Steve's Flashlight Mod

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WARCHILD_89
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Graphics Processor: nVidia with Vulkan support
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Re: Steve's Flashlight Mod

Post by WARCHILD_89 »

This is EXACTLY what I´ve been looking for since the flashlight from here: viewtopic.php?f=105&t=37763&hilit=flashlight

destroys Framerates on my complex maps.
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Mynameislol
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Re: Steve's Flashlight Mod

Post by Mynameislol »

It causes out of sync in multiplayer, though it's still the best flashlight mod!
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A_D_M_E_R_A_L
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Re: Steve's Flashlight Mod

Post by A_D_M_E_R_A_L »

Was this flashlight tested on wads with lots of 3D floors?
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Hexereticdoom
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Re: Steve's Flashlight Plus

Post by Hexereticdoom »

Bumping the thread for presenting you a slightly modified version of this mod/addon, which I have called Steve's Flashlight Plus.

It's practically the same archive, but I have updated a bit the menus and made some text and code optimizations in most of lumps for taking a little less space. Also, I have incorporated a 'click' sound for turning on/off the flashlight. :wink:

Besides, I have tweaked the default CVARINFO variables to a more generic value, optimized for a fast start (but still can be changed to your personal taste):

Code: Select all

Color = White
Intensity = 512
Inner Angle = 16.0
Outer Angle = 32.0
Location = Center View
Credits to SuaveSteve, the main author of the mod/addon.

Hope you like it! 8-)

DOWNLOAD STEVE'S FLASHLIGHT PLUS
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Bytez
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Re: Steve's Flashlight Mod

Post by Bytez »

Just added a little "click" sound on turning on/off.

Mirror 1: https://www.moddb.com/mods/brutal-doom/ ... 213-wipers
Mirror 2: https://ln2.sync.com/dl/00aad12f0/zcydv ... 7-batrxtq8
Mirror 3: https://mega.nz/#!eRp3QJaS!Er5VmYWsdSwP ... A3vorYLSxY
Mirror 4: https://www.dropbox.com/s/f8kaec81gkc3z ... z.pk7?dl=0
FanDooM wrote:and the sound of turning on and off can be added?
I hope you'll enjoy.
GruigiGamez
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Re: Steve's Flashlight Mod

Post by GruigiGamez »

Is it possible for you to make a version that's a .pk3 or .zip?
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Gollgagh
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Re: Steve's Flashlight Mod

Post by Gollgagh »

GruigiGamez wrote:Is it possible for you to make a version that's a .pk3 or .zip?
Unzip it with 7-zip or something and zip it back up and you have a .pk3.

.pk7 is just a renamed .7z archive
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WARCHILD_89
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Re: Steve's Flashlight Mod

Post by WARCHILD_89 »

I am a noob in ZScript.

Is there a way to turn it into a pickup?


My idea was this: you press the flashlight keybind and before the flashlight gets activated it checks if you already got the fake inventory "flashlight" first. Or I do some ACS for that. But I have no clue how to write that "you got the flashlight"-check in Zscript....

So I could force the player to actually go and find a flashlight and/or be able to lose it.
VtheVictorious
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Re: Steve's Flashlight Mod

Post by VtheVictorious »

Compatability Issues / Looking for support?

Keep in mind: I have experience with installing mods and resolving conflicts for numerous video games. I am only a few days new to the Classic Doom modding scene. I have been using ZDL to organize my mods and, for example, do not run Doom RPG from its own mod organizer/launcher. I am not experienced with fiddling with code files unless I have explicit instructions on what to edit only if those edits are 100% necessary for smooth running/compatibility.

There seems to be an issue with the flashlight when used with Doom RPG + Doom RLA. I can run both Doom RPG and DRLA separately and the flashlight works just fine, but when I use Doom RPG + DRLA w/ the required compatibility patch, the flashlight stops working entirely. When running that particular mod, I can not activate the flashlight at all, regardless of the settings I try. Is there a way for me to make this compatible?
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