Is it intended behaviour , or is something wrong ?
I'm asking this because other flashlight mods I used (standalone one and the one in BDBE) behaved differently

Best regards
What's your render mode? It works as intended only on "Hardware accelerated" render mode.ClessxAlghazanth wrote:I noticed that flashlight in EVP doesn't illuminate as a beam coming from helmet (or r/l shoulder , where it is placed) , instead illuminates a circle area around the player for me
Is it intended behaviour , or is something wrong ?
I'm asking this because other flashlight mods I used (standalone one and the one in BDBE) behaved differently![]()
Best regards
LoreCannon wrote:You can customize the beam in the flashlight options to do just what you're asking Clessx.
Also... turn off Trilinear filtering.
You go to Display Settings >> then Textures. The filtering is the very top option.ClessxAlghazanth wrote:api=OpenGL ES
render mode=Hardware accelerated
These are my settings
LoreCannon wrote:You can customize the beam in the flashlight options to do just what you're asking Clessx.
Also... turn off Trilinear filtering.
I tried changing the settings in mod options - flashlight with no avail . I can change the beam color but still a big round circle around Doomguy
How can I turn triple buffer off ?
ThanksYou go to Display Settings >> then Textures. The filtering is the very top option.
Personally I love trilinear, but I also don't use Dynamic lights unless the mod absolutely needs it like Flashlight mods, HONTE or D64ifier
Did you try running on latest GZDoom with gles 2.0 renderer ?dead6 wrote:nothing special:
btw u have older ones...... The latest version somehow dont work on lzdoom ty
I'd recommend you get a cheapo chromebook. They run really well for Doom and can use both Linux stuff and Android Playstore stuff.dead6 wrote:no on my mobile like delta touch btw it have gzdoom 4.6.1 but its laggy for low spec phone..
Spoiler:Some of the changes also affect the Monsters-Only version