Doom Expanded [VERSION 2.0: COMING SOON]

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juizzysquirt
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Re: Doom Expanded Final [RELEASE]

Post by juizzysquirt »

This is a really neat mod, looks especially nice and "modern" with QeffectsGL-mod. The reason why I'm bumping this thread is because one thing that really bugs me out; the absence of dynamic light in explosions? Rocket trails themselves do light up, while explosions don't. Same thing with barrels. This is especially noticeable in maps such as Doom 2 MAP02 where you'd expect barrel explosions to lit up the dark enviroment. Other lights seems to work fine.

Did I miss something important, since I'm pretty sure I've seen dynamic light in explosions before and it's weird that no one has noticed this? Though it's been awhile since I last played Doom with eyecandy-mods, so I don't really remember if there's some particular mod I used for that. :)

Guess I'll need to crawl through every graphic-effect mod in my hard drive... Sigh.

EDIT: I found this "Particle Fire Enhancer Mod" (PFEnh.pk3) that has lights for explosions, I'll see if I could fix this myself.

Another weird thing, seems that every actor on glowing flat is constantly fullbright and messing around with display options didn't have any results. What gives?
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

b00mstick:

Sorry for the delay in response, I've just been very busy.

I definitely appreciate that you took the time to let me know of these issues.

Let me address them:

1.The Rocket and Barrel explosions DO having OpenGL lighting on them, although they last less than a second. I can see what you mean by a lack of light in dark areas, it looks weird. I'm going to see if I can adjust it so their more pronounced.

2.For the fullbright problem, can you give me an example to look at? This can include either light flats or liquid flats or similar. It may be due to an attribute that's tied to them. Though it could also be tied to the level's design too, but I can only partially sure.
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juizzysquirt
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Re: Doom Expanded Final [RELEASE]

Post by juizzysquirt »

BlueFireZ88 wrote:2.For the fullbright problem, can you give me an example to look at? This can include either light flats or liquid flats or similar. It may be due to an attribute that's tied to them. Though it could also be tied to the level's design too, but I can only partially sure.
This problem is exaggerated when using "doom" lighting mode in opengl settings (which I happen to prefer).

https://www.dropbox.com/s/z94tlcmv2lbts ... 230428.jpg

I rarely do any doom-related stuff nowadays so I tend to forget these forums too. :)
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

I might have fixed it already, but I'll double check to be sure.

Besides going over the extras and Expanded Lite, I'm very close to releasing the 1.7 version with the fixes I promised. It should be noted that this will be the very last version of this mod released. I mean, I started this mod almost 3 years ago and I really want to move on from it.

With that said, if there are any problems found in the existing 1.6 release that's currently available, please let me know as soon as possible. Once 1.7 comes up, that's it. The only exceptions I'll make to this rule are fixing game breaking bugs, or if someone wanted to make an addon for the mod, but are having issues getting it to work on account of something in the mod. But for anyone who wants to make addons, don't get too crazy with it, might as well be a new mod altogether.
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BlueFireZ88
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Re: Doom Expanded [VERSION 2.0: COMING SOON]

Post by BlueFireZ88 »

@b00mstick

Found out what was causing the problem: There are glow effects that can be applied to textures seem to cause this issue. The glow for the water can clearly been seen in the image you sent me. Anyway, having this glow makes the texture go "fullbright" and light up sprites like you saw. Removing the glow effect fixes this problem, and the glow has also been removed from blood and brown slime flats. However, lava and green slime both still have this attribute, as it would obviously make sense for lava, but slime was kept as the boom barrels contextually have the toxic sludge in them and have a brightmap associated with to make it light up in the dark. That's my logic on it and I'm sticking to it.

I also double checked to make sure that this problem didn't apply to anything else.

Just have a couple things to take care of and the new version will be available.

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