I've come across a possibly unintentional feature of the Doom 64 sector lighting in GZDoom 3.2.3. When using ZDoom's normal old sector color, bright elements on the weapon (and other actors) light up properly.
However, with the same color used in the Thing value of the Doom 64 sector lighting, the gun is unaffected, providing an undesired effect.
This affects all frames tagged with BRIGHT, including enemies and projectiles. Attached is the second pictured map for testing if required. (For Doom 2)
Improper(?) lighting with Doom 64 sector colors
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- DrPyspy
- Posts: 278
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Improper(?) lighting with Doom 64 sector colors
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- DrPyspy
- Posts: 278
- Joined: Sat Feb 21, 2015 7:35 pm
- Operating System Version (Optional): Windows XP Gangster Edition
- Location: Utah, USA
Re: Improper(?) lighting with Doom 64 sector colors
As an example, here is a screenshot from footage of Doom 64, showcasing the bright muzzleflash:
Here are GZDoom's D64 lighting effects paired with the shotgun's bright flash state. Notice the dull muzzleflash:
Here are GZDoom's D64 lighting effects paired with the shotgun's bright flash state. Notice the dull muzzleflash: