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NEW FED LAYOUT UPDATES

sec31#4104 sec31 Member Posts: 3 Arc User
1. INTERIOR SHIP LIGHTING SETTINGS / REASON WOULD NICE TO BRIGHTER OR DARK BY NEW SETTINGS UI

2. YESTERDAY ENTERPRISE D BRIDGE AND 10 FORWARD

YES FROM TNG WARTIMELINE YESTERDAY ENTERPRUSE BRIGE 1701D

ID PAY 30 USD FOR THIS IN C STORE
Post edited by baddmoonrizin on

Comments

  • davefenestratordavefenestrator Member Posts: 10,660 Arc User
    Welcome to the forums. I'm not a mod, but WRITING IN ALL CAPS is hard to read and is considered shouting.

    Cryptic isn't really doing new bridges except sometimes when they are created for a new story episode. Not enough people buy them to justify the expense, and there isn't much to do inside your ship.

    It would be nice to be able to change the lighting inside all ships, including the light color. If a fed is flying a Romulan or KDF ship it might be nice to use human lighting instead of dim green or dark smoky red. Maybe someone who attends the live streams will read this and decide to ask about that. Because there are parts of the STO engine that are 14+ years old there are things that are very difficult for the developers to change, and lighting on the bridge might be one of them.
  • sthe91sthe91 Member Posts: 5,967 Arc User
    > @davefenestrator said:
    > Welcome to the forums. I'm not a mod, but WRITING IN ALL CAPS is hard to read and is considered shouting.
    >
    > Cryptic isn't really doing new bridges except sometimes when they are created for a new story episode. Not enough people buy them to justify the expense, and there isn't much to do inside your ship.
    >
    > It would be nice to be able to change the lighting inside all ships, including the light color. If a fed is flying a Romulan or KDF ship it might be nice to use human lighting instead of dim green or dark smoky red. Maybe someone who attends the live streams will read this and decide to ask about that. Because there are parts of the STO engine that are 14+ years old there are things that are very difficult for the developers to change, and lighting on the bridge might be one of them.

    Sec31 has vision limitations. That is why he writes in all caps and likes people to write that way to him likewise. He has been around before, don't know why he has a new account though. Unfortunately, the forums are not really designed for someone like that. He uses a device to read text on the screen.
    Where there is a Will, there is a Way.
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited June 30
    It would be nice to be able to change the lighting inside all ships, including the light color. If a fed is flying a Romulan or KDF ship it might be nice to use human lighting instead of dim green or dark smoky red. Maybe someone who attends the live streams will read this and decide to ask about that. Because there are parts of the STO engine that are 14+ years old there are things that are very difficult for the developers to change, and lighting on the bridge might be one of them.

    Given that time of day changes aren't viable on Risa, dynamic lighting changes within maps could well be subject to the same limitations. If the lighting sources is baked into the map pieces vs. rigged using objects that can be changed around on the fly, then no this isn't going to happen.

    There's also the point that if you're going to spend significant resources to add a feature to ship interiors, a dimmer switch is fairly far down the list of priorities after...
    1. More activities
    2. Immersive elements (ex. officer of the watch assignments but on your ship
    3. Customizable crew
    4. More social features
    5. Some kind of QoL service tied to bridges
    6. Full ship interiors for console

    The major problem for any of which is that each ship interior represents its own bespoke map and there was never a system integrated across bridges to allow for modular content development. So before we get to any minor updates we need the big system overhaul of reworking how bridges as a concept work in the game's back end and design. If Cryptic/DECA leans into it, there could be something great to be had here. But first they need to go back to square one and work out how to use and deploy bridge spaces.
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  • davefenestratordavefenestrator Member Posts: 10,660 Arc User
    sthe91 wrote: »
    > @davefenestrator said:
    > Welcome to the forums. I'm not a mod, but WRITING IN ALL CAPS is hard to read and is considered shouting.
    >
    > Cryptic isn't really doing new bridges except sometimes when they are created for a new story episode. Not enough people buy them to justify the expense, and there isn't much to do inside your ship.
    >
    > It would be nice to be able to change the lighting inside all ships, including the light color. If a fed is flying a Romulan or KDF ship it might be nice to use human lighting instead of dim green or dark smoky red. Maybe someone who attends the live streams will read this and decide to ask about that. Because there are parts of the STO engine that are 14+ years old there are things that are very difficult for the developers to change, and lighting on the bridge might be one of them.

    Sec31 has vision limitations. That is why he writes in all caps and likes people to write that way to him likewise. He has been around before, don't know why he has a new account though. Unfortunately, the forums are not really designed for someone like that. He uses a device to read text on the screen.

    Thanks, I remember an earlier post explaining that, but this is a new account so I didn't realize it is the same person.
  • phoenixc#0738 phoenixc Member Posts: 5,835 Arc User
    edited July 1
    The devs did a stream about ship interiors/ground maps and their tools for that are very crude by modern standards, worse in some way than Second Life's sim building tools. Think 2005 vintage toolset or thereabouts, so any ground/ship interior maps they do are actually more time and labor intensive than modeling and rigging ship exteriors. It does make sense that interiors cost as much as ships (and with the recently implemented any bridge on any ship thing I would buy the TOS bridge/interior if it was available on its own like the Galaxy and Voyager ones, but that is a different issue).

    Just changing the color and intensity of the lighting in of itself might be easy enough to do since most of it is probably just the skybox settings (apparently, the problem with Risa in lighting 2.0 was that a lot of the shadows are fake and have to be manually placed, which cannot be done with the lighting angle changing), though it might make some of the shadows and extra pools of light have odd undertones or overtones.

    I don't think those odd tones would be a problem though, it would look kind of traditional since TOS used odd lighting as part of the chromotherapy theories of the time (it also made reusing sets a little easier) so even in the later eras it would not be too jarring. The US Navy experimented with it to some extent on submarines in the 1960s or '70s to try and relieve some of the stress of being stuck in a submerged can for months at a time, and they found it didn't actually work, but that was after TOS was created.

    It really would be interesting to be able to adjust the tone of the lighting slightly to account for different racial makeups of crews, like a Federation ship in Klingon service having its lights adjusted towards the red end a little, or one in Romulan service adjusted to have a hint of purple (as seen in TOS), as long as it wouldn't be a hassle to implement.
  • jonsillsjonsills Member Posts: 10,459 Arc User
    Reddish lighting actually makes perfect sense for Klingons, as canonically Qo'noS orbits an orange K-type star and our lights would be almost unbearably bright to them. (Their world would also be kind of chilly by our standards, which helps explain all the heavy leather and furs aboard ship - their climate controls would probably be around 5 or 6 degrees colder than our comfort zone.)

    Not sure why Romulan ships have green lighting when their homeworld was an M-class binary planet orbiting what appears to be a G-type yellow star, but I guess some folks will put up with dim lighting in order to hold to a theme.
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  • phoenixc#0738 phoenixc Member Posts: 5,835 Arc User
    I am not sure what the greenish lighting is about either. In TOS it had a faint purple tint, which does kind of make sense for the M-class binary if the bigger companion star was a high-end F-class star which would be slightly bluer than Sol. Between the direct reddish light of the M-class and Rayleigh scattering from both it could be possible to get a purplish tint to the light on the surface of the planet.

    In TOS the Romulan ship interiors tended to have a diffuse, indirect purplish light with white keylighting around the workstations as shown here:
    nlhl1tg8pyzc.jpg96agta07jdke.jpg
    There are several fan theories about it, but the one I find most likely is that Romulus has the purplish tinge, possible for the reason given above, but the Romulans, being Vulcan colonists, prefer a more Vulcan light in their workspaces but find the purple elsewhere soothing or reminiscent of home or whatever.

    In TNG the light didn't have a consistent color to it, if it had any odd tint at all. The first time they were shown onscreen in that era the corridor behind the two officers speaking was a garish strong yellow for instance. The time they rescue a Romulan science cruiser the light could possibly be slightly purple, but it is hard to tell since it was dim emergency lighting, and the air was full of smoke. Mostly, any green seems to be from their plasma conduits and displays.
  • equinox976equinox976 Member Posts: 2,305 Arc User

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  • davefenestratordavefenestrator Member Posts: 10,660 Arc User
    @equinox976 see @sthe91 's comment above.
  • equinox976equinox976 Member Posts: 2,305 Arc User
    @equinox976 see @sthe91 's comment above.

    Ahh that makes sense. Thank you :)
  • lianthelialianthelia Member Posts: 7,886 Arc User
    sec31#4104 wrote: »
    1. INTERIOR SHIP LIGHTING SETTINGS / REASON WOULD NICE TO BRIGHTER OR DARK BY NEW SETTINGS UI

    2. YESTERDAY ENTERPRISE D BRIDGE AND 10 FORWARD

    YES FROM TNG WARTIMELINE YESTERDAY ENTERPRUSE BRIGE 1701D

    ID PAY 30 USD FOR THIS IN C STORE

    They don't make new bridges unless they're going to be used in game like they used the Enterprise D bridge in missions, because they take a lot of time to make
    Can't have a honest conversation because of a white knight with power
  • spiritbornspiritborn Member Posts: 4,367 Arc User
    They actually talked about previously, what takes so long is the interact nodes and such, making of the actual geometry of the map wouldn't take that long (though probably longer then people think).
  • phoenixc#0738 phoenixc Member Posts: 5,835 Arc User
    spiritborn wrote: »
    They actually talked about previously, what takes so long is the interact nodes and such, making of the actual geometry of the map wouldn't take that long (though probably longer then people think).

    Scripting probably does take a while too, though most of it is probably handled by a different department from the artwork one the same way that program scripting is usually handled by a different department from the people working on the backend nut-and-bolts level of compiled/assembled source code in most companies.

    The stream I referred to earlier showed that map artists have to contend with nothing being sorted or indexed in a sensible consistent way, so it all comes down to the memory of the artist as to where things are located. It is like getting dressed, if everything is neatly folded and sorted into drawers it is a lot faster than having to dig through a big pile of unsorted (hopefully clean) clothes. It literally took the chief mapmaker several - up to five or six - tries to find the objects he was looking for to place during the demonstration, and a few he just gave up on and placed something else to keep things moving.
  • azrael#9500 azrael Member Posts: 241 Arc User
    edited July 10
    A game this complex and large is very difficult to keep organized due to all the various categories and subcategories of items, interactable objects, environmental objects, destructible environmental objects, NPCs (both interactable and otherwise--the interactables themselves being further categorized as friendly or hostile, friendlies THEMSELVES being further categorized as either pure dialogue, escorts or offering services such as vendors)...et cetera, et cetera. I've only barely scratched the surface of the tip of the iceberg here. 😅

    I'd imagine mappers probably feel like they're trying to find a chartreuse needle amongst a mountain of nearly identical-looking neon-green needles.
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