Steve's Flashlight Mod

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SuaveSteve
Posts: 79
Joined: Sat Jul 05, 2014 7:38 am

Steve's Flashlight Mod

Post by SuaveSteve »

Intro

This uses the new spotlight actors in GZDoom.

Preview: https://my.mixtape.moe/dfnlrl.m4v Click and your browser should just play.

Requirements

Needs a release from at least 2018-02-10.

Setup

Assign a key to toggle the flashlight in your controls menu right at the bottom of "customise controls".
Under options, you can select Flashlight and customise it. Options take affect next time it switches on.

Known Issues

There is some jitter in the changing of location and orientation of the spotlight. Using the target pointer of lights doesn't solve the jitter and is not suitable anyway as the light should emit from the actor's "shoulder". I'm not sure this will ever be fixed or can even be fixed given the way ZDoom updates actors. You can stop it right now by turning off rendering interpolation off but then you only get 35 FPS. Suggestions very welcome.

Releases

12 Feb, 2018

Image

https://www.dropbox.com/s/kz4tp5nhog772 ... 2.pk7?dl=1
  • You may now choose a location for the light to emit from.
  • The light now reacts to crouching.
  • Multiplayer now supported. Settings are shared.
10 Feb, 2018
https://www.dropbox.com/s/vbwsji4l6e85m ... 0.pk7?dl=1

License

Unlicense. (That means do what you want, no credit needed.)
Last edited by SuaveSteve on Mon Feb 12, 2018 12:53 am, edited 1 time in total.
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XavierStudios
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Joined: Tue Jan 24, 2017 7:27 pm

Re: Steve's Flashlight Mod

Post by XavierStudios »

Thank you. It's refreshing to have a real flashlight and not the rough approximation that Dark DooM offered. If there was any criticism I could offer, it would be that the spotlight doesn't lower when crouching. Not a big deal, though. I mean, who crouches in DOOM?
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Machine-Reaper
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Joined: Fri Aug 09, 2013 1:43 am

Re: Steve's Flashlight Mod

Post by Machine-Reaper »

Real shadows in doom!
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Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: Steve's Flashlight Mod

Post by Trusty McLegit »

This is awesome! However, the flashlight is in a weird spot in relation to the player, a little to the right and up a bit from where you would expect.
Dwailing
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Joined: Wed Jun 28, 2017 3:07 am
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Re: Steve's Flashlight Mod

Post by Dwailing »

Trusty McLegit wrote:This is awesome! However, the flashlight is in a weird spot in relation to the player, a little to the right and up a bit from where you would expect. *snip*
I think it's supposed to be a shoulder mounted flashlight ala the flashlight from Doom 3: BFG Edition. I could be wrong, tho...
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Mynameislol
Posts: 51
Joined: Thu Feb 02, 2017 5:19 pm

Re: Steve's Flashlight Mod

Post by Mynameislol »

For some reason loading this in GZDoom on a multiplayer game, the coop player spawns in a multiplayer location! The host does not see this, and we get out of sync.
Someone64
Posts: 419
Joined: Tue Feb 23, 2016 11:59 am

Re: Steve's Flashlight Mod

Post by Someone64 »

It literally says that it's shoulder mounted in the first post.
SuaveSteve
Posts: 79
Joined: Sat Jul 05, 2014 7:38 am

Re: Steve's Flashlight Mod

Post by SuaveSteve »

New release. Please check release notes in OP.
muhnwalker
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Joined: Sun Nov 05, 2017 2:17 pm

Re: Steve's Flashlight Mod

Post by muhnwalker »

I searched so long for a good flashlight, and tried to modify some myself, but they are either ugly or my framerate drops...

But your flashlight is really sweet!!!
You made me very happy, thanks! :wub:

I use it with Brutal Wolfenstein and changed it to a yellow/brown color so it looks like an older flashlight from the 40s :mrgreen:

But it does not work with the latest Project Brutality Beta, Do you know, why?
Edit: works now, changed the load order.
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ramon.dexter
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Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Steve's Flashlight Mod

Post by ramon.dexter »

Can you make a version compatible with the official stable gzdoom? Not all of us can use the unstable releases (ie. its little bit hard on linux than on windows).
dpJudas
 
 
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Re: Steve's Flashlight Mod

Post by dpJudas »

That's not possible as this relies on a new feature currently only available in nightly builds. The upcoming 3.3 release should be able to support this mod, though.
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Rachael
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Re: Steve's Flashlight Mod

Post by Rachael »

ramon.dexter wrote:Can you make a version compatible with the official stable gzdoom? Not all of us can use the unstable releases (ie. its little bit hard on linux than on windows).
If you need a Linux binary, just ask me in Discord and I'll build one. It will require Ubuntu 16.04 or a system with a similar or more recent library set, though. (It might run on the latest Debian)

That being said, it takes all of 2 minutes even on the worst system to compile GZDoom for me. GCC is pretty fast.
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ramon.dexter
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Graphics Processor: nVidia with Vulkan support
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Re: Steve's Flashlight Mod

Post by ramon.dexter »

Ok, I will just wait for the stable 3.3 then :)
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wildweasel
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Re: Steve's Flashlight Mod

Post by wildweasel »

Best screenshot.
FanDooM
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Joined: Wed Jan 31, 2018 10:56 am

Re: Steve's Flashlight Mod

Post by FanDooM »

and the sound of turning on and off can be added?

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