dev7355608 / perfect-vision

Foundry VTT Module: Lighting Drawings and Vision Limitation.
https://foundryvtt.com/packages/perfect-vision
MIT License
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Animated light sources cast darkness in Foundry 0.8.6 #85

Closed David-Zvekic closed 3 years ago

David-Zvekic commented 3 years ago

A lightsource that creates animation in 0.7.10 or without Perfect Vision in 0.8.6 will cast light and improve illumination. In 0.8.6 with Perfect Vision, the same animated light source casts darkness out to the dimlight range, and then casts light to cancel its own darkness. The darkness will even darken the 'Bright Vision' of other tokens.

Notice the images : The light source is the white cloaked figure on the left, pulsing white light . Vision is from the perspective of the selected token who has bright vision.

Perfect Vision Installed: PerfectVisionInstalled_SelectedToken has bright vision

Default Vision 0.8.6 (but will also work on 0.7.10 with Perfect Vision) DefaultFoundryVTT_SelectedToken has bright vision

David-Zvekic commented 3 years ago

Also, for the record, the same issue exists in Foundry 0.8.7.

dev7355608 commented 3 years ago

Perfect Vision is not supposed to work like shown in the second picture (it shouldn't be like that in 0.7.10 either). The reason is that this ruins light source animations for players with darkvision: they can hardly tell whether the light is animated or not, everything is full bright. Perfect Vision changes that: instead of making it full bright, you see the light as if it were configured as bright light. Depending on the light animation type it might get very dark, even if technically it should be brighter. But that's the trade off. I think it's more important that the players can enjoy the light animations the GM set up.

Without Perfect Vision: without_pv

With Perfect Vision (Vision Rules = Foundry VTT): with_pv2

With Perfect Vision (Vision Rules = D&D 5e) with_pv

David-Zvekic commented 3 years ago

Based on your information I checked and it seems I was mistaken. Because in my 0.7.10 Alien game, where I frequently use pulse effects no character has dim or bright vision so I didn't see this effect before. In my D&D5e game, the map has a white background and I never use the pulse effect, so it wasn't so obvious.

I was mistaken, the same behavior exists in both versions of FoundryVTT.

With that said, if your algorithm is conducive to easily implementing this, do you think you would ever be open to making this feature a numerical setting between 0 and 10 (or on/off) ('Light Animation Crushing') so the GM can control it on a system or scene basis? OR even more powerfully on a per light source basis. You can make light visible in case 1 by giving the light a color. This would give the GM full control.

Anyway.. since the feature actually works as you intend it to work, and its the same on 0.7.10 then I consider the issue closed.

Thank you! And great work!

On Tue, Jun 22, 2021 at 11:06 AM dev7355608 @.***> wrote:

Perfect Vision is not supposed to work like shown in the second picture (it shouldn't be like that in 0.7.10 either). The reason is that this ruins light source animations for players with darkvision: they can hardly tell whether the light is animated or not, everything is full bright. Perfect Vision changes that: instead of making it full bright, you see the light as if it were configured as bright light. Depending on the light animation type it might get very dark, even if technically it should be brighter. But that's the trade off. I think it's more important that the players can enjoy the light animations the GM set up.

Without Perfect Vision: [image: without_pv] https://user-images.githubusercontent.com/31905376/122944530-31cd3380-d378-11eb-8bd4-1a56f9597233.gif

With Perfect Vision (Vision Rules = Foundry VTT): [image: with_pv2] https://user-images.githubusercontent.com/31905376/122948483-3ba46600-d37b-11eb-856b-8fa025db7d15.gif

With Perfect Vision (Vision Rules = D&D 5e) [image: with_pv] https://user-images.githubusercontent.com/31905376/122949510-00566700-d37c-11eb-9321-f28b18823da2.gif

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dev7355608 commented 3 years ago

I made some adjustment in v1.9.10. This also solves the "blue-ring-problem" for the most part. I probably won't add a setting for this, because it would be too confusing, I think: I want to find a solution that just works well for everybody.

with_pv3