tweaks a bunch of lighting values. reduces the amount of light_power values greater than 1

This commit is contained in:
deathride58
2018-05-16 01:42:01 -04:00
parent eabfa03891
commit 718ca41ea0
10 changed files with 53 additions and 49 deletions

View File

@@ -74,5 +74,12 @@
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
//Lighting values used by the station lights
#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFEEDD"
#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
//Fake ambient occlusion filter
#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, border=4, color="#04080FAA")

View File

@@ -322,7 +322,7 @@
icon_state = "alarm1"
new_color = "#DA0205"
set_light(l_range = 2, l_power = 0.5, l_color = new_color)
set_light(l_range = 2, l_power = 0.25, l_color = new_color)
/obj/machinery/alarm/receive_signal(datum/signal/signal)
if(stat & (NOPOWER|BROKEN))
@@ -838,14 +838,14 @@ FIRE ALARM
else
if(!detecting)
icon_state = "fire1"
set_light(l_range = 4, l_power = 2, l_color = "#ff0000")
set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000")
else
icon_state = "fire0"
switch(seclevel)
if("green") set_light(l_range = 2, l_power = 0.5, l_color = "#00ff00")
if("blue") set_light(l_range = 2, l_power = 0.5, l_color = "#1024A9")
if("red") set_light(l_range = 4, l_power = 2, l_color = "#ff0000")
if("delta") set_light(l_range = 4, l_power = 2, l_color = "#FF6633")
if("green") set_light(l_range = 2, l_power = 0.25, l_color = "#00ff00")
if("blue") set_light(l_range = 2, l_power = 0.25, l_color = "#1024A9")
if("red") set_light(l_range = 4, l_power = 0.9, l_color = "#ff0000")
if("delta") set_light(l_range = 4, l_power = 0.9, l_color = "#FF6633")
add_overlay("overlay_[seclevel]")
/obj/machinery/firealarm/fire_act(datum/gas_mixture/air, temperature, volume)

View File

@@ -16,8 +16,8 @@ var/list/floor_light_cache = list()
var/on
var/damaged
var/default_light_range = 4
var/default_light_power = 2
var/default_light_colour = "#FFFFFF"
var/default_light_power = 0.75
var/default_light_colour = LIGHT_COLOR_INCANDESCENT_BULB
/obj/machinery/floor_light/prebuilt
anchored = 1
@@ -154,4 +154,4 @@ var/list/floor_light_cache = list()
/obj/machinery/floor_light/cultify()
default_light_colour = "#FF0000"
update_brightness()
update_brightness()

View File

@@ -10,6 +10,8 @@
action_button_name = "Toggle Flashlight"
var/on = 0
var/brightness_on = 4 //luminosity when on
var/flashlight_power = 0.8 //lighting power when on
var/flashlight_colour = LIGHT_COLOR_INCANDESCENT_FLASHLIGHT //lighting colour when on
var/obj/item/weapon/cell/cell
var/cell_type = /obj/item/weapon/cell/device
var/list/brightness_levels
@@ -71,11 +73,11 @@
icon_state = "[initial(icon_state)]-on"
if(brightness_level == "low")
set_light(brightness_on/2)
set_light(brightness_on/2, flashlight_power*0.75, flashlight_colour)
else if(brightness_level == "high")
set_light(brightness_on*1.5)
set_light(brightness_on*1.5, flashlight_power*1.1, flashlight_colour)
else
set_light(brightness_on)
set_light(brightness_on, flashlight_power, flashlight_colour)
else
icon_state = "[initial(icon_state)]"
@@ -267,6 +269,7 @@
name = "maglight"
desc = "A very, very heavy duty flashlight."
icon_state = "maglight"
flashlight_colour = LIGHT_COLOR_FLUORESCENT_FLASHLIGHT
force = 10
flags = CONDUCT
slot_flags = SLOT_BELT
@@ -303,7 +306,7 @@
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
brightness_on = 5
light_color = "#FFC58F"
flashlight_colour = "#FFC58F"
/obj/item/device/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
@@ -320,8 +323,8 @@
desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
w_class = ITEMSIZE_SMALL
brightness_on = 8 // Pretty bright.
light_power = 3
light_color = LIGHT_COLOR_FLARE
flashlight_power = 0.8
flashlight_colour = LIGHT_COLOR_FLARE
icon_state = "flare"
item_state = "flare"
action_button_name = null //just pull it manually, neckbeard.
@@ -383,8 +386,8 @@
desc = "A green military-grade glowstick."
w_class = ITEMSIZE_SMALL
brightness_on = 4
light_power = 2
light_color = "#49F37C"
flashlight_power = 0.9
flashlight_colour = "#49F37C"
icon_state = "glowstick"
item_state = "glowstick"
var/fuel = 0
@@ -422,28 +425,28 @@
/obj/item/device/flashlight/glowstick/red
name = "red glowstick"
desc = "A red military-grade glowstick."
light_color = "#FC0F29"
flashlight_colour = "#FC0F29"
icon_state = "glowstick_red"
item_state = "glowstick_red"
/obj/item/device/flashlight/glowstick/blue
name = "blue glowstick"
desc = "A blue military-grade glowstick."
light_color = "#599DFF"
flashlight_colour = "#599DFF"
icon_state = "glowstick_blue"
item_state = "glowstick_blue"
/obj/item/device/flashlight/glowstick/orange
name = "orange glowstick"
desc = "A orange military-grade glowstick."
light_color = "#FA7C0B"
flashlight_colour = "#FA7C0B"
icon_state = "glowstick_orange"
item_state = "glowstick_orange"
/obj/item/device/flashlight/glowstick/yellow
name = "yellow glowstick"
desc = "A yellow military-grade glowstick."
light_color = "#FEF923"
flashlight_colour = "#FEF923"
icon_state = "glowstick_yellow"
item_state = "glowstick_yellow"
@@ -454,7 +457,7 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "floor1" //not a slime extract sprite but... something close enough!
item_state = "slime"
light_color = "#FFF423"
flashlight_colour = "#FFF423"
w_class = ITEMSIZE_TINY
brightness_on = 6
on = 1 //Bio-luminesence has one setting, on.
@@ -462,7 +465,7 @@
/obj/item/device/flashlight/slime/New()
..()
set_light(brightness_on)
set_light(brightness_on, flashlight_power, flashlight_colour)
/obj/item/device/flashlight/slime/update_icon()
return

View File

@@ -83,7 +83,7 @@ var/list/marker_beacon_colors = list(
// layer = BELOW_OPEN_DOOR_LAYER
anchored = TRUE
light_range = 2
light_power = 3
light_power = 0.8
var/remove_speed = 15
var/picked_color

View File

@@ -197,7 +197,7 @@
desc = "This is an unusual plant. It's bulbous ends emit a soft blue light."
icon_state = "plant-09"
light_range = 2
light_power = 1
light_power = 0.6
light_color = "#33CCFF"
/obj/structure/flora/pottedplant/orientaltree
@@ -255,7 +255,7 @@
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "plant-20"
light_range = 2
light_power = 1
light_power = 0.6
light_color = "#FF6633"
/obj/structure/flora/pottedplant/minitree
@@ -301,7 +301,7 @@
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "glowplant"
light_range = 2
light_power = 1
light_power = 0.6
light_color = "#FF6633"
/obj/structure/flora/sif/subterranean/initialize()
@@ -315,4 +315,4 @@
/obj/structure/flora/sif/eyes/initialize()
icon_state = "[initial(icon_state)][rand(1,3)]"
. = ..()
. = ..()

View File

@@ -181,7 +181,7 @@
/turf/simulated/shuttle/floor/alien
icon_state = "alienpod1"
light_range = 3
light_power = 3
light_power = 0.6
light_color = "#66ffff" // Bright cyan.
block_tele = TRUE
@@ -253,4 +253,4 @@
/turf/simulated/shuttle/floor/voidcraft/external/dark
/turf/simulated/shuttle/floor/voidcraft/external/light
/turf/simulated/shuttle/floor/voidcraft/external/light

View File

@@ -118,7 +118,7 @@
icon_state = "alien"
base_state = "alien"
light_range = 3
light_power = 3
light_power = 0.75
light_color = "#ff0066" // Pink-ish
block_tele = TRUE // Will be used for dungeons so this is needed to stop cheesing with handteles.

View File

@@ -346,7 +346,7 @@
if(update & 3)
if(update_state & UPDATE_BLUESCREEN)
set_light(l_range = 2, l_power = 0.5, l_color = "#0000FF")
set_light(l_range = 2, l_power = 0.25, l_color = "#0000FF")
else if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD)
var/color
switch(charging)
@@ -356,7 +356,7 @@
color = "#A8B0F8"
if(2)
color = "#82FF4C"
set_light(l_range = 2, l_power = 0.5, l_color = color)
set_light(l_range = 2, l_power = 0.25, l_color = color)
else
set_light(0)

View File

@@ -165,8 +165,8 @@
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
var/brightness_range = 6 // luminosity when on, also used in power calculation
var/brightness_power = 3
var/brightness_color = null
var/brightness_power = 0.8
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
@@ -183,8 +183,7 @@
base_state = "bulb"
fitting = "bulb"
brightness_range = 4
brightness_power = 2
brightness_color = "#FFF4E5"
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
@@ -193,17 +192,15 @@
base_state = "flamp"
fitting = "bulb"
brightness_range = 5
brightness_power = 2
plane = OBJ_PLANE
layer = OBJ_LAYER
brightness_color = "#FFF4E5"
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
desc = "A floor lamp."
light_type = /obj/item/weapon/light/bulb
var/lamp_shade = 1
/obj/machinery/light/small/emergency
brightness_range = 4
brightness_power = 2
brightness_color = "#da0205"
/obj/machinery/light/spot
@@ -211,7 +208,7 @@
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
brightness_range = 12
brightness_power = 4
brightness_power = 0.9
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
@@ -716,8 +713,8 @@
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/rigged = 0 // true if rigged to explode
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1
var/brightness_color = null
var/brightness_power = 0.8
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
/obj/item/weapon/light/tube
name = "light tube"
@@ -727,13 +724,12 @@
item_state = "c_tube"
matter = list("glass" = 100)
brightness_range = 8
brightness_power = 3
/obj/item/weapon/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 4
brightness_power = 0.9
/obj/item/weapon/light/bulb
name = "light bulb"
@@ -743,8 +739,7 @@
item_state = "contvapour"
matter = list("glass" = 100)
brightness_range = 5
brightness_power = 2
brightness_color = "#a0a080"
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
@@ -758,7 +753,6 @@
item_state = "egg4"
matter = list("glass" = 100)
brightness_range = 5
brightness_power = 2
// update the icon state and description of the light
@@ -834,4 +828,4 @@
desc = "A lamp shade for a lamp."
icon = 'icons/obj/lighting.dmi'
icon_state = "lampshade"
w_class = ITEMSIZE_TINY
w_class = ITEMSIZE_TINY