Sector Light Mode and general brightness/contrast

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
DooMAD
Posts: 1
Joined: Sat Feb 27, 2010 13:59

Sector Light Mode and general brightness/contrast

Post by DooMAD »

The default option in 'Display Options -> OpenGL Options -> Preferences' for Sector Light Mode seems to be "Dark" in the current version of GZDoom. Was this the case previously? It seems to make a big difference in how the level looks and it's hard to determine how bright to make a room when all these lighting options seem to have such a drastic effect on how the level looks.

I've been using "Standard" for Sector Light Mode and began designing a map based on those settings. Now that I've sent the map to others for them to take a look, it appears too dark for them. And that's without even mentioning the Brightness/Contrast/Gamma Correction sliders, which also have a massive effect on the appearance of the map.

Would it be best to change the map to suit the default settings? Or do most people change the settings like I did? Which would mean it doesn't matter what I do, the map will still look wrong for some.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: Sector Light Mode and general brightness/contrast

Post by Graf Zahl »

The default is called 'Doom' but it requires working shaders. 'Dark' is default only as fallback.

However, if your map depends on a specific mode you can set it in MAPINFO with the 'lightmode' property:

0 is Standard
1 is Bright
2 is Doom
3 is Dark
4 is Legacy
Locked

Return to “GZDoom”