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DarkDoomZ v1.10 [idgames]

Posted: Sun Jul 16, 2017 3:32 pm
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-)

Re: DarkDoomZ (custom darkness)

Posted: Tue Jul 18, 2017 11:34 pm
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.

Re: DarkDoomZ (custom darkness)

Posted: Wed Jul 19, 2017 6:10 pm
by Gifty
Excellent! Gonna throw this in my PSX-themed playlist.

Re: DarkDoomZ (custom darkness)

Posted: Mon Jul 24, 2017 5:26 pm
by Caligari87
Update to v1.1, see first post. New lighting adjustment mode and settings menu, should be a little cleaner I hope.

8-)

Re: DarkDoomZ v1.1 (custom darkness)

Posted: Tue Jul 25, 2017 11:28 am
by leodoom85
Incoming demo :) Enjoy.


Re: DarkDoomZ v1.1 (custom darkness)

Posted: Tue Jul 25, 2017 11:53 am
by Caligari87
Thank you Leo! Adding to the main post.

8-)

Re: DarkDoomZ v1.1 (custom darkness)

Posted: Wed Jul 26, 2017 9:56 pm
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.

Re: DarkDoomZ v1.2 (custom darkness)

Posted: Mon Aug 07, 2017 6:32 pm
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-)

Re: DarkDoomZ v1.2 (custom darkness)

Posted: Thu Aug 10, 2017 10:52 am
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!

Re: DarkDoomZ v1.2 (custom darkness)

Posted: Thu Aug 10, 2017 3:49 pm
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!

Re: DarkDoomZ v1.3 (custom darkness)

Posted: Sat Mar 31, 2018 9:00 pm
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-)

Re: DarkDoomZ v1.3 (custom darkness)

Posted: Sun Apr 01, 2018 9:33 am
by Gideon020
Any chance for a nightvision mode that just highlights monsters?

Re: DarkDoomZ v1.3 (custom darkness)

Posted: Sun Apr 01, 2018 12:33 pm
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-)

Re: DarkDoomZ v1.3 (custom darkness)

Posted: Thu Apr 05, 2018 11:40 pm
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?

Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Posted: Fri Apr 06, 2018 7:42 am
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-)