Code: Select all
[Global.Autoload] Path=lights.pk3 Path=brightmaps.pk3
A long time ago when I first started using Gzdoom, I didn't even recognize these two files as being similar to wads and being needed to be loaded manually. I regarded them with the same type of mysticism a normal user regards DLL files - don't touch them, leave them as they are, and they'll be used and all will work fine.
Sometime later I finally realized PK3s were like wads, holding lumps like wads and being able to be loaded like wads, but I figured these two were autoloaded just like the (g)zdoom.pk3 file. I figured I didn't have to manually load that file, and I shouldn't have to manually load these files.
And before anyone says that a user could obviously notice that lights and brightmaps weren't being used by gzdoom and that it should be obvious since they aren't there these need to be loaded - I figured back then that they were just some sort of extra data used by the engine to configure how lights worked. And when I played a mod that was set up to use its own lights, and I saw the lights, I figured that lights.pk3 was working fine at getting the lights to work. I had no clue that lights.pk3 was actually a set of definitions for the standard iwads.
It wasn't until I had started looking into the brightmaps feature and hearing that gzdoom had a default set of brightmaps for the games I realized these PK3s weren't being autoloaded. I enabled the brightmaps in the menu, and nothing seemed to change. I randomly decided on a whim to manually load the brightmaps PK3, and then saw that the brightmaps were loaded. I then decided to load the lights.pk3 file, and was surprised when normal doom 2 objects had lights attached. I had always figured the file was loaded automatically and that I wasn't missing anything.