Author Topic: [Client] Night mod  (Read 899 times)

AnDrew0o

  • Newbie
  • *
  • Posts: 3
    • View Profile
[Client] Night mod
« on: February 20, 2020, 11:27:48 am »
It's normal now!

Download link

Before



After

« Last Edit: February 26, 2020, 06:01:08 am by ai_enabled »

Alibaba

  • Newbie
  • *
  • Posts: 11
    • View Profile
Re: Night mod
« Reply #1 on: February 24, 2020, 06:45:23 am »
Does the client receive the same amount of information from the server as during the day, and the effect of the night is created only by manipulating the gradients?

ai_enabled

  • AtomicTorch Founder
  • Hero Member
  • *****
  • Posts: 1484
    • View Profile
Re: Night mod
« Reply #2 on: February 24, 2020, 07:46:00 am »
@Alibaba, yes. Similar to how it's done in the most online survival games (e. g. I remember in ARK a few years ago it was possible to just reduce the graphical settings to low and the nights were much brighter due to the lack of post-effects/lighting effects; IDK if it's still the case though).
That's why on PvP servers currently the game is not hiding other player nicknames and healthbars, otherwise such mods would provide a serious advantage. The same effect could be achieved by adjusting screen brightness or GPU gamma, with the client-side mod it's just easier to adjust and the mod is available to everyone who wishes to use it.

We're considering how to best handle this on the server-side in future updates. If you have any suggestions please let us know.

BTW, here is our policy regarding such mods http://forums.atomictorch.com/index.php?topic=1147

Regards

Alibaba

  • Newbie
  • *
  • Posts: 11
    • View Profile
Re: Night mod
« Reply #3 on: February 25, 2020, 03:11:04 am »
I would limit the area of ​​information about dynamic objects transmitted to the client not to the screen size, but to the radius of radius R. The visibility range may vary depending on the environment (time of day, weather) and equipment (torch, flashlight, night vision devices). Everything that does not fall into sight is obscured by the fog of war. In the afternoon, the visibility zone will be larger than the territory displayed on the screen, so the fog of war is not visible. At night, a real dimming will be obtained, which can not be bypassed by any modes.

In addition, another drawback will be eliminated when users receive a different amount of information depending on the screen size.

As for the night, I would suggest introducing fines on accuracy, especially over long distances. Thus, animals will become even more dangerous at night. But that is another topic.

Original message
Quote
Я бы ограничил область передаваемой клиенту информации о динамических объектах не размерами экрана, а зоной видимости радиусом R. Зона видимости может варьироваться в зависимости от окружения среды (времени суток, погоды) и оборудования (факел, фонарь, ПНВ). Всё что не попадает в зону видимости затемняется туманом войны. Днём зона видимости будет больше отображаемой на экране территории, поэтому туман войны не виден. Ночью же будет получено реальное затемнение, которое никакими модами не обойти.

Кроме того будет устранён ещё один недостаток, когда пользователи получают различный объём информации в зависимости от размера экрана.

Что касается ночи я бы предложил ввести штрафы к точности стрельбы, особенно на далёкие расстояния. Таким образом звери ночью станут ещё опаснее. Но это уже другая тема.

ai_enabled

  • AtomicTorch Founder
  • Hero Member
  • *****
  • Posts: 1484
    • View Profile
Re: Night mod
« Reply #4 on: February 25, 2020, 05:40:12 am »
@Alibaba thank you! That's one of the approaches. We're definitely considering it but it's not coming anytime soon as it will require quite a lot of extra work to make it possible (completely new server-side visibility system plus client-side changes to provide a proper fog of war effect).

Quote
In addition, another drawback will be eliminated when users receive a different amount of information depending on the screen size.
We've already thought about this and provided a solution recently (a few weeks ago).
First, the amount of information sent to players is exactly the same for every player—a 16:9 field of view of roughly 30-by-17 tiles. The view area doesn't depend on the actual resolution (e.g. 4K resolution screen doesn't provide any benefit against 1080p) but on the aspect ratio.
By default, the game is cropping the frame size to ensure no black bars (e.g. if you have 21:9 screen the game will crop it a bit on top and bottom in order to fit 16:9 picture into 21:9 (a bit wider) screen without the black bars on the left and right size).
So if you're playing on a screen (or in a windowed mode) which doesn't have 16:9 aspect ratio you will have a disadvantage in view area being cropped a bit. We're providing a solution to this—you need to switch the screen aspect ratio to 16:9 in video options (see this screenshot, this option was introduced only recently in one of the patches).
With this option enabled, the game will fit the frame into 16:9 aspect ratio without any cropping (by adding black bars on the sides when necessary), so it's matching the server's field of view. It's the only way to provide a fair PvP game to everyone (as the field of view of every player is exactly the same).

Quote
I would suggest introducing fines on accuracy, especially over long distances.
Feel free to make a separate topic regarding the idea. Though, if your idea is to have accuracy randomization (like often done in single-player games) we're certainly against it:
1. it's not randomized on both the client and server in exactly the same way, their simulation will not match—e.g. client will display a weapon trace that you missed while the server will hit or vice versa. (as you might have noticed client is allowing you to move and fire weapons without any delay as it has its own simulation (aka "lag prediction") which makes it possible to enjoy the responsive and dynamic gameplay even when there is a large ping like 200+ ms)
2. if it's "pseudo-randomized" (not 100% random so the client and server can produce exactly the same random numbers and shot in exactly the same way) the client will know the "random" data ahead and could cheat by applying necessary shot offset in order to produce perfect shots compensating for the accuracy randomization.

Regards!

Alibaba

  • Newbie
  • *
  • Posts: 11
    • View Profile
Re: [Client] Night mod
« Reply #5 on: March 31, 2020, 01:16:23 am »
I looked at this mod. He is terrible because its breaks the fair play. Unlike Automaton Mod, it does not save the player from the routine, but only gives him an advantage over the others.

I removed this mod and I hope that all old-school players will do it too  ;)

ai_enabled

  • AtomicTorch Founder
  • Hero Member
  • *****
  • Posts: 1484
    • View Profile
Re: [Client] Night mod
« Reply #6 on: March 31, 2020, 05:53:31 am »
@Alibaba, right. A similar effect could be gained by adjusting GPU gamma or monitor brightness as I've explained before.
Eventually, we will redo the night mechanic (similar to how you proposed) and this will also allow us to implement stealth mechanics such as masking in the environment to make an ambush or even using a stealth device.

Regards!