DarkDoomZ (custom darkness + flashlight)

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

Postby -Ghost- » Sat Apr 07, 2018 2:33 am

That sounds good, sometimes a shoulder lamp can be cool, like the one in Alien vs Predator for the marines.
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Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Postby Bigger C » Sat Apr 07, 2018 2:35 am

Sounds good to me!
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Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Postby A_D_M_E_R_A_L » Fri Apr 13, 2018 1:14 am

Does it have some sort of multiplayer compatibility?
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Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Postby Caligari87 » Fri Apr 13, 2018 8:00 am

Yes, actually. I playtested this with a group of folks recently, and it all worked fine (some performance issues aside from having so many large lights). Please note that the configuration has to use server cvars, so only the game host can adjust the darkness and flashlight settings, and everyone will use the same flashlight.

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

Postby Gideon020 » Sat Apr 14, 2018 12:58 am

Caligari87 wrote:Yes, actually. I playtested this with a group of folks recently, and it all worked fine (some performance issues aside from having so many large lights). Please note that the configuration has to use server cvars, so only the game host can adjust the darkness and flashlight settings, and everyone will use the same flashlight.

8-)


On a related not, will this work with mods that have their own flashlights? Aka Doomzone?
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Re: DarkDoomZ v1.3 (custom darkness + flashlight)

Postby Caligari87 » Mon Apr 16, 2018 8:01 am

In theory yes; there should be no compatibility issues. The flashlight in DarkDoomZ is just a toggle-able inventory item. DarkDoomZ also defines a custom keyboard shortcut, so you can unbind it if you wish.

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Caligari87 » Fri Jun 08, 2018 12:50 pm

DarkDoomZ v1.4 has been released. I'm sorry I didn't do this sooner, honestly I thought I already had! :laff:

Version 1.4 Release Notes

Downloads may be found in the first post or at the link above.

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Caligari87 » Fri Jun 08, 2018 1:47 pm

Sorry for the bump. On the ZDoom Discord, I got a request to add an option custom fog density. I've done so on a test branch, but I'm not sure I like how it works. If you're interested in this feature, please download the following test version and let me know what you think.

DarkDoomZ experimental fog density

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Armaetus » Tue Jun 12, 2018 5:41 pm

I have noticed that with blood decals from custom gore mods don't always play nice, they sometimes show up as black and sometimes normally.
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Caligari87 » Tue Jun 12, 2018 8:45 pm

Unfortunately I'm pretty sure that's an issue with spot lights in general, not with this mod.

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby wildweasel » Tue Jun 12, 2018 10:22 pm

I guess I should report this while it's bumped: for some reason, on certain maps, having the flashlight on will steadily ramp down the framerate until it is unplayable, fixed only by holding the Flashlight key long enough for it to register that you want to turn it off.
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Caligari87 » Tue Jun 12, 2018 10:53 pm

I'm going to hazard a guess and say that these maps are more complex with lots of linedefs? If so, that's an unavoidable side-effect of the extremely large light radius needed to project a useful spotlight (bug dpJudas about having spotlights only check linedefs inside their cone instead of the all-around radius :P ). The only real solution is using a weaker light type (lower radius = fewer linedefs checked) and/or the "Simple" quality preset (which should typically cut the performance impact almost in half).

This could also depend on how powerful your computer is; weaker systems may not be able to handle the flashlight even on low settings or simple maps.

If it's happening on standard-detail maps (like the stock levels) or as some kind of progressive issue, then I'm not sure what it could be as the code doesn't spawn excess actors or anything. Can you narrow it down to some reproducible cases?

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby wildweasel » Tue Jun 12, 2018 11:13 pm

It is on higher-detail maps that this is noticeable, but the nature of the framerate drop is strangely gradual. I was primarily getting it on some maps (I forget which) of JPCP.wad. The framerate doesn't bog down all at once, it slowly (or quickly) ramps down, as if it's spawning thinkers repeatedly and not getting rid of them until the flashlight is switched off (though one would need to have the STAT information on screen to know what specifically is going on, and I didn't).
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby Caligari87 » Tue Jun 12, 2018 11:19 pm

No idea what that could be then. I just tested with stat think on E1M1 and it only adds two thinkers when the light is on (the dynlights themselves) then instantly destroys them when it's off.

Could it be some other mod or a bug in the map? I got a similar problem on Sin City 1 and 2 while playing with Hideous Destructor, the map had a script that constantly spawned/destroyed certain stock objects for special effects or something, but since HD replaced those actors they never got destroyed by the map scripts and just built up.

8-)
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Re: DarkDoomZ v1.4 (custom darkness + flashlight)

Postby -Ghost- » Wed Jun 13, 2018 12:18 am

This is more of a little thing, but do you think you could add a noise to the flashlight, like a click to turn it on and off? It's a tiny thing, but it's satisfying when games do it.
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