Lighting Issues

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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IRANianCha0s
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Lighting Issues

Post by IRANianCha0s »

I noticed in ZDoom and most other ports, the player has this aura that lightens up the area around him the closer he gets.

In GZDoom, this is absent, and it gets kinda hard to walk around, some areas are pitch dark. Is there a command I can set for this?
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wildweasel
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Post by wildweasel »

Well, a close approximation to this would be to set the lighting mode to Standard instead of Doom, and then enabling the Depth Fog...
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Graf Zahl
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Post by Graf Zahl »

Ugh... No. The GL fog is far too different. The 'Doom' lighting mode is the closest I could get with standard GL operations. I'd like to add a shader that can do it better but so far I am getting problems when I switch the entire renderer to GLSL so it hasn't been done yet.
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Enjay
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Post by Enjay »

Personally, I like not having the glowing player effect. I'll admit, it did take a little getting used to on levels where I was familiar with it and it helped but now I'd much rather not have it. However, I understand why people might still want it.
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Nash
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Post by Nash »

My main problem when playing Doom maps without the Doom fog in GZDoom, is that all of a sudden, the lighting looks really flat and bland. Suddenly the map looks a lot better in software mode than in OpenGL, lighting-wise.

It really ruins the beautiful sector lighting work that the WAD author put in, really.
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IRANianCha0s
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Post by IRANianCha0s »

Thanks Weasel, it helps a great deal. I CAN SEE FOREVER!!!

So, there's no glowing player variable? :'(
Vaecrius
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Post by Vaecrius »

Haven't tried it yet, but I suppose a lights definition where the player is literally glowing might help if you don't care about multiplayer.

I always thought it was a neat way to represent the player character's ability to feel objects and hear subtle movements around him...
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