OpenGL options and the gameplay "feel" of maps

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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luminance
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Joined: Mon Dec 31, 2007 17:30

OpenGL options and the gameplay "feel" of maps

Post by luminance »

I noticed when i was mapping a level that OpenGL has all these different light options you can tinker with.

Then it occurred to me that the "feel" I was going for on the map is only set to the specific settings i have set on my GZdoom and others will have a different setting ruining the actual "feel" i was going for.

Maybe its possible to force certain OpenGL settings on maps such as the sector light mode
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Graf Zahl
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Post by Graf Zahl »

No, for a very simple reason: Not all monitors have the same brightness. What works on some looks far too dark or far too bright on others.
luminance
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Post by luminance »

I wasn't talking about the brightness gamma and contrast settings, I was meaning the "Sector Light Mode" setting which completely changes the way sector light is shown.

for example:
ImageImage

This in my opinion changes the maps feel completely and can create a unbalanced multiplayer experience where one person can see somebody but the other can't.

Not really that big of a deal but it would be nice to have everyone experience the level you made equally.
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Graf Zahl
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Post by Graf Zahl »

Ok, I'll think about a way to add this to MAPINFO. I'm hesitating because I want to avoid incompatibilities with ZDoom.
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