This is EXACTLY what I´ve been looking for since the flashlight from here: viewtopic.php?f=105&t=37763&hilit=flashlight
destroys Framerates on my complex maps.
Steve's Flashlight Mod
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 452
- Joined: Sun Nov 17, 2013 12:27 pm
- Graphics Processor: nVidia with Vulkan support
- Location: MIA between doomed dimensions
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Re: Steve's Flashlight Mod
It causes out of sync in multiplayer, though it's still the best flashlight mod!
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Re: Steve's Flashlight Mod
Was this flashlight tested on wads with lots of 3D floors?
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- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
Re: Steve's Flashlight Plus
Bumping the thread for presenting you a slightly modified version of this mod/addon, which I have called Steve's Flashlight Plus.
It's practically the same archive, but I have updated a bit the menus and made some text and code optimizations in most of lumps for taking a little less space. Also, I have incorporated a 'click' sound for turning on/off the flashlight.
Besides, I have tweaked the default CVARINFO variables to a more generic value, optimized for a fast start (but still can be changed to your personal taste):
Credits to SuaveSteve, the main author of the mod/addon.
Hope you like it!
DOWNLOAD STEVE'S FLASHLIGHT PLUS
It's practically the same archive, but I have updated a bit the menus and made some text and code optimizations in most of lumps for taking a little less space. Also, I have incorporated a 'click' sound for turning on/off the flashlight.
Besides, I have tweaked the default CVARINFO variables to a more generic value, optimized for a fast start (but still can be changed to your personal taste):
Code: Select all
Color = White
Intensity = 512
Inner Angle = 16.0
Outer Angle = 32.0
Location = Center View
Hope you like it!
DOWNLOAD STEVE'S FLASHLIGHT PLUS
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Re: Steve's Flashlight Mod
Just added a little "click" sound on turning on/off.
Mirror 1: https://www.moddb.com/mods/brutal-doom/ ... 213-wipers
Mirror 2: https://ln2.sync.com/dl/00aad12f0/zcydv ... 7-batrxtq8
Mirror 3: https://mega.nz/#!eRp3QJaS!Er5VmYWsdSwP ... A3vorYLSxY
Mirror 4: https://www.dropbox.com/s/f8kaec81gkc3z ... z.pk7?dl=0
Mirror 1: https://www.moddb.com/mods/brutal-doom/ ... 213-wipers
Mirror 2: https://ln2.sync.com/dl/00aad12f0/zcydv ... 7-batrxtq8
Mirror 3: https://mega.nz/#!eRp3QJaS!Er5VmYWsdSwP ... A3vorYLSxY
Mirror 4: https://www.dropbox.com/s/f8kaec81gkc3z ... z.pk7?dl=0
I hope you'll enjoy.FanDooM wrote:and the sound of turning on and off can be added?
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Re: Steve's Flashlight Mod
Is it possible for you to make a version that's a .pk3 or .zip?
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- Joined: Thu Apr 16, 2015 8:24 am
Re: Steve's Flashlight Mod
Unzip it with 7-zip or something and zip it back up and you have a .pk3.GruigiGamez wrote:Is it possible for you to make a version that's a .pk3 or .zip?
.pk7 is just a renamed .7z archive
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- Graphics Processor: nVidia with Vulkan support
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Re: Steve's Flashlight Mod
I am a noob in ZScript.
Is there a way to turn it into a pickup?
My idea was this: you press the flashlight keybind and before the flashlight gets activated it checks if you already got the fake inventory "flashlight" first. Or I do some ACS for that. But I have no clue how to write that "you got the flashlight"-check in Zscript....
So I could force the player to actually go and find a flashlight and/or be able to lose it.
Is there a way to turn it into a pickup?
My idea was this: you press the flashlight keybind and before the flashlight gets activated it checks if you already got the fake inventory "flashlight" first. Or I do some ACS for that. But I have no clue how to write that "you got the flashlight"-check in Zscript....
So I could force the player to actually go and find a flashlight and/or be able to lose it.
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- Preferred Pronouns: She/Her
Re: Steve's Flashlight Mod
Compatability Issues / Looking for support?
Keep in mind: I have experience with installing mods and resolving conflicts for numerous video games. I am only a few days new to the Classic Doom modding scene. I have been using ZDL to organize my mods and, for example, do not run Doom RPG from its own mod organizer/launcher. I am not experienced with fiddling with code files unless I have explicit instructions on what to edit only if those edits are 100% necessary for smooth running/compatibility.
There seems to be an issue with the flashlight when used with Doom RPG + Doom RLA. I can run both Doom RPG and DRLA separately and the flashlight works just fine, but when I use Doom RPG + DRLA w/ the required compatibility patch, the flashlight stops working entirely. When running that particular mod, I can not activate the flashlight at all, regardless of the settings I try. Is there a way for me to make this compatible?
Keep in mind: I have experience with installing mods and resolving conflicts for numerous video games. I am only a few days new to the Classic Doom modding scene. I have been using ZDL to organize my mods and, for example, do not run Doom RPG from its own mod organizer/launcher. I am not experienced with fiddling with code files unless I have explicit instructions on what to edit only if those edits are 100% necessary for smooth running/compatibility.
There seems to be an issue with the flashlight when used with Doom RPG + Doom RLA. I can run both Doom RPG and DRLA separately and the flashlight works just fine, but when I use Doom RPG + DRLA w/ the required compatibility patch, the flashlight stops working entirely. When running that particular mod, I can not activate the flashlight at all, regardless of the settings I try. Is there a way for me to make this compatible?