DarkDoomZ v1.10 [idgames]

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Caligari87
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DarkDoomZ v1.10 [idgames]

Post by Caligari87 »

Image

Description:
This simple mutator/add-on re-implements the concept behind SidDoyle's Dark Doom, using ZScript. Basically, makes Doom darker by reducing the light levels across all sectors in the map. A settings menu is provided to adjust the effect.

Please note I consider this project feature-complete and I will not be implementing any further feature suggestions at this time.
Spoiler: Screenshots and Video
Download from /idgames
Github Repository | ☕ Leave a tip on Ko-Fi

8-)
Last edited by Caligari87 on Sat Jul 14, 2018 7:00 pm, edited 19 times in total.
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Tranthula
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Re: DarkDoomZ (custom darkness)

Post by Tranthula »

Dude yes! I've been waiting for something like this to pop up somewhere. Playing Doom64 maps with this is. . .well er, better? Maps were too bright for my tastes, thank you for this.
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Gifty
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Re: DarkDoomZ (custom darkness)

Post by Gifty »

Excellent! Gonna throw this in my PSX-themed playlist.
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Caligari87
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Re: DarkDoomZ (custom darkness)

Post by Caligari87 »

Update to v1.1, see first post. New lighting adjustment mode and settings menu, should be a little cleaner I hope.

8-)
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leodoom85
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Re: DarkDoomZ v1.1 (custom darkness)

Post by leodoom85 »

Incoming demo :) Enjoy.

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Caligari87
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Re: DarkDoomZ v1.1 (custom darkness)

Post by Caligari87 »

Thank you Leo! Adding to the main post.

8-)
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NeuralStunner
 
 
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Re: DarkDoomZ v1.1 (custom darkness)

Post by NeuralStunner »

As someone who likes dark maps, I gave this a try. I like how it makes even old Map01 stressful again, when you can't see where approaching imps are.

Also interesting how it applies settings changes in realtime without restarting the map. Magic.
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Caligari87
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Re: DarkDoomZ v1.2 (custom darkness)

Post by Caligari87 »

Updated to version v1.2! This brings real-time brightnes changes (so you don't have to close the menu to see the effect), and a new setting to apply the lighting differently for sky sectors!

8-)
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Dklark
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Re: DarkDoomZ v1.2 (custom darkness)

Post by Dklark »

This is pretty sweet. I couldn't help but notice the flashlight addon for Dark Doom no longer works.

*Edit - Forgot I had Dynamic Lights turned off. Doh!
Last edited by Dklark on Sun Aug 13, 2017 10:06 am, edited 1 time in total.
TERMiNAL
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Re: DarkDoomZ v1.2 (custom darkness)

Post by TERMiNAL »

I don't see an "Apply" option? Also, I had to create a new game to use the mod, Wouldn't let me used it in a saved-game :(

But works pretty damn nice, I use UDV but your mod gives me more adjustments...excellent!
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Caligari87
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Re: DarkDoomZ v1.3 (custom darkness)

Post by Caligari87 »

Updated to version 1.3! This version adds a toggleable flashlight with two quality settings (Simple or Fancy) and removes distracting out-of-place sector light effects.

8-)
Gideon020
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Re: DarkDoomZ v1.3 (custom darkness)

Post by Gideon020 »

Any chance for a nightvision mode that just highlights monsters?
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Caligari87
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Re: DarkDoomZ v1.3 (custom darkness)

Post by Caligari87 »

In my opinion that would be out-of-scope for this mod, so no. Besides, GZDoom already has a built-in nightvision mode that does that.

8-)
Bigger C
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Re: DarkDoomZ v1.3 (custom darkness)

Post by Bigger C »

That flashlight is PERFECT except for one thing: Any possibility of adjusting its origin point so it can be helmet/shoulder-mounted?
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Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Post by Caligari87 »

I'm leery of adding too many settings. Part of my hope here is to keep things simple and avoid kitchen sink customization. As-is I feel five CVars is pushing the limit for a reasonably simple mod.

That said, I've received requests for customization of origin, spread, intensity, color, and lookspring. I'm considering that some of these could be combined into some basic presets, like the following:

Flashlight Type
  • Cheap Incandescent (dimmer, warmer, wider spread)
  • Midrange Halogen (more-or-less as current)
  • Tactical LED (white beam, narrow focus, wide spill)
Mounting
  • Handheld (springy, origin at player's chest) (as current)
  • Shoulder (below and to left of viewpoint, smoothly follows with slight delay)
  • Helmet (above viewpoint, very little movement delay)
That would only be two more CVars and I think covers most of the possible ground for what this mod would be used for. Thoughts? Ideas welcome. In the meantime, I'd like to give a shoutout to Steve's Flashlight Mod if you absolutely need in-depth customization.

8-)

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