This would more closely mimic a true night-vision system, and also make the appearance of things like missiles more consistent, because they wouldn't lose their projectile state when they die.
[no]Change night-vision rendering style
Moderator: Graf Zahl
-
Caligari_87
- Posts: 45
- Joined: Tue Nov 08, 2005 18:26
- Location: Salt Lake City, Utah
[no]Change night-vision rendering style
Instead of having monsters, projectiles, and pickups glow, make it so only frames tagged as BRIGHT will glow.
This would more closely mimic a true night-vision system, and also make the appearance of things like missiles more consistent, because they wouldn't lose their projectile state when they die.

This would more closely mimic a true night-vision system, and also make the appearance of things like missiles more consistent, because they wouldn't lose their projectile state when they die.
-
Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
-
Caligari_87
- Posts: 45
- Joined: Tue Nov 08, 2005 18:26
- Location: Salt Lake City, Utah
-
Graf Zahl
- GZDoom Developer

- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
Making the screen green without any further enhancement is rather pointless. It turns a powerup item into an obstacle players would hesitate to use in some situations.
When I added this effect I wanted to turn the light-amp into something useful and that included highlighting some objects in the map that are of interest to the player.
Therefore, no, I won't change the current behavior. Remember, you aren't forced to use this and can always go back to Doom's stupid fullbright effect.
When I added this effect I wanted to turn the light-amp into something useful and that included highlighting some objects in the map that are of interest to the player.
Therefore, no, I won't change the current behavior. Remember, you aren't forced to use this and can always go back to Doom's stupid fullbright effect.