Specifically use attenuated placed lights for mods?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Specifically use attenuated placed lights for mods?

Post by Nash » Tue Oct 25, 2016 12:07

I see that the problem with map-placed lights has been addressed, but what about mods that specifically want to fully make use of attenuated lights as part of their map design? How do I specifically make my own placed lights for my own mod use attenuated lighting?

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Graf Zahl
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Re: Specifically use attenuated placed lights for mods?

Post by Graf Zahl » Tue Oct 25, 2016 13:38

The needed additions are not in yet. There will be a second batch of dynamic light actors that address this issue.

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