Ever since discovering GZDoom, I was disappointed with its lighting. It doesn't bright up close areas, far areas looks uniform and contrastless and too dark compared to software renderer, making maps look dull. And no configuration in GZDoom can fix that (except making everything fullbright, heh). Yet OpenGL renderer is better than software renderer at everything else. I had to choose between "good lighting" and "good everything else but bad lighting". But now I don't have to!
I have modified GZDoom's OpenGL renderer to have lighting exactly like in software renderer! Big thanks to EDGE developers for actually caring about lighting and providing a ready-to-use doom lighting formula.
Spoiler: Technical info
WARNING: needs good OpenGL shader support to work.
Official page with screenshots and downloads:
http://submarine.homeunix7.org/doku.php ... _in_opengl
Zandronum Source code
(linux binaries coming soon, they are not made by me but by Monsterovich)
GZDoom downloads (obsolete, it is added to GZDoom 1.7.0 ):
GZDoom Source code
Spoiler: User Guide
Version list (using totally internal and unrelated versioning scheme):
- Fixed liteamp not affecting sprites.
- Lighting was not bright enough, fixed that, now light bands in blocky mode match the ones in software renderer .
- Fixed weapons not getting brighter when firing.
- Fixed objects becoming pitch-black when the camera is too close.