One of my biggest pet peeves is people posting screenshots taken in a dark cave which appear to be completely dark to me (or barely visible) yet they claim to clearly see something, or worse, videos that are unwatchable because you can't see anything; the ability to see in total darkness also renders torches unnecessary when caving, and while they can prevent mobs from spawning it doesn't matter if they spawn in areas you went through unless you go back and if you light up a cave system they will become concentrated in unlit areas, increasing the number of mobs you encounter (while exploring a large cave system the rate at which I encounter mobs peaks just before I completely light it up).
While the brightness, contrast, and gamma settings for your monitor play a role (in particular, the default gamma used by Windows is far too high for me as I have to use its color calibration tool to set it as low as possible to get a "good" gamma according to its calibration image) the main issue is that the game was coded so that rendered brightness varies between 3-99%; worse, when the gamma adjustment is applied it is additionally scaled by another 3-99%, amplifying the effect of increasing gamma (note the last three lines in each code block, which multiply a value by 0.96 and add 0.03):
This should be changed to use a range of 0-100%, or very nearly so, then the "brightness" setting will work as intended, by changing the light level curve between 0 and 15 from nonlinear on Moody to linear on Bright, with light levels of 0 and 15 being unaffected, as initially intended when it was first added by Optifine (I do not know if Optifine's original version used the same code as vanilla currently does; current versions (1.6.4) of Optifine do not alter it):
Minecraft uses non-linear light levels. The difference between level 0 and 1 is much smaller than the difference between level 14 and 15.
On a good calibrated monitor which can show near-black colors the Minecraft night scenes are almost fully black (light level 4). On the other hand, not so good monitors which have problems with near black colors show the night scenes very good.
The Brightness setting fixes the Minecraft light levels for properly calibrated monitors. Brightness 0% corresponds to default Minecraft light levels. Brightness 100% uses linear light levels, so the steps between all light levels are equal.
Here is a comparison between Moody and Bright in vanilla; on my monitor Moody looks completely dark except for some fog near the center while Bright barely shows the outlines of some blocks (I would not call this even close to visible enough to cave without torches):
After modifying the brightness range from 3-99% to 0.3 to 99.6%* for both instances in the code shown above; the only things visible should be some fog near the center and mushrooms near the bottom (I can only (barely) see the latter on Bright in either vanilla or modified; fog is visible in all cases. According to GIMP most of the pixels in the second (Bright) screenshot have RGB values of 1,1,1 or less):
Also, here is a version of the second screenshot (on Bright) that I enhanced with GIMP:
Modified light levels with torches (Moody and Bright); the effect on nonzero light levels is minimal but torches are much more effective at visually lighting up an area up on Bright (and IMO the smoother light gradient looks much better):
*Note that a range of 0-100% caused Night Vision to not work underwater, and possibly in other situations but that may be related to MC-58177, which as noted causes Night Vision to be bugged on Moody in vanilla, likely due to a too-low brightness, and should be fixed regardless, but a minimum brightness of 0.3% should appear be the same as 0%.
Also, gamma should be internally limited to a range of 0-1 (0-100%) to prevent people from editing options.txt to get permanent "Night Vision" - if you want to see in the dark without torches use the Night Vision potion effect. This should have no effects on gameplay other than preventing cheating (unless mods are used) since mapmakers should use Night Vision instead of telling the player to increase gamma (I don't think anybody even does that anyway since you have to restart the game to change it to a value outside of the range set by the slider).
Note: This suggestion does not apply to the Nether or End, which intentionally increase the minimum brightness so you can see without having to use torches, similar to how the Overworld still has a light level of 4 at night.
You make a valid argument. I've always found the darkness on 100% bright to be a tad game-ruining (I use moody). This would improve realism and gameplay.
I'd be on board with this as long as I can still see clearly in Creative mode. Although I'm just a little unsure on the inside of how it would truly play out. You have my support for the most part, despite that. My curiosity is when/why the dark caves were removed, since I recall beta and alpha videos being extremely dark when in caves, and when I dabbled in one of those versions a long time ago I could see jack all in caves.
One of my biggest pet peeves is people posting screenshots taken in a dark cave which appear to be completely dark to me (or barely visible) yet they claim to clearly see something, or worse, videos that are unwatchable because you can't see anything; the ability to see in total darkness also renders torches unnecessary when caving, and while they can prevent mobs from spawning it doesn't matter if they spawn in areas you went through unless you go back and if you light up a cave system they will become concentrated in unlit areas, increasing the number of mobs you encounter (while exploring a large cave system the rate at which I encounter mobs peaks just before I completely light it up).
This is a strange paragraph, and I would consider rewriting it. It seems like you just gave a reason why this suggestion shouldn't be implemented...
Anyways, as for the actual suggestion, I have mixed opinions. I'm not sure how I feel about darkness as a game mechanic. On one hand, it might look much prettier in screenshots, on the other hand, I feel like a game shouldn't use obvious human limitations such as not being able to see in the dark. Plus you've just mentioned that many amateur videos and screenshots will become eight times more annoying because new Youtubers won't care how bright or dark the video is.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
Plus you've just mentioned that many amateur videos and screenshots will become eight times more annoying because new Youtubers won't care how bright or dark the video is.
Why would they even take a screenshot or record a video if it shows nothing, no matter how high they have cranked up their monitor's/game's brightness/contrast/gamma? I'm talking about how things currently are - whether you can see in the dark depends not just on the game itself but your computer's settings, but the latter only has an effect because the game does not actually render complete darkness; 1 * 10 = 10 but 0 * 10 (100, 1000, 10000, etc) = 0.
Also, I modified my own game as described when I got a new computer over a year ago because I could not make it as dark as I wanted (like my old computer, which never even had any settings changed, at least not by myself; both computers are second-hand), so I've been personally testing this suggestion for that long (I actually made a slightly different change; I modified Optifine to add a second brightness setting called "offset" which lets me subtract a value from the calculated brightness levels; e.g. an offset of -10% multiplies light level by 110% and subtracts 10% so a range of e.g. 0.1-1 becomes 0.01-1. With this method you could even make it so that light levels below some higher value are completely dark for a bigger challenge. Note that MCPatcher and Optifine let you use a custom lightmap which can do the same thing but it is hardcoded in vanilla, which has not used a lightmap image since Beta or earlier).
*Note that a range of 0-100% caused Night Vision to not work underwater,
and possibly in other situations but that may be related to MC-58177,
which as noted causes Night Vision to be bugged on Moody in vanilla,
likely due to a too-low brightness, and should be fixed regardless, but a
minimum brightness of 0.3% should appear be the same as 0%.
Honestly, I would prefer this. The Night Vision working under water ruins one of the major challenges of fighting things underwater: the darkness.
Anyway, I Support. This would be a lot better than what we have now, as it's really ugly when it's dark, and honestly it kind of hurts my eyes on the TV I play on (yes I play on a TV). I also think this brightness change would make lighting look better and feel more realistic.
Why would they even take a screenshot or record a video if it shows nothing, no matter how high they have cranked up their monitor's/game's brightness/contrast/gamma?
Because they don't know better. That's why I said amateur. Good Youtubers will try and make sure that the video stays lit up, or they'll cut out dark parts of the video.
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My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I totally agree, light level has a big impact on the feel of a game, for me at least. When there are no sources of light there should be no way to see, unless they wanted to add some kind system to mimic how humans adjust to see in total darkness after some time, that's besides the point though.
Anyway you have my support.
Also as a side note please tell me that code is just to illustrate the point and they didn't use var1-20 for those variables, that just hurts.
Yes, I believe this is one of the must have things in game. There's a mod Hardcore Darkness with a mode to make just the underground parts pitch black, leaving the moonlight untouched. Having pitch black darkness outside can be unwelcome, but many games do that and it's a great atmosphere, a bit horrifying.
I totally agree, light level has a big impact on the feel of a game, for me at least. When there are no sources of light there should be no way to see, unless they wanted to add some kind system to mimic how humans adjust to see in total darkness after some time, that's besides the point though.
Anyway you have my support.
Also as a side note please tell me that code is just to illustrate the point and they didn't use var1-20 for those variables, that just hurts.
I know this is a pretty old suggestion, but I do agree with him with players adjusting to see in the dark and the suggestion overall. This would improve realism and gameplay, as I would've expected this myself when I first saw Minecraft. The lack of actual darkness in total darkness kind of ruins the gameplay, and what you mentioned about the brightness level change was actually common sense.
Plus, when I saw the fog in the latter photos, I thought: "Man, this looks much more surreal."
Though I have a feeling total darkness should be optional when needed, (Upon creating a world and changable through commands only, since we don't want people disabling it when they get scared, though considering what Mojang did with difficulty, and other stuff the whole time Minecraft had been around, chances are they're just gonna do the same with total darkness and make it changable in-game. In that case, there could also be an option to lock it just like difficulty) since some players would prefer not to have that, especially some children who wouldn't be able to play much anything scary.
Other than that, support.
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I always seem to be better at writing than verbal communication...
We don't consider it necroposting if the topic being discussed is still relevant and the people who posted are contributing to the discussion overall. The thread is still relevant and both of those users contributed to the overall discussion taking place.
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Light level 0 is totally dark. What lightens it up is the light coming from the blocks further away.
Just like real life if you are in a room with no lights on it;s dark until you open the door to another room that has light in it. The light from that room will spill into the dark room.
Light level 0 is totally dark. What lightens it up is the light coming from the blocks further away.
Just like real life if you are in a room with no lights on it;s dark until you open the door to another room that has light in it. The light from that room will spill into the dark room.
Not true at all:
In the Overworld with the "Moody" brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17%[luma 1] and is shaded blue. Full darkness is about 5% brightness.
The game also has no such mechanics to make a dark room appear brighter just because there is some light coming in from far away - unless the actual light level rises to 1 or more (that is, the brightness at your position, not the far-away light source, which will be visible as long as it isn't so far away as to be obscured by fog).
Here is a better example, using more refined code since I made this thread:
A partially lit cave with brightness set to "bright":
The same image with enhanced brightness and contrast - the darkest areas are pure, pitch black, RGB(0,0,0), and no amount of image enhancements (or monitor settings) will ever let you see anything (you may see gray instead of black but there will be no details):
A comparison of the internal light tables on Moody (left) and Bright (right); the pixel in the upper-left corner corresponds to total darkness, which is RGB(0,0,0) in either case:
Also, I made it so that when you are below sea level fog is completely black unless there is sky light; I believe that current vanilla versions still darken fog as you go deeper (a remnant of the void fog code) but it doesn't go black until you reach the void:
As seen in this comparison fog color depends on how much sky light there is; as long as you aren't in the void it will be its normal (surface) color as long as you have skylight exposure, varying in darkness with the light level (and time of day). Note that even when a cave goes out of loaded chunks you can't see the sky, avoiding a sudden cutoff to visibility (this isn't much of an issue in vanilla unless your render distance is very low as individual caves/ravines are no more than 7 chunks long):
Here is my current lightmap code, which also avoids the issues I mentioned with Night Vision, including vanilla bugs (turning excessively orange or blue on Moody, as well as not being consistent as brightness varies; with this code it appears the same on Moody as on Bright):
private void refreshLightmap(float par1, WorldClient theWorld, EntityLivingBase thePlayer)
{
float[] brightnessTable = theWorld.provider.lightBrightnessTable;
float gamma = this.minecraft.gameSettings.gammaSetting;
boolean nightVision = thePlayer.isPotionActive(Potion.nightVision);
float nvBrightness = (nightVision ? this.getNightVisionBrightness(thePlayer, par1, gamma / 10.0F) : 0.0F);
boolean lightning = theWorld.lastLightningBolt > 0;
float torchFlicker = this.torchFlickerX * 0.1F + 1.5F;
float sunBrightness1 = theWorld.getSunBrightness(1.0F);
float sunBrightness2 = sunBrightness1 * 0.65F + 0.35F;
sunBrightness1 = sunBrightness1 * 0.95F + 0.05F;
boolean isEnd = (theWorld.provider.dimensionId == 1);
// With Night Vision active nvBrightness varies from 0.4 to 1.0; forces gamma
// higher to fix discoloration near light sources on lower gamma settings
if (nightVision) gamma = 0.968F + nvBrightness * nvBrightness * 0.2F;
// Scales light levels so that levels 1-15 cover a wider range with lower levels
// being darker than vanilla (level 15 is the same). Scales with gamma setting;
// equivalent to (0.96 + 0.03) * scale - offset
float offset = gamma * 0.11F;
float scale = (offset + 1.0F) * 0.96F;
offset = (offset + 1.0F) * 0.03F - offset;
// When true sets a light level of (0,0) to total darkness
boolean setBlackLevel = (theWorld.provider.dimensionId == 0 && !nightVision);
for (int bl = 0; bl < 16; ++bl)
{
float blockLight = brightnessTable[bl] * torchFlicker;
float blGreen = blockLight * (blockLight * 0.36F + 0.64F);
float blBlue = blockLight * (blockLight * blockLight * 0.6F + 0.4F);
for (int sl = 0; sl < 16; ++sl)
{
float skyLight = (lightning ? brightnessTable[sl] : brightnessTable[sl] * sunBrightness1);
float skyBrightness = skyLight * sunBrightness2;
float red = (skyBrightness + blockLight) * 0.96F + 0.03F;
float green = (skyBrightness + blGreen) * 0.96F + 0.03F;
float blue = (skyLight + blBlue) * 0.96F + 0.03F;
if (isEnd)
{
red = 0.22F + blockLight * 0.75F;
green = 0.28F + blGreen * 0.75F;
blue = 0.25F + blBlue * 0.75F;
}
else if (this.bossStatus1 > 0.0F)
{
float mult = this.bossStatus2 + (this.bossStatus1 - this.bossStatus2) * par1;
float inv = 1.0F - mult;
red = red * inv + red * 0.7F * mult;
green = green * inv + green * 0.6F * mult;
blue = blue * inv + blue * 0.6F * mult;
}
if (red > 1.0F) red = 1.0F;
if (green > 1.0F) green = 1.0F;
if (blue > 1.0F) blue = 1.0F;
if (nightVision)
{
float mult = 1.0F / red;
if (mult > 1.0F / green) mult = 1.0F / green;
if (mult > 1.0F / blue) mult = 1.0F / blue;
float inv = 1.0F - nvBrightness;
mult *= nvBrightness;
red = red * inv + red * mult;
green = green * inv + green * mult;
blue = blue * inv + blue * mult;
}
float invRed = 1.0F - red;
float invGreen = 1.0F - green;
float invBlue = 1.0F - blue;
float inv = 1.0F - gamma;
red = red * inv + (1.0F - invRed * invRed * invRed * invRed) * gamma;
green = green * inv + (1.0F - invGreen * invGreen * invGreen * invGreen) * gamma;
blue = blue * inv + (1.0F - invBlue * invBlue * invBlue * invBlue) * gamma;
// Multiplies values by scale and adds offset so range is expanded downwards (1 remains the same
// while lower values progressively decrease)
red = red * scale + offset;
green = green * scale + offset;
blue = blue * scale + offset;
if (red > 1.0F) red = 1.0F;
if (green > 1.0F) green = 1.0F;
if (blue > 1.0F) blue = 1.0F;
if (red < 0.0F) red = 0.0F;
if (green < 0.0F) green = 0.0F;
if (blue < 0.0F) blue = 0.0F;
this.lightmapData[sl << 4 | bl] = -16777216 | (int)(red * 255.0F) << 16 | (int)(green * 255.0F) << 8 | (int)(blue * 255.0F);
}
}
// Sets a light level of (0,0) to total darkness, not applied when Night Vision
// is in effect or in the Nether/End
if (setBlackLevel) this.lightmapData[0] = -16777216;
this.lightmapTex.updateDynamicTexture();
this.updateLightmap = false;
}
Also, a related issue is how easy it is to force permanent "Night Vision" by simply editing the game settings, which should also be fixed (aside from enabling exploits like this it is a leading cause of crashes and reinstallations (when they only had to delete options.txt) when downgrading, as the game doesn't apply any sort of bounds-checking to most of the settings). As with the light level 0 fix, there is no reason to object to this as the game has a legit way of enabling you to see in the dark (for Creative you can simply use commands or get a potion from the Creative inventory; alternatively, some way could be added to adjust the minimum brightness level from fully dark to fully bright but only for Creative/Spectator):
// Prevents user from editing options.txt to set gamma outside its valid range of 0-1
float f = this.minecraft.gameSettings.gammaSetting;
if (f < 0.0F || f > 1.0F)
{
System.out.println("Warning: gammaSetting was outside of its expected range (0-1); was " + f);
this.minecraft.gameSettings.gammaSetting = Math.max(0.0F, Math.min(1.0F, f));
}
One of my biggest pet peeves is people posting screenshots taken in a dark cave which appear to be completely dark to me (or barely visible) yet they claim to clearly see something, or worse, videos that are unwatchable because you can't see anything; the ability to see in total darkness also renders torches unnecessary when caving, and while they can prevent mobs from spawning it doesn't matter if they spawn in areas you went through unless you go back and if you light up a cave system they will become concentrated in unlit areas, increasing the number of mobs you encounter (while exploring a large cave system the rate at which I encounter mobs peaks just before I completely light it up).
While the brightness, contrast, and gamma settings for your monitor play a role (in particular, the default gamma used by Windows is far too high for me as I have to use its color calibration tool to set it as low as possible to get a "good" gamma according to its calibration image) the main issue is that the game was coded so that rendered brightness varies between 3-99%; worse, when the gamma adjustment is applied it is additionally scaled by another 3-99%, amplifying the effect of increasing gamma (note the last three lines in each code block, which multiply a value by 0.96 and add 0.03):
This should be changed to use a range of 0-100%, or very nearly so, then the "brightness" setting will work as intended, by changing the light level curve between 0 and 15 from nonlinear on Moody to linear on Bright, with light levels of 0 and 15 being unaffected, as initially intended when it was first added by Optifine (I do not know if Optifine's original version used the same code as vanilla currently does; current versions (1.6.4) of Optifine do not alter it):
Here is a comparison between Moody and Bright in vanilla; on my monitor Moody looks completely dark except for some fog near the center while Bright barely shows the outlines of some blocks (I would not call this even close to visible enough to cave without torches):
After modifying the brightness range from 3-99% to 0.3 to 99.6%* for both instances in the code shown above; the only things visible should be some fog near the center and mushrooms near the bottom (I can only (barely) see the latter on Bright in either vanilla or modified; fog is visible in all cases. According to GIMP most of the pixels in the second (Bright) screenshot have RGB values of 1,1,1 or less):
Also, here is a version of the second screenshot (on Bright) that I enhanced with GIMP:
Modified light levels with torches (Moody and Bright); the effect on nonzero light levels is minimal but torches are much more effective at visually lighting up an area up on Bright (and IMO the smoother light gradient looks much better):
*Note that a range of 0-100% caused Night Vision to not work underwater, and possibly in other situations but that may be related to MC-58177, which as noted causes Night Vision to be bugged on Moody in vanilla, likely due to a too-low brightness, and should be fixed regardless, but a minimum brightness of 0.3% should appear be the same as 0%.
Also, gamma should be internally limited to a range of 0-1 (0-100%) to prevent people from editing options.txt to get permanent "Night Vision" - if you want to see in the dark without torches use the Night Vision potion effect. This should have no effects on gameplay other than preventing cheating (unless mods are used) since mapmakers should use Night Vision instead of telling the player to increase gamma (I don't think anybody even does that anyway since you have to restart the game to change it to a value outside of the range set by the slider).
Note: This suggestion does not apply to the Nether or End, which intentionally increase the minimum brightness so you can see without having to use torches, similar to how the Overworld still has a light level of 4 at night.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You make a valid argument. I've always found the darkness on 100% bright to be a tad game-ruining (I use moody). This would improve realism and gameplay.
Support.
I'd be on board with this as long as I can still see clearly in Creative mode. Although I'm just a little unsure on the inside of how it would truly play out. You have my support for the most part, despite that. My curiosity is when/why the dark caves were removed, since I recall beta and alpha videos being extremely dark when in caves, and when I dabbled in one of those versions a long time ago I could see jack all in caves.
Figured it was time for a change.
This is a strange paragraph, and I would consider rewriting it. It seems like you just gave a reason why this suggestion shouldn't be implemented...
Anyways, as for the actual suggestion, I have mixed opinions. I'm not sure how I feel about darkness as a game mechanic. On one hand, it might look much prettier in screenshots, on the other hand, I feel like a game shouldn't use obvious human limitations such as not being able to see in the dark. Plus you've just mentioned that many amateur videos and screenshots will become eight times more annoying because new Youtubers won't care how bright or dark the video is.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I definitely agree with this suggestion.
Support.
Why would they even take a screenshot or record a video if it shows nothing, no matter how high they have cranked up their monitor's/game's brightness/contrast/gamma? I'm talking about how things currently are - whether you can see in the dark depends not just on the game itself but your computer's settings, but the latter only has an effect because the game does not actually render complete darkness; 1 * 10 = 10 but 0 * 10 (100, 1000, 10000, etc) = 0.
Also, I modified my own game as described when I got a new computer over a year ago because I could not make it as dark as I wanted (like my old computer, which never even had any settings changed, at least not by myself; both computers are second-hand), so I've been personally testing this suggestion for that long (I actually made a slightly different change; I modified Optifine to add a second brightness setting called "offset" which lets me subtract a value from the calculated brightness levels; e.g. an offset of -10% multiplies light level by 110% and subtracts 10% so a range of e.g. 0.1-1 becomes 0.01-1. With this method you could even make it so that light levels below some higher value are completely dark for a bigger challenge. Note that MCPatcher and Optifine let you use a custom lightmap which can do the same thing but it is hardcoded in vanilla, which has not used a lightmap image since Beta or earlier).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Honestly, I would prefer this. The Night Vision working under water ruins one of the major challenges of fighting things underwater: the darkness.
Anyway, I Support. This would be a lot better than what we have now, as it's really ugly when it's dark, and honestly it kind of hurts my eyes on the TV I play on (yes I play on a TV). I also think this brightness change would make lighting look better and feel more realistic.
Check out my suggestions! Here is one of them:
Because they don't know better. That's why I said amateur. Good Youtubers will try and make sure that the video stays lit up, or they'll cut out dark parts of the video.
My avatar is a texture from a small block game I made in Python. It's not very good and it probably won't work if you install it.
I'm very alone in my Minecraft worlds as I don't have a very good internet connection to run a server. If you're like me, you might be interested in my Posse mod suggestion.
I totally agree, light level has a big impact on the feel of a game, for me at least. When there are no sources of light there should be no way to see, unless they wanted to add some kind system to mimic how humans adjust to see in total darkness after some time, that's besides the point though.
Anyway you have my support.
Also as a side note please tell me that code is just to illustrate the point and they didn't use var1-20 for those variables, that just hurts.
Yes, I believe this is one of the must have things in game. There's a mod Hardcore Darkness with a mode to make just the underground parts pitch black, leaving the moonlight untouched. Having pitch black darkness outside can be unwelcome, but many games do that and it's a great atmosphere, a bit horrifying.
I know this is a pretty old suggestion, but I do agree with him with players adjusting to see in the dark and the suggestion overall. This would improve realism and gameplay, as I would've expected this myself when I first saw Minecraft. The lack of actual darkness in total darkness kind of ruins the gameplay, and what you mentioned about the brightness level change was actually common sense.
Plus, when I saw the fog in the latter photos, I thought: "Man, this looks much more surreal."
Though I have a feeling total darkness should be optional when needed, (Upon creating a world and changable through commands only, since we don't want people disabling it when they get scared, though considering what Mojang did with difficulty, and other stuff the whole time Minecraft had been around, chances are they're just gonna do the same with total darkness and make it changable in-game. In that case, there could also be an option to lock it just like difficulty) since some players would prefer not to have that, especially some children who wouldn't be able to play much anything scary.
Other than that, support.
I always seem to be better at writing than verbal communication...
Support.
Sometimes I'm just watching black screens when YouTubes are caving or mining.
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Maybe the creative part of minecraft would have different light systems?
dont necropost
what is happening?
what what what
it seems like Sarium, the God of Chaos returned....
oh no
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Light level 0 is totally dark. What lightens it up is the light coming from the blocks further away.
Just like real life if you are in a room with no lights on it;s dark until you open the door to another room that has light in it. The light from that room will spill into the dark room.
We're all a little crazy. I just don't hide it...
Not true at all:
The game also has no such mechanics to make a dark room appear brighter just because there is some light coming in from far away - unless the actual light level rises to 1 or more (that is, the brightness at your position, not the far-away light source, which will be visible as long as it isn't so far away as to be obscured by fog).
Here is a better example, using more refined code since I made this thread:
The same image with enhanced brightness and contrast - the darkest areas are pure, pitch black, RGB(0,0,0), and no amount of image enhancements (or monitor settings) will ever let you see anything (you may see gray instead of black but there will be no details):
A comparison of the internal light tables on Moody (left) and Bright (right); the pixel in the upper-left corner corresponds to total darkness, which is RGB(0,0,0) in either case:
Also, I made it so that when you are below sea level fog is completely black unless there is sky light; I believe that current vanilla versions still darken fog as you go deeper (a remnant of the void fog code) but it doesn't go black until you reach the void:
As seen in this comparison fog color depends on how much sky light there is; as long as you aren't in the void it will be its normal (surface) color as long as you have skylight exposure, varying in darkness with the light level (and time of day). Note that even when a cave goes out of loaded chunks you can't see the sky, avoiding a sudden cutoff to visibility (this isn't much of an issue in vanilla unless your render distance is very low as individual caves/ravines are no more than 7 chunks long):
Here is my current lightmap code, which also avoids the issues I mentioned with Night Vision, including vanilla bugs (turning excessively orange or blue on Moody, as well as not being consistent as brightness varies; with this code it appears the same on Moody as on Bright):
Also, a related issue is how easy it is to force permanent "Night Vision" by simply editing the game settings, which should also be fixed (aside from enabling exploits like this it is a leading cause of crashes and reinstallations (when they only had to delete options.txt) when downgrading, as the game doesn't apply any sort of bounds-checking to most of the settings). As with the light level 0 fix, there is no reason to object to this as the game has a legit way of enabling you to see in the dark (for Creative you can simply use commands or get a potion from the Creative inventory; alternatively, some way could be added to adjust the minimum brightness level from fully dark to fully bright but only for Creative/Spectator):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?