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Re: Turning the lights back on

Posted: Wed Jan 23, 2013 4:07 pm
by Juicy
If you want to see what happens if you turn the lights (well, at least that removes the fog and makes the game brighter) on playing 0.6.5., go to options.ini and change:

camera fog near = 0.5
camera fog far = 5.0

To

camera fog near = 10.0
camera fog far = 20.0

(Or another number, it's your choice but if the number is too big you may have some lag)

Re: Turning the lights back on

Posted: Wed Jan 23, 2013 6:28 pm
by danbob555
Juicy wrote:If you want to see what happens if you turn the lights (well, at least that removes the fog and makes the game brighter) on playing 0.6.5., go to options.ini and change:

camera fog near = 0.5
camera fog far = 5.0

To

camera fog near = 10.0
camera fog far = 20.0

(Or another number, it's your choice but if the number is too big you may have some lag)
I changed these options via console commands in game. I prefer...

camerafog_near 900
camerafog_far 900

This way, you can effectively see through several rooms, just like you would really be able to with the lights on.

Re: Turning the lights back on

Posted: Wed Jan 23, 2013 11:00 pm
by A Hideous Beast
danbob555 wrote:
danbob555 wrote:
Steelpoint wrote:I don't know if this is true but in older versions if you left the containment chamber before triggering the escape sequence, the entire facility would still have lights on. I don't know if this is still true as of recent versions.

Best way to check is to go NOCLIP and explore the site.
Going to confirm this, wish me luck. I'll be back with photos.
I DID IT.
No more smoke/fog!
http://imgur.com/a/daw8d

Let me know what you guys think. This is exactly what I had in mind. This is what the facility would look like with the lights on.
*in backwards Spongebob voice.* Do you how do?

Re: Turning the lights back on

Posted: Thu Jan 24, 2013 12:19 am
by Omniary
Perhaps there could be a lever in the 'Generator Room' of the maintenance tunnels, which after turning off and on a couple of times, will enable you to turn on the Primary Lighting. With it on, it should disable the fog and make the light sources about 50% brighter.

Re: Turning the lights back on

Posted: Thu Jan 24, 2013 3:25 am
by danbob555
Omniary wrote:Perhaps there could be a lever in the 'Generator Room' of the maintenance tunnels, which after turning off and on a couple of times, will enable you to turn on the Primary Lighting. With it on, it should disable the fog and make the light sources about 50% brighter.
Yes, or at least remove some of the fog, giving you maybe an additional 10 feet of sight or so.
I'm sure that Regalis at least thinks how much lighting affects gameplay. Maybe he'll notice this and take our ideas into consideration. :) Looks like something that could easily be incorporated into the game.
So, we agree that the lever should be in the maintenance tunnels, then the primary lighting switch can be used in the electrical center to get a better view of the place.
I'm liking the way this is sounding. We can give the maintenance tunnels a purpose that actually pays off.
We have...
THE TECHNOLOGY...

Re: Turning the lights back on

Posted: Thu Jan 24, 2013 3:29 am
by danbob555
A Hideous Beast wrote: *in backwards Spongebob voice.* Do you how do?
I anything can't do right since because pickles.

Re: Turning the lights back on

Posted: Thu Jan 24, 2013 9:16 am
by lololord
danbob555 wrote:
A Hideous Beast wrote: *in backwards Spongebob voice.* Do you how do?
I anything can't do right since because pickles.
I loved the backwards music in that Episode, But let's keep on topic xD

Re: Turning the lights back on

Posted: Sat Jan 26, 2013 12:06 am
by A Hideous Beast
But really, how can I keep the lights on?

Re: Turning the lights back on

Posted: Fri Jul 04, 2014 1:08 am
by WillWow_mc
A Hideous Beast wrote:God DAMN IT OP your avatar picture and your image signature are both fucking amazing.


Anyway.

I approve, but to satisfy the SCP fans you could make it so that there are a ton of dangerous steps that one must take to put the lights back on.

And I don't think lights would take away from the atmosphere, I think 173 and 106 would terrify people no matter what.
The lights should be able to be turned on. Don't think that it would make it worse; because look at how many 'useless' SCP's there are (SCP-008,SCP-012,SCP-895,SCP-1028...) which only do bad things and aren't even necessary, it would be nice if there was some more 'useless' content which actually does something seen as good. Because remember, SCP-079 turned off the lights, opened the doors, etc.. He shouldn't have just blown the fuse, because how could he?? Just have the player find the power area and switch primary lighting on again.

Re: Turning the lights back on

Posted: Fri Jul 04, 2014 6:53 pm
by That Same Anon
Maybe it rerouted all power to that one breaker, and blew up the entire mains, but the secondary kicks in immediately