Re: Turning the lights back on

#21
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

#22
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

#23
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.
It slep time bunner.

Re: Turning the lights back on

#24
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

#28
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.
My YouTube account: https://www.youtube.com/user/BoltBarkingatthemoon
I know my avatar isn't exactly 'creative'. It's mostly so bronies can identify it but non-bronies have no idea.

Re: Turning the lights back on

#30
The maintenance tunnels do have a point. You have to go through them to get to the end. SCP-1025's room is considered pointless because it is optional to go through. You only really need to go through the tunnels once anyway, as the MTFs will open the coded bypass doors when they walk through. Whether the tunnels annoy you or not, their whole point is to be an obstacle that is difficult to pass through.