Ambient Light Level gone :-(

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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muhnwalker
Posts: 2
Joined: Thu Apr 06, 2017 18:13

Ambient Light Level gone :-(

Post by muhnwalker »

Hi,

I play a lot of GZDoom,

and spent hours finding a proper light-level configuration that works for me,
is not too dark but also not ugly as hell... I turned ambient light level to 180.

The gama correction, brightness and contrast settings are useless for me,
they turn everything gray and ugly.

Now when I update to the newest GZDoom version,
the option "Ambient Light Level" is gone.
Why is this? Will it come back?

Attached are 2 pictures of the 2 versions, with the same settings,
old version: g2.1.pre-1231-g5a7afad
new version: g2.4.0

Thanks,
Muhnwalker
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Last edited by muhnwalker on Fri Apr 07, 2017 21:35, edited 2 times in total.
_mental_
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Re: Ambient Light Level gone :-(

Post by _mental_ »

Graf Zahl wrote:This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
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Graf Zahl
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Re: Ambient Light Level gone :-(

Post by Graf Zahl »

The main problem with this option was that it made it close to impossible for mappers to get a consistent look for their levels. It was a hard cut-off that eliminated any variation below the active setting. The reason it was ditched was a bug report that showed some of the issues it could cause with smoothly pulsating lights (i.e. they were no longer smooth but actually jumped between 0 and the cut-off.
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muhnwalker
Posts: 2
Joined: Thu Apr 06, 2017 18:13

Re: Ambient Light Level gone :-(

Post by muhnwalker »

Hm, okay, thank you!
Do you know what was the latest version, in which the option was still available?

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