by esselfortium » Sat Jun 11, 2011 3:24 pm
randy wrote:Here is the discussion the last time this came up, mixed in with discussion of COLORMAPS:
http://forum.zdoom.org/viewtopic.php?f= ... 0&start=10
What I wrote then still stands: It's not a simple one-line fix, and since the conditions where it's most noticeable are limited, it doesn't seem worth the effort.
Also, might I also mention that in standard Doom, floors and ceilings are allowed to get much brighter as they get closer to you than are walls? You can't really see in it Doom, since you can't pan the view up or down. It might be possible to construct a 0-brightness map in Heretic and Hexen and see it there, though I haven't tried. This is a consequence of Doom precalculating 16 tables for lighting (hence the reason it has only 16 real light levels) but accessing them differently for walls vs floors.
Which also raises the question: Is the clamp on maximum brightness of walls in Doom a conscious design decision, or was it simply a consequence of their lookup tables? Was it even considered in any way at all? What ZDoom does is basically identical to Doom but without the lookup tables.
Speaking of clamps on brightness, randy, is there any chance of ZDoom adding back support for light levels outside the 0-255 range? In vanilla and most other ports, you can use a light level like, say, 5000, combined with the Light Glow sector special, to cause the sector to remain fullbright for several seconds before it begins visibly fading back down. In ZDoom, it immediately fades back down as soon as it reaches fullbright (as though it were somehow internally clamping light levels to a 0-255 range when loading the map), so the timing control is lost.
[quote="randy"]Here is the discussion the last time this came up, mixed in with discussion of COLORMAPS: http://forum.zdoom.org/viewtopic.php?f=4&t=28480&start=10
What I wrote then still stands: It's not a simple one-line fix, and since the conditions where it's most noticeable are limited, it doesn't seem worth the effort.
Also, might I also mention that in standard Doom, floors and ceilings are allowed to get much brighter as they get closer to you than are walls? You can't really see in it Doom, since you can't pan the view up or down. It might be possible to construct a 0-brightness map in Heretic and Hexen and see it there, though I haven't tried. This is a consequence of Doom precalculating 16 tables for lighting (hence the reason it has only 16 real light levels) but accessing them differently for walls vs floors.
Which also raises the question: Is the clamp on maximum brightness of walls in Doom a conscious design decision, or was it simply a consequence of their lookup tables? Was it even considered in any way at all? What ZDoom does is basically identical to Doom but without the lookup tables.[/quote]
Speaking of clamps on brightness, randy, is there any chance of ZDoom adding back support for light levels outside the 0-255 range? In vanilla and most other ports, you can use a light level like, say, 5000, combined with the Light Glow sector special, to cause the sector to remain fullbright for several seconds before it begins visibly fading back down. In ZDoom, it immediately fades back down as soon as it reaches fullbright (as though it were somehow internally clamping light levels to a 0-255 range when loading the map), so the timing control is lost.