Dynamic lights

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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NullWire
Bug reporter
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Dynamic lights

Post by NullWire » Tue Dec 29, 2015 21:02

Since I install one of the GzDoom builds (My actual version is the gzdoom-g2.1.pre-1429-g37e8221)

Some dynamic lights doesn't work like in Zandronum.
Example:

-The dynamic light of the Lost Soul is not working.

-The Megasphere doesn't have their dynamic light.

Actually this two haves their dynamic lights in Zandronum, and idk why in GzDoom doesn't have it.

But I really like the Decals options is really nice :)

So my question here is.. ¿You gonna fix / add the dynamic lights for this two things?

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Blue Shadow
Global Moderator
Global Moderator
Posts: 307
Joined: Sun Aug 29, 2010 6:09

Re: Dynamic lights

Post by Blue Shadow » Tue Dec 29, 2015 23:20

NullWire wrote:-The dynamic light of the Lost Soul is not working.
Works fine for me (running development build 1435-g452479e).
-The Megasphere doesn't have their dynamic light.
The dynamic light for the megasphere is simply missing, not that it's not working.

Rachael
Developer
Developer
Posts: 3623
Joined: Sat May 13, 2006 10:30

Re: Dynamic lights

Post by Rachael » Wed Dec 30, 2015 11:01

GZDoom does not load dynamic lights by default, and this is by design. Zandronum does it because everyone connecting to a server requires the exact same file sets and light definitions - and since it is a popular feature it allows anyone to choose whether or not they want to use it.
Spoiler: Zen Sarcasm

NullWire
Bug reporter
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Re: Dynamic lights

Post by NullWire » Wed Dec 30, 2015 23:11

Well.. I hope you found this useful for the dynamic light on the megasphere.

// Mega Sphere
pulselight MEGASPHERE
{
color 1.0 1.0 0.5
size 40
secondarySize 42
interval 2.0
offset 0 32 0
}

object MegaSphere
{
frame MEGA { light MEGASPHERE }

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