nice, like a searchlight that shines a bright light in front of it, or a outdoor lamp as powerful as a sun lamp, or a 'flashlight' melee weapon that gives light when equipped or something.

Something like a wood lamp that lasts longer than a torch and doesn't go out in rain or anything, but needs steel to make would also be nice.

Hi, I've been looking through the game to make our own type of light, the problems seems to be that to make the type of light you want is located in the shaders part, since all the shaders used are simple circle of light, i have to make my own and use it as i want, thing is i can open and make a specific shader, but i have absolutely no programs to tell me how it looks like, unless i try and use rimworld to tell me how it looks like, i tried Unity but its damn too big for me to understand kinda easily.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 08, 2016, 02:34:21 AM
Quote from: silentlord on May 07, 2016, 07:38:14 PM
The one thing i always wanted when i first encountered the original, was more light. but not to me, to the enemy pawns.

as stated before i love the darkness mod as is perfect for immersion, out in the wilds or countryside its pitch black without the light pollution of human technology, so was awesome when i saw this mod before.

the thing i wanted was for the enemy pawns to have some kind of torches; 1. makes sense for immersion as they can't see crap. 2. so i can see them better, rather than rely on the red text.
at first i didn't think this was a possible goal, as no other mod i'd seen employed anything along those lines, until the aforementioned Rikki mining & co which added torch-helmets.

so if anything i would like an addon that gives the enemies torches via equipment. :-)

however again dunno if this can be done, as this would force them all to wear the same gear item for the light, would break immersion. doh

however the idea of flares is an excellent one, that purely player pawns or AI pawns too?

Hi, for now thats only player-handled flares, that will use mortars,
Well yeah, the thing is that if raiders all come with the same equipment, that would be dumb, but i thought about shoulder lamps which could be cool.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: hegemont on May 08, 2016, 04:57:37 AM
Darkness Revamp <3
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: silentlord on May 08, 2016, 09:04:50 AM
Quote from: cram on May 08, 2016, 02:34:21 AM
Quote from: silentlord on May 07, 2016, 07:38:14 PMHi, for now thats only player-handled flares, that will use mortars,
Well yeah, the thing is that if raiders all come with the same equipment, that would be dumb, but i thought about shoulder lamps which could be cool.

yeah that was my thoughts as well, all having the same gear for lights is not a route to go down, as theres alot of mods adding good looking equipment etc...

but shoulder lamps, damn thats a perfect idea.... holy crap actually that would be insane, im a huge Aliens franchise fan, and of course gotta play with the USCM mod here, if you can add shoulder lamps then damn! thats just like the movie Colonial marines. :-)

other than that i really can't think of anthing else, the mod is perfect as is. i literally can not play without the darkness mod.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 11, 2016, 06:31:46 PM
Added a cool preview to the new addon (in the addon part) we are working on !
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: killer117 on May 12, 2016, 09:12:12 AM
So glad this got updated. Wanted to use with zombie apocalypse mod ages ago but was too outdated. Was wondering if u could consider some omni dirctional spotlights and allowing raider to spaw witn a few people spread out in thier group with the torches you made, and if u could add them building a campfire in thier siege area. Just to up the visability of enimies plus have some noce realism. Know not all might be possible but had to ask.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: panggul_mas on May 12, 2016, 12:23:43 PM
Quote from: killer117 on May 12, 2016, 09:12:12 AM
So glad this got updated. Wanted to use with zombie apocalypse mod ages ago but was too outdated. Was wondering if u could consider some omni dirctional spotlights and allowing raider to spaw witn a few people spread out in thier group with the torches you made, and if u could add them building a campfire in thier siege area. Just to up the visability of enimies plus have some noce realism. Know not all might be possible but had to ask.

Funny you should mention that! Our next lighting add-on is a flare launcher (type of mortar) which will launch flares that will temporarily illuminate an area, allowing for suspenseful midnight siege camp counter-attacks and the like.

Next on the agenda will be spotlights.

Adding a campfire to the siege camp blueprint shouldn't be too hard, and is a good idea! Its crazy what a different role lighting plays when the nights are actually dark.

Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: admiralKew on May 12, 2016, 01:54:00 PM
Will the flare shell/mortar be compatible with CR's 'unified' mortar system?
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: someone on May 12, 2016, 04:30:23 PM
Is there a version that doesn't modify stats, so merely for graphical use?

I would love to use it, but it seems there will be conflicts, primarily with CR.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 12, 2016, 04:55:58 PM
Quote from: admiralKew on May 12, 2016, 01:54:00 PM
Will the flare shell/mortar be compatible with CR's 'unified' mortar system?

Not for now.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 12, 2016, 04:59:35 PM
Quote from: someone on May 12, 2016, 04:30:23 PM
Is there a version that doesn't modify stats, so merely for graphical use?

I would love to use it, but it seems there will be conflicts, primarily with CR.

Hey !
Stats changes arent that big, since it modify them directly within the .xml, putting CombatRealism on a higher priority in your mod list should do the trick, but be careful, i havent tried it with CR nor any other mods, so, save your game and try it, but there shouldnt be any problems. ;)
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: akiceabear on May 12, 2016, 08:45:25 PM
Following!
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: gehennianviceroy on May 15, 2016, 11:08:01 AM
Can anyone tell me exactly what's going on here? I've had this problem all the way back to the A12 release. The weather def works great until about dusk when it decides to brighten tremendously, followed by a perfectly dark night, which then brightens intensely again around 3am.

I absolutely loved the new revamped version (I even made lights to use with it ugh), any way we can get this working for me :/

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Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Jakub k. on May 15, 2016, 11:40:32 AM
Quote from: gehennianviceroy on May 15, 2016, 11:08:01 AM
Can anyone tell me exactly what's going on here? I've had this problem all the way back to the A12 release. The weather def works great until about dusk when it decides to brighten tremendously, followed by a perfectly dark night, which then brightens intensely again around 3am.

I absolutely loved the new revamped version (I even made lights to use with it ugh), any way we can get this working for me :/
a majora moon seems to be following one of your colonists
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: gehennianviceroy on May 15, 2016, 12:19:34 PM
Quote from: Jakub k. on May 15, 2016, 11:40:32 AM
Quote from: gehennianviceroy on May 15, 2016, 11:08:01 AMa majora moon seems to be following one of your colonists

Damn. I wonder how many days are left..
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: cram on May 16, 2016, 06:30:52 AM
Quote from: gehennianviceroy on May 15, 2016, 11:08:01 AM
Can anyone tell me exactly what's going on here? I've had this problem all the way back to the A12 release. The weather def works great until about dusk when it decides to brighten tremendously, followed by a perfectly dark night, which then brightens intensely again around 3am.

I absolutely loved the new revamped version (I even made lights to use with it ugh), any way we can get this working for me :/

Mh, weird, do you have any other mods activated ?
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: DaGirrafeMan on May 23, 2016, 09:34:29 PM
Hey, I got a question..? So in the middle of night, there will be a random flash of light coming from the darkness mod and It almost seemed like a non-stopping lightning bolt. Yet it didn't seem to add any reality to the darkness mod. It was different than usual? Should I take one of my mods off... I currently have Crash Landing and Hospitality. :d

Once again, complete newb at the game! :/
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: joaonunes on May 24, 2016, 03:17:24 AM
Quote from: DaGirrafeMan on May 23, 2016, 09:34:29 PM
Hey, I got a question..? So in the middle of night, there will be a random flash of light coming from the darkness mod and It almost seemed like a non-stopping lightning bolt. Yet it didn't seem to add any reality to the darkness mod. It was different than usual? Should I take one of my mods off... I currently have Crash Landing and Hospitality. :d

Once again, complete newb at the game! :/

Maybe it was a thunderstorm? Crash landing and hospitality work fine with darkness without any problems at all
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: DaGirrafeMan on May 27, 2016, 12:15:52 PM
Well it seems I'm having the same problem as gehennianviceroy, wit' that being the random flash of light during the middle of night. I can't tell if it's a bug, or if it has to do with something of our computer details. Could it be the driver?
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: panggul_mas on May 27, 2016, 01:29:20 PM
Quote from: DaGirrafeMan on May 27, 2016, 12:15:52 PM
Well it seems I'm having the same problem as gehennianviceroy, wit' that being the random flash of light during the middle of night. I can't tell if it's a bug, or if it has to do with something of our computer details. Could it be the driver?

@DAGirrafeMan - could you post your active mod list? Also, was this during a particular weather event (flashstorm, fog, etc)? I'm doing a QA run of Darkness right now, and I have lots of mods active but haven't seen this happen (yet).


~
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: DaGirrafeMan on May 28, 2016, 04:55:57 PM
To tell you the truth, I even ran the game without any mods at all. The only thing I have in my mods folder is Community Library and Darkness Revamp, and Community Library mod is disabled at that. Pretty sure I tried it enabled too and it did the same thing. When the bright flash occurs, it stays for a couple of in-game hours. Even when it's on a clear day, it resumes the bug until morning. Mostly happens at 18h, then disappears at 1h. It's just real annoying to see a huge flash of white.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Exende on May 28, 2016, 10:43:23 PM
question:  does this mod affect the tiles you're standing in or the place where the bullets go?  (figuring if I should keep my bunkers dark or not)
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: joaonunes on May 29, 2016, 05:10:40 AM
Quote from: Exende on May 28, 2016, 10:43:23 PM
question:  does this mod affect the tiles you're standing in or the place where the bullets go?  (figuring if I should keep my bunkers dark or not)

It should only affect the pawn's accuracy when the enemy is in a dark place, not the shooter itself... Not sure though...
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Gentz on July 18, 2016, 07:17:54 AM
Hello folks,
I've corrected the colors for the Toxic Fallout and Volcanic Winter event. (Or was it the eclipse event I corrected, not sure exactly, all I can recall is I corrected the colors for 2 of these 3 events).

You can grab it here: https://ludeon.com/forums/index.php?topic=21650.msg235583#msg235583
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: creeper857 on July 28, 2016, 02:36:18 PM
I would love to see this mod updated alpha 14 vanilla nights are just too bright in my opinion
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Kelthar on July 28, 2016, 04:14:26 PM
Quote from: creeper857 on July 28, 2016, 02:36:18 PM
I would love to see this mod updated alpha 14 vanilla nights are just too bright in my opinion

I'll be publishing the A14 version soon. It's forked from Gentz' version, which is forked from Cram's version.

Should be up within the next few hours.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Master Bucketsmith on August 08, 2016, 03:56:45 AM
Quote from: Kelthar on July 28, 2016, 04:14:26 PM
Quote from: creeper857 on July 28, 2016, 02:36:18 PM
I would love to see this mod updated alpha 14 vanilla nights are just too bright in my opinion

I'll be publishing the A14 version soon. It's forked from Gentz' version, which is forked from Cram's version.
Where are you hiding this? :D
Should be up within the next few hours.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 08, 2016, 06:12:55 PM
Bump, I want this in my game right now.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Elysium on August 08, 2016, 06:42:14 PM
Quote from: Willowisp on August 08, 2016, 06:12:55 PM
Bump, I want this in my game right now.

Here you go.  I decided to look into how this mod works and how simple it would be to update and it turns out it is rather simple.  I've never updated or released a mod myself, but this is basically just an xml edit so it will be safe to use.  I omitted the assembly and the map conditions because I have no idea what is in the dll and I'm not about to release something that might corrupt someones save file.  I'm assuming its a simple event handler to make the eclipse work properly because I don't know what else it could be doing.  Speaking of which, it might not get really dark if an eclipse happens, I have not tested that and I have no idea how to force one.

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Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: lance789 on August 09, 2016, 09:08:13 AM
A14 update please?
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Elysium on August 09, 2016, 12:43:18 PM
Quote from: lance789 on August 09, 2016, 09:08:13 AM
A14 update please?
Look at my previous post...
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 09, 2016, 07:07:26 PM
Thank you Elysium! I took a look at the dll and it only contains language that alters the darkness of an eclipse event. BTW, its not an editor but "ilspy" is a great, quick, and really easy decompiler for looking at dll files. Just download it and have it on your desktop, no installation necessary. Interestingly enough, the dll itself seems to have a game target version a13 coded into its references. My skill in peeking at other peoples work is great but i'm weak in editing c# so I don't know how to go safely go about updating the assembly references. Other than that the dll SHOULD be safe as it contains so very little and, this is important, the language of the dll file in reference to eclipse events is absolutely identical to the current language of A14's ecplise event; save for the color values of course.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 09, 2016, 07:09:44 PM
In fact....screw it. The dll file contains so little that i'm going to update this for him right now by making a new dll file using A14's assembly.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 09, 2016, 08:21:11 PM
Done, tested, and yeah baby it works! Just doing some weather def tweaks to ensure it uses a14 weather defs (other than the colors). Will upload the whole shebangabang shortly.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Elysium on August 09, 2016, 08:44:39 PM
Quote from: Willowisp on August 09, 2016, 08:21:11 PM
Done, tested, and yeah baby it works! Just doing some weather def tweaks to ensure it uses a14 weather defs (other than the colors). Will upload the whole shebangabang shortly.

Ah, nice.  Yeah... I've since figured out what the dll is exactly for, what I had originally suspected.  I've since had an eclipse and sure enough it was not very dark.  I've volunteered myself to be a guinea pig and included the assembly after the eclipse happened but I have not seen one since so I have no idea if it works.  At the very least it has not crashed my game or gave me errors, yet...  But I guess I don't need to worry about that any more if you went to the trouble to recompile it.  All I really did was update the about.xml after I had realised that the weatherdefs were essentially identical thus safe to use.  Anyway if it is working, good job.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 09, 2016, 09:09:32 PM
Yeah I went and recompiled it from scratch using a14 assembly and unity references.

I included the about xml, and weather defs xml from your upload. This very moment i'm editing the night colors as currently he has them set to basically 2 color stages of night (dusk and midnight) instead of the 3 its supposed to have (dusk night and midnight). should be done and uploaded after i'm done extensive testing (15-30min)
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 10, 2016, 12:30:49 AM
So its all done. Once I finished I realized that I've creatively changed his mod to the point where not a single bit of Viceroy's mod was left. Granted, all that means is that I use different colors in different situations than Viceroy did. I also used A14 weather definitions so my mod has different weather effects than this one does. An example being that i changed gentle snow accuracy reduction to 10% instead of 30% like he had. I mean i feel like i can see clearer during a flurry so yeah. Another such change is  fog accuracy reduction to 30% (20% is vanilla) instead of 60% and made foggy rain the worst @ 40%. I have made a whole mod out of it and released it on Steam workshop and gave credit to Viceroy and Cram for helping it come about.

http://steamcommunity.com/sharedfiles/filedetails/?id=740930354
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: kaptain_kavern on August 10, 2016, 01:15:08 AM
Could you please put a released link here? For us who don't use the steamversion

Thanks in advance
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 10, 2016, 01:33:16 AM
Sure thing. Here it is in its entirety, enjoy! I will eventually make my own topic and i'm sure to tweak the colors here and there.

I have pretty extensively tested it with the following mods:
+Community Core Library+____ +Community Core Library - Vanilla Tweaks+____
+Glitter Tech+____ +Hospitality+____ +Expanded Prosthetics and Organ Engineering+____
+Zombie Apocalypse (v. 1.5)+____ +Colony Manager+____ +Xeva's Rimhair+____
+Medical Tab+____ +[T] MoreFloors+____ +Misc. Training+____
+P-Music+____ +AdditionalLighting+____ +NaturalFloors+____
+Relations Tab+____ +More Vanilla Turrets+____ +ExtendedFabrics+____
+ExtendedMedicine+____ +ExtendedStorage+____ +Glass+Lights+____
+ReclaimFabric+____ +Infused+____ +Auto Equip+____
+Auto Equip - Infusied+____ +Pawn State Icons A14+____ +Rimsenal+____
+Rimsenal - Feral+____ +Rimsenal - Federation+____ +Rimsenal - Security pack+____
+Rimsenal - Rimhair+____ +EdB Prepare Carefully+____ +Muzzy-Utils+____
+ESM - Do Not Disturb+____ +ESM - Mine Vein+____ +ESM - Mountain Temp+____

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Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: kaptain_kavern on August 10, 2016, 02:05:10 AM
Hey your quick!

Thanks a lot. The A12/A13 version never really worked on my rig, hope this one does.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Helpful Bot on August 10, 2016, 02:56:50 AM
Sure thing. Let me know how it works out for you.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Medelsvensson on November 30, 2016, 11:55:28 AM
This working for a15?

edit: This seems to work well on 15 with my mod setup which is quite extensive.
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: joaonunes on November 30, 2016, 12:06:25 PM
Quote from: Medelsvensson on November 30, 2016, 11:55:28 AM
This working for a15?

edit: This seems to work well on 15 with my mod setup which is quite extensive.

use the "realistic darkness" mod, it does basically the same
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: Medelsvensson on November 30, 2016, 01:00:42 PM
Quote from: joaonunes on November 30, 2016, 12:06:25 PM
Quote from: Medelsvensson on November 30, 2016, 11:55:28 AM
This working for a15?

edit: This seems to work well on 15 with my mod setup which is quite extensive.
Oh thx. Is it better than this?

use the "realistic darkness" mod, it does basically the same
Title: Re: [A13] - Darkness Revamp (v1.0) - Now with addons !
Post by: joaonunes on November 30, 2016, 08:23:03 PM
Quote from: Medelsvensson on November 30, 2016, 01:00:42 PM
Quote from: joaonunes on November 30, 2016, 12:06:25 PM
Quote from: Medelsvensson on November 30, 2016, 11:55:28 AM
This working for a15?

edit: This seems to work well on 15 with my mod setup which is quite extensive.
Oh thx. Is it better than this?

use the "realistic darkness" mod, it does basically the same

pretty much the same, can't really say which one is the best of the two...