[fixed]Particles aren't affected by dynamic lights

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Nash
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[fixed]Particles aren't affected by dynamic lights

Post by Nash »

In a room that has light value 0, the particles (rocket trails, bullet puffs, blood, etc) will remain black eventhough there are dynamic lights illuminating them.
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Graf Zahl
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Post by Graf Zahl »

Fixed
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Enjay
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Post by Enjay »

Any plans to improve on the look of particles? IIRC, Timmie uses a sprite for his particles so they look a bit rounder and smoother, unlike the original software square pixels.
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Graf Zahl
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Post by Graf Zahl »

No plans yet but this shouldn't be too hard to add.
Phoenix
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Post by Phoenix »

speaking of particles - i've been thinking, looking at particle fountains from the top and seeing them exhibit the same behaviour as sprites (flat), do you think maybe that particles should always face you even from above? I don't really know how they'd look and have no way to really test it, so they may or may not work well that way. just a question.
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BetaSword
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Post by BetaSword »

Well, if Graf did implement the circular particles like ZdoomGL uses, then, in theory, they'd look exactly the same from any angle, as long as they were kept facing the player. Plus, it'd actually look right to have circular particles facing.
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Post by Nuxius »

Enjay wrote:Any plans to improve on the look of particles? IIRC, Timmie uses a sprite for his particles so they look a bit rounder and smoother, unlike the original software square pixels.
Graf Zahl wrote:No plans yet but this shouldn't be too hard to add.
I hope you do, because I can't stand the square ones. Them suckers are ugly.

So let's just say it would be much appreciated. :)
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Nash
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Post by Nash »

I second the suggestion of making the particles always face the player.

Quake 2's particles always faced the player, regardless of hardware or software mode.

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