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Dynamic lights suggestions

Posted: Mon Jul 24, 2006 18:39
by Nash
1) cvar to limit the amount of monster/projectile dynamic lights visible.

2) cvar to turn off projectile and monster lights.

This would be useful if the mapper has setup the map for dynamic lights and the map has many monsters and projectiles flying about.

Turning dynamic lights off completely would save the frame rate, but ruin any map lighting the mapper has setup.

Posted: Mon Jul 24, 2006 18:53
by Graf Zahl
Guess why lights.wad isn't loaded automatically. ;)

Posted: Mon Jul 24, 2006 19:14
by Nash
Yeah, I understand that.

But, what about a mod that has totally new actors and projectiles, and doesn't make use of lights.wad at all.

What if the dynamic lights in the map itself were carefully setup and important to gameplay. Simply turning off dynamic lights will totally ruin the map.

That's why there should be an option to turn off dynamic lights for monster and/or projectiles only.

Posted: Wed Jul 26, 2006 6:15
by SlayeR
I think theres a command (at least there was in zdoomgl) to clear all previous light definitions. You could just use this at the top of your mod's GLDEFS lump.

Posted: Thu Jun 12, 2008 9:41
by Graf Zahl
Hm. Why didn't I close this earlier, considering that option 2) has been available from the start...? It's even in the menu. (Enable light definitions.)