Just posted v2.51b.
This is a small update that I spent
way too much time on. I've added obviously shiny material normal and specular maps, which need dynamic lights. I wondered if a few shiny textures here and there would make a difference, and I've been pleased with results (
Example). Adding this to NUKAGE flats is especially effective as seen here in
E1M6.
In addition to making the adjustment for light level after dynamic lights are added, color is also darkened proportionally. This avoids making sectors with added dynamic lights appear brighter than they should be, if that makes sense.
Color and light continue to work together well with surprising results.
Here all I did was add this to the rl_textures lump: METAL3,#cd7f32. And
here you can see the surprising effect of the new maps. Looks like Quake.
I've discovered this also creates new lighting effects, which is especially interesting. In MAP02, for example, I noticed this
before and
after. This is no added code. It's done somehow (haven't figured that out) by lump definitions. (There is no exception coding for anything.) Anyway, quite a surprise.
Here's another screenshot from E1M4 showing everything working together. Honestly I
never thought anything like this was possible using ZScript. Quite remarkable and a compliment to the engine as well as Romero's design. I've avoided adding anything for any specific maps.
Please let me know what you think!