Doom3-ish sector light mode option

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Re: Doom3-ish sector light mode option

by Zenon » Sat Apr 13, 2019 7:11 am

Ah, thanks for the alternative, I'll use that then

Re: Doom3-ish sector light mode option

by Graf Zahl » Sat Apr 13, 2019 3:52 am

I meant, the script is broken with the delay and all.

Re: Doom3-ish sector light mode option

by Enjay » Sat Apr 13, 2019 2:54 am

Everything at light level 0 and broken? To be fair, It does sound like Doom3. :P

Yeah, setting everything to 0 would really only be useful if a map was set up to expect all the lighting to be provided by light sources. I tried my Waterlab with it and it's mostly playable (because it has a lot of dynamic lights) but there are quite a few places that are just too dark. However, coupled with a flash-light mod it would be quite Doom3-ish. I agree that a mod like this should not be included with the GZDoom distribution though.

Re: Doom3-ish sector light mode option

by Graf Zahl » Fri Apr 12, 2019 11:47 pm

That's not a light mode. All that script does is

Code: Select all

Light_ChangeToValue(everylight, 0);
everylight++;
Delay(1);
Restart;
It's a very broken way to set all sectors' light level to 0. How is that supposed to be useful without adding a carefully made light design to the maps?

Re: Doom3-ish sector light mode option

by wildweasel » Fri Apr 12, 2019 10:56 pm

Seems like this is better left as a "DIY" - seeing as the WAD file already exists, and there's other stuff like DarkDoomZ to fill that niche.

Doom3-ish sector light mode option

by Zenon » Fri Apr 12, 2019 7:05 pm

Could this be added to GZDoom as a sector light mode?
With a few minor adjustments to make light areas somewhat less light, I think it'd look real nice

Here are some screenshots
Spoiler:
I'm just a sucker for dark rooms + brightmaps

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