Yeah, UO was never that dark. Dungeons were darker than mainland nights IIRC, but not quite that dark.prosonic wrote:in derricks hosted t2a client just below the colored lighting check box there is a dark nights checkbox i think this is the cause of what you are seeing
Dark nights is *no joke*
- nightshark
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Re: Dark nights is *no joke*
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
Re: Dark nights is *no joke*
I think OP was takling about how night time was darker on OSI. I have found plenty of evidence for this mysefl in the past, dungeons in particular, but I don't know the exact levels.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: Dark nights is *no joke*
Back when UOE was killed the darkness followed suit and Deceit looked extremely simliar to the pictures submitted by the original poster. Was very hard to adjust after having a light filter for nearly 2 years. The monitor brightness had to be turned up very high just to see anything outside of a light source.
Re: Dark nights is *no joke*
By default, you are correct that UO was not that dark. However, it could be made that dark easily.nightshark wrote:Yeah, UO was never that dark. Dungeons were darker than mainland nights IIRC, but not quite that dark.
There's an option in the client for "Dark Nights." It's at the bottom of the display tab, under where you set your speech color, second-to-last option. Without Dark Nights enabled, night is darker than day, but you can still see fairly well. With the option turned on, however, it looks like the OP's screen shot. You really can't see anything without a light source. Obviously since it's a client-side option, it puts you at a huge disadvantage because everyone else can see just fine. It would be kind of cool to see it forced on, but that's neither possible nor era-accurate. I think most players would just see the lack of a light filter as an inconvenience anyway. Having to cast night sight periodically was just annoying. You might miss it now because the light filter's detracting from the immersion and era accuracy, but if you got rid of the light filter, you'd miss the convenience too.Hemperor wrote:I think OP was takling about how night time was darker on OSI. I have found plenty of evidence for this mysefl in the past, dungeons in particular, but I don't know the exact levels.
Re: Dark nights is *no joke*
One thing you must remember as well.
Technology changes.
LCD's are much worse at displaying true black then CRTs.
Infact the difference its glaringly obvious, even after decades of technical development.
Basically black was blacker, back in those days!
Technology changes.
LCD's are much worse at displaying true black then CRTs.
Infact the difference its glaringly obvious, even after decades of technical development.
Basically black was blacker, back in those days!
- the bazookas
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Re: Dark nights is *no joke*
As far as I could tell in a brief look I did into the RunUO code, it appears that there is no trivial solution for adding lighting effects to spells, as this appears to be the result of a property (and packet) associated with the "Item" class. It didn't look like (based on what I found in RunUO) that the UO client accepts any other packets that can signal a localized light effect (like you see with a torch).Jupiter wrote:Without dark nights, spells like lightning and flamestrike make some wonderful momentary lighting effects, but with dark nights enabled these are completely blocked. It would be nice if this could be addressed. i mean, torches and candles seem to be able to peel back the darkness, is wizard's fire any less powerful?
Hence, as far as I can tell, the only way Derrick could do this is to create a temporary invisible item that has the desired LightType on it, and putting it underneath the target for a while (of course, the target could move which wouldn't look very good--it might be possible to "equip" them with this item, though, but that would come with a host of other issues). Regardless, it would be a very hacky solution, and probably isn't era accurate anyway ( as cool as it would be

Note that it does appear that there is a "ScreenLightFlash" packet (which might be appropriate for lightning spells), but I have no idea what that looks like... and I don't think it'd be era accurate anyway.
Most people like us, or at least they like what we do. Regardless, we appreciate all our victims, and we hope that their encounter with us is a memorable one.
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... a not-for-profit organization (usually)
Re: Dark nights is *no joke*
Despite your unending quest to extinguish all human life from Britannia I appreciate the amount of effort put into this reply. I am shocked at how concerned the bazooka's are for something that may as seemingly 'inconsequential' as the aesthetics of how we perceive light in our world.
Could it be that your extended exposure to us has had some effect on the primary directive?
But again, thanks for checking into this.
- Jupiter
Could it be that your extended exposure to us has had some effect on the primary directive?
But again, thanks for checking into this.
- Jupiter
the bazookas wrote:As far as I could tell in a brief look I did into the RunUO code, it appears that there is no trivial solution for adding lighting effects to spells, as this appears to be the result of a property (and packet) associated with the "Item" class. It didn't look like (based on what I found in RunUO) that the UO client accepts any other packets that can signal a localized light effect (like you see with a torch).Jupiter wrote:Without dark nights, spells like lightning and flamestrike make some wonderful momentary lighting effects, but with dark nights enabled these are completely blocked. It would be nice if this could be addressed. i mean, torches and candles seem to be able to peel back the darkness, is wizard's fire any less powerful?
Hence, as far as I can tell, the only way Derrick could do this is to create a temporary invisible item that has the desired LightType on it, and putting it underneath the target for a while (of course, the target could move which wouldn't look very good--it might be possible to "equip" them with this item, though, but that would come with a host of other issues). Regardless, it would be a very hacky solution, and probably isn't era accurate anyway ( as cool as it would be).
Note that it does appear that there is a "ScreenLightFlash" packet (which might be appropriate for lightning spells), but I have no idea what that looks like... and I don't think it'd be era accurate anyway.
Re: Dark nights is *no joke*
In my honest opinion, razor defeats the whole purpose of t2a accuracy 


Halleluyah
<DemonArkanis> hopefully ill go to hell and not have to listen to your bullshit
Re: Dark nights is *no joke*
Yes, it does; but its an evil we must put up with until the proper time comes for it to depart.
Could be in a year, or ten; who knows?
Could be in a year, or ten; who knows?