SleepyWolf Posted February 3, 2022 Posted February 3, 2022 Adding alternate options to the stations lights might help ; In the Lighting Controls console, having it be like... Bright Mode Regular Mode Dimmed Mode (the one suggested here) Night Mode (whatever this would make night mode look like) and then White Lights (Regular lighting) Red Lights (For emergencies?) Green Lights (For rad storms?) Yellow Lights (For biological alerts) You could add just the SMALLEST amount of color to the lighting with each change and it'd change the mood a lot. Adding like 20 red to the lights will change the mood to be more violent. I think this suggestion is also more customizable and modifiable for future additions. @MattAtlas
GreenBoi Posted February 3, 2022 Posted February 3, 2022 This doesn't feel that moody, and I feel like it's something you'd just forget about after a few rounds; it's like adjusting your screen brightness. I think we can just use more red lights like maintenance for, well, 'maintenance' or engineering-focused zones. Both the Tesla and SM Engine rooms should be red bulbs and tubes by default imo, to give an appropriate sense of 'Woah, this is something that can easily fuck up and ruin the station!' for the dangerous work engimains do at the start of every round. And for the average crew member, stepping into those red-lit rooms could make them more...cautious. Yellow lights (diluted) could be for a bureaucratic look. Done well, it's not jarring from white, but keeps a weirdly fake-sterile tone. Green can be exclusively for medical wards.
Kintsugi Posted February 4, 2022 Posted February 4, 2022 Aforementioned Bay randomized light tones: https://github.com/Baystation12/Baystation12/pull/29924 It's subtle, but I think this subtle difference is EXACTLY what we need to replace our sterile white lights.
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 Made some modifications following Danse's suggestion. I added the light randomization. Here's what the new hallway looks like. Notice the different lights in robotics. Additionally, I made it so that hallway lights become red on code red. Examples: Surface is basically all red because it's a giant hallway.
ReadThisNamePlz Posted February 4, 2022 Posted February 4, 2022 I was not sure of this at first, but after seeing the "Code Red Integration", I could not want this anymore than I do now. Make. This. Happen.
KingOfThePing Posted February 4, 2022 Posted February 4, 2022 I agree with Read. The last screenshots sold it to me, do it, Matt.
Owen Posted February 4, 2022 Posted February 4, 2022 Echoing the last two replies by saying that the most recent screenshots sold me on this. I would like to see this tested out in the very least
Happy_Fox Posted February 4, 2022 Posted February 4, 2022 (edited) The "everywhere red" looked a bit too much for Red alert, but the red hallways look amazing +1. Can we get FULL red lighting for Delta/Scuttling? Edited February 4, 2022 by Happy_Fox
ImmortalRedshirt Posted February 4, 2022 Posted February 4, 2022 Okay, code red looks like a genuine emergency now, so that's pretty neat. On another note, I'm not sure where this idea suddenly came from, but when combined with the default, non-code red implementation, how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look? Instead of darkening across the board, it gives the map a bit more of a striking contrast and a splash of color as well.
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 Just now, Happy_Fox said: Can we get FULL red lighting for Delta/Scuttling? Possible, although maybe a different color would be good? Orange or blue?
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 Just now, ImmortalRedshirt said: how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look? Good idea. I will test this out shortly.
Boggle08 Posted February 4, 2022 Posted February 4, 2022 The light randomization looks much better. It's not as oppressive as the full-brights while still being easy on the eyes and not eating up all the colors.
BoryaTheSlayer Posted February 4, 2022 Posted February 4, 2022 19 minutes ago, MattAtlas said: Possible, although maybe a different color would be good? Orange or blue? I think orange would be the correct choice, since blue would have connotations with code blue or the brief moment where we're in bluespace on the horizon.
TheMaskedReader Posted February 4, 2022 Posted February 4, 2022 This looks pretty groovy, I dig it! I'm all for this being implemented if that's feasible. How would it look on the Horizon, though?
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 31 minutes ago, ImmortalRedshirt said: how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look?
Butterrobber202 Posted February 4, 2022 Posted February 4, 2022 While we are talking about lights & their ambience. Do you think its possible to have lights around the station/ship flicker when a sufficiently large explosion happens?
greenjoe Posted February 4, 2022 Posted February 4, 2022 would it be possible for the lights to slowly pulse between red and normal color for evac/delta, maybe? Not too fast to cause eye strain from flickering lights but to give a nice effect.
ImmortalRedshirt Posted February 4, 2022 Posted February 4, 2022 Alright, now I'm sold on this. The contrast really does sell the mood further than before.
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 1 hour ago, greenjoe said: would it be possible for the lights to slowly pulse between red and normal color for evac/delta, maybe? Not too fast to cause eye strain from flickering lights but to give a nice effect. Maybe on the light tube itself, but not as actual lighting. 1 hour ago, Butterrobber202 said: While we are talking about lights & their ambience. Do you think its possible to have lights around the station/ship flicker when a sufficiently large explosion happens? Don't think it's worth the performance overhead.
NG+7 Gael Posted February 4, 2022 Posted February 4, 2022 I like it. Might as well at the very least test merge and give it a try?
Kintsugi Posted February 4, 2022 Posted February 4, 2022 Very big fan of the code red lights. I would also consider re-adding the code blue lights, but making the tint much more subtle. Also happy we have the light randomization, I think getting rid of 100% white lights is absolutely a step in the right direction.
MattAtlas Posted February 4, 2022 Author Posted February 4, 2022 49 minutes ago, DanseMacabre said: Very big fan of the code red lights. I would also consider re-adding the code blue lights, but making the tint much more subtle. Also happy we have the light randomization, I think getting rid of 100% white lights is absolutely a step in the right direction. Decided against it because we're on code blue very often.
Butterrobber202 Posted February 5, 2022 Posted February 5, 2022 9 hours ago, MattAtlas said: Don't think it's worth the performance overhead. Could it just happen on the light tube itself, rather than the actual light level flickering? A visual que that something exploded when out of range of the audio would be cool.
Triogenix Posted February 5, 2022 Posted February 5, 2022 I like it now that it's testmerged, looks much better IMO. +1
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