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icon_project.png UFO: Alien Invasion / Closed Bug report #2649 Map "city" too dark in places
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Maps
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
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  • Type of bug
    Not triaged
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Description
[http://sourceforge.net/p/ufoai/bugs/2649 Item 2649] imported from sourceforge.net tracker on 2013-01-28 19:43:45

It's not technically a bug but as it's a gameplay problem I wanted to report it anyway.
I have played the map 'city.mat' about 6 times now and have always thought it to be too dark... but now is the first time I realized there is a third staircase in the east, next to the landing site! I have tried zooming and rotating but it's nearly impossible to see the stairs with the naked eye unless you have really bright display/alpha settings. I happened to find them by slowly moving the cursor but even so it's hard to maneuver.

Ufo V2.1/Arch Linux/Geforce8600
===== Comments Ported from Sourceforge =====

====== tlh2000 (2010-08-13 06:17:06) ======

it's not 2.1, isn't it?

if it's the city garage, nate fixed that bug already.
====== natewr (2010-08-13 07:24:56) ======

Yes, I've fixed the dark stairwell. Are there any other areas in particular that are too dark for you? I admit I have a bright screen so I see it clearly, but I do want the map to have a darker feel to it.
====== xaverxn (2010-08-13 08:01:33) ======

Sorry, V2.3. And yes, I think it's meant to be a city garage...
====== xaverxn (2010-08-13 08:08:28) ======

Well the staircase was really the worst part, together with the areas surrounding it - i.e. the doors/entrances and exits on the ground floor and also upper floors. The rest is just hard to see but visible. I also appreciate the generally 'dark' look'n'nfeel... maybe as a compromise it could be rendered/compiled with just a few percent more general brightness.
By the way, the 'map loading screen' for that map shows the garage in bright daylight, if you want everything to be dark you might want to change that...
====== natewr (2010-08-13 09:20:49) ======

Thanks xaverxn. You're the second to comment on this so I'll give the night lighting a bit of a boost.

The lighting difference in the loading screen is because there are day and night versions. The day version is in the screenshot, but you've probably only played the night version. You can check them both out in skirmish. I'd appreciate any feedback you have.
====== natewr (2010-08-16 10:14:29) ======

Revisions 31507 and 31508 up the ambient lighting in both day and night, and add some more lights to the interior of the parking garage to help with visibility.

If you can SVN update and compile xaverxn, I'd appreciate any feedback you have on the new lighting. Compiling the map can take a while, so you can get it tomorrow from map-get.py if that's working at the moment.
====== xaverxn (2010-08-16 20:48:58) ======

Thanks natewr, I'm glad my feedback is appreciated.
However I'm afraid I neither have the time nor lust to mess around with developement versions, I'll basically just report what I find in stable.
Maybe with you being so friendly I'll make an exception and try your svn map on my stable ufoai version if I find the time... I'll feedback here if so.
====== natewr (2010-08-19 08:51:47) ======

xaverxn, I sent you a PM on the forums if you get a chance to look at it. I'm going to close this ticket now.
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