Lisac_the_fox wrote:I'm try to use this in skulltag and i get following error:
script error, "beamflashlight.pk3:decorate.txt" line 14:
Invalid state parameter nodelay
I've added a Zandronum compatible version. Should [hopefully] work in Skulltag too.
Mikk wrote:It's pretty cool except when you walk towards a wall the dynamic lights "blink", and it looks kinda weird.
Yeah, I've noticed that too
ThomsonI wrote:but the principles for this would be usable for a sphere of light around the player, right?
I guess so, yeah. It's more of a cone of light than a sphere though
Enjay wrote:I think that I managed to minimise the "blinking" with my own implementation of LWM's code but I'm not sure where my files are ATM. I'll be honest, I can't really remember what I did. I think that I adjusted the speed and/or the spawn distance/frequency of the actors and also tweaked the dynamic lights to my own personal preferences. If I get a chance, I dig out my version of this and have a look. I'm not saying that mine is any better, just (slightly) different and closer to what I wanted at the time.
Looking forward to messing with that if you can manage to dig it up.
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Zandronum version added. It's also compatible with GZDoom. The Zandronum version is probably more stable than the GZDoom version, so I'll update the GZDoom one to use the same programming methods that I used in the Zandronum version.
The only real difference between the Zandronum and GZDoom versions is the fact that the GZDoom version uses named scripts.
Edit: GZDoom version updated.
Edit 2: Both versions updated.