Night vision effect - when?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Night vision effect - when?

Post by Enjay »

I've noticed that with the enhanced nightvision effect, some things "glow" (use the invulnerability effect) and others don't. I assume the main thrust of the effect is to make living (therefore warm) things glow and decorations not glow (although pickups glow and things like torches and fire barrels don't - so maybe it's not quite what I assumed).

Anyway, I've noticed a few things change their glow state. Projectiles glow but their death state doesn't. Hexen flechette-grenades glow as they fly through the air and whilst they sit wobbling on the ground. However, as soon as they stop wobbling, they loose the glow effect and shortly afterwards explode (they're probably just projectiles too).

None of the above is a complaint BTW, it just leaves me wondering what it is that GZdoom is looking for before it makes a thing glow (I'm assuming it checks an item flag of some sort) and if it is possible to set up items to glow or not when defining things in DECORATE.
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Graf Zahl
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Post by Graf Zahl »

It's simple. Monsters, projectiles and pickup items glow.

Projectiles lose their missile status when they explode, hence the change in appearance.
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Caligari_87
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Post by Caligari_87 »

Maybe any frame flagged BRIGHT should glow instead. It would make for a more realistic night-vision effect, because something that gives off light would glow extremely bright in night-vision goggles. I'd say go for that, if you could.

8-)
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Tormentor667
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Post by Tormentor667 »

This effect should not be set to on at standard... it'd be a feature of GZDoom
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Paul
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Post by Paul »

I like this effect. Seriously.
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