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Lighting Issues
Posted: Mon Oct 08, 2007 23:30
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?
Posted: Tue Oct 09, 2007 6:15
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...
Posted: Tue Oct 09, 2007 9:30
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.
Posted: Tue Oct 09, 2007 10:14
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.
Posted: Tue Oct 09, 2007 11:17
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.
Posted: Tue Oct 09, 2007 16:18
by IRANianCha0s
Thanks Weasel, it helps a great deal. I CAN SEE FOREVER!!!
So, there's no glowing player variable? :'(
Posted: Sat Oct 13, 2007 3:03
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...