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Megaprr
March 20th, 2021, 06:16
Moving this here from another thread.

I have noticed that (using the 5e ruleset, I haven't tested this in coreRPG) PCs with darkvision (be it through effects or otherwise) seem to have issues with light sources, where the light source overrides the darkvision even if the light source is weaker overall.

This can be seen in the image below:

45014

The PC has darkvision for 60 ft, and is near a dim torch that barely lights things up beyond normal darkness. What should happen here is that the light should provide what minimal color it would naturally give, while still retaining the overall brightness provided by the darkvision (in this case, it should look almost like the rest of the player's vision as there's barely any light to give color). Instead, the lightsource seems to act as some kind of darkness source which actively neutralizes their darkvision.

Ambient lighting of similar brightness seems to have the same effect.

This was tested on a clean, newly updated version of FGU test build 4.1, on a fresh, blank campaign without extensions.

Moon Wizard
March 20th, 2021, 07:01
This will be fixed in the next build. The light source is supposed to override the darkvision, but also increase the light intensity by 50% (dim to bright). @cpinder just provided me the code for that feature yesterday (among other things he is working on). As soon as the build is in a good state again, I'll be releasing a build with that change. (as well as increase in fog of war visibility)

Regards,
JPG

Weissrolf
March 20th, 2021, 11:16
I understand that in 5E Darkvision turns dim light to bright light with full color (like low-light vision) instead of monochrome and that is what FGU will implement then?

Moon Wizard
March 20th, 2021, 18:25
In the next build, it will. However, the next build was delayed, so it will be a little while.

Regards,
JPG

Weissrolf
March 20th, 2021, 18:30
Will extensions/rulesets be able to tweak lighting behavior? Pathfinder 2's Darkvision works different from 5E, for example, as may other systems.

Moon Wizard
March 20th, 2021, 19:23
To some degree, vision/lighting presets can be tweaked; but only for the parameters allowed in the ruleset API interface.

JPG

kevininrussia
March 21st, 2021, 02:37
(as well as increase in fog of war visibility)

Regards,
JPG

Will increasing the fog of war visibility lose the dim light edge? With the fog of war visibility darker, there is a clear differentiation (which I think is a good thing).

https://i.imgur.com/TkFQZra.png

Moon Wizard
March 21st, 2021, 04:29
It's a trade-off. We can either get contrast or multiple pieces of data; but there is only so much transparency one can create levels out of that are differentiating to the human eye.
In the updated build that I tested, it appeared to have enough contrast to differentiate; but I'm sure this sort of thing will go around and around a bit.

Regards,
JPG

Weissrolf
March 21st, 2021, 10:52
The GM view seemed to work quite well in the first betas, only the player view was indiscernible. And once LoS stops darkening the map as a whole it should work even better.

deer_buster
March 22nd, 2021, 03:34
To some degree, vision/lighting presets can be tweaked; but only for the parameters allowed in the ruleset API interface.

JPG
I would hope you can build the API flexible enough to configure that 100%.

OutaYerElement
September 4th, 2021, 18:58
Hi folks. Any updates on this issue reported by OP above? I came to post about this issue, but I see it's already been identified. I'm running the latest FGU. I had partial success getting darkvision to "see" through shadows cast by light sources on the map. the order of events:
1. I put a token on the map
2. realized they didn't have darkvision. Update Senses to darkvision 60 for this PC
3. saw some shadows looking correct, others looking black
4. came to post here... figured it's probably been addressed... went back to play with map more
5. deleted token from the map, added it back
6. voila! shadows are now penetrated by dark vision everywhere. ... came to finish this post.

Seems like playing with vision and lighting with tokens already on the map is where the buggy behavior is.

Hope this helps (and sorry if this has already been reported elsewhere)

Moon Wizard
September 4th, 2021, 21:12
This was revamped in the latest update v4.1.5; but we are aware of a current issue with moving lights (token or point) not updating FoW correctly which we're looking to pass soon.

If you have a specific example that is not working, please post the exact steps, and I'll test here to verify the new code either fixes or file a report with our image developer, @cpinder.

Thanks,
JPG