esselfortium wrote:If there's already nice, smooth sector lighting, it'd just make GL mode mysteriously brighter

Mmmm true, however some things like colour sectors can be done- but it's not as effective when trying to create a glowing light perhaps- maybe a red flashing alarm for example...hmm
The GL mode brightness stuff though I do agree on, but players can find their own way around things like this...some people have higher brightnesses for example than others. That was shown in the PS1 TC when people did comment alot on the darkness as a whole, however if you don't like it dark, turn up your birghtness.
Ghastly_dragon wrote:Quick question, are there dynamic lights for KDiZD's monsters, projectiles and actors already? It'd look quite out of place for Skulltag and GZDoom OpenGL users who have dynamic lights for the unmodified Doom actors, but not for the KDiZD actors.
This though I agree on- this isn't really an important factor, but things like that bug people- plus it would add a little sparkle!
