a few questions - dynamic lights, doors, keydoors

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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wingthor
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Joined: Sat Nov 29, 2008 15:46

a few questions - dynamic lights, doors, keydoors

Post by wingthor »

Hi there!

I've always worked with Doomsday before and now I want to try GZDoom, but I have a few questions.

Aren't fireballs and light sources like torches, lamps and stuff supposed to have dynamic lights? They don't have any. I've checked the options a million times.

Is there a way to make doors close again in Hexen format? You know, like Doom's "Door Open Wait Close" action. In Hexen there is only "Door Open".

Also, how do you build keydoors in Hexen format?
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Enjay
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Post by Enjay »

To get the dynamic lights, you have to load lights.pk3 or define your own light definitions and load them.

For an open, wait, close doo you want line type 12
http://www.zdoom.org/wiki/Door_Raise

For a locked door you want line type 13
http://www.zdoom.org/wiki/Door_LockedRaise
wingthor
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Post by wingthor »

Enjay wrote:To get the dynamic lights, you have to load lights.pk3 or define your own light definitions and load them.
how?
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Enjay
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Post by Enjay »

To which statement? ;)

Load lights.pk3 (which should have come with gzdoom) as you would any other additional file. If you want it to always be loaded, edit your ini and add it to the autoload section.

For defining your own lights, look in the documentation thread. It's quite well detailed in there.
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NeoHippo
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Post by NeoHippo »

wingthor wrote:
Enjay wrote:To get the dynamic lights, you have to load lights.pk3 or define your own light definitions and load them.
how?
Enjay wrote:... edit your ini and add it to the autoload section.
Just to mention it. When gzdoom is run for the first time, it generates the ini file.
However, it will not have an autoload section. This must be added manually.

Image

See also http://zdoom.org/wiki/How_to_autoload_WADs
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