Doom Dynamic Lights 1.3

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Doomguy0505
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Doom Dynamic Lights 1.3

Post by Doomguy0505 »

To autoload it, rename it to a wad file and place it in the skins (it's actually a zip by zdoom will know what to do)

Version 1.3
[-] Removed armor bonus light
[*] Reduced barrel size + 0.1 red and blue

Version 1.2

New Features
[-] Removed some useless features by request
[*] Now in attachment due to size

Version 1.1

New Features
[*] Dead Cyberdemon glows red
[*] Arch-vile flashes while dieing
[*] Megasphere and pistol clip glow
Attachments
dglights.zip
Dynamic Lights 1.3
(3.65 KiB) Downloaded 146 times
Last edited by Doomguy0505 on Sun Oct 15, 2006 8:56, edited 3 times in total.
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TheDarkArchon
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Re: Doom Dynamic Lights 1.1

Post by TheDarkArchon »

Doomguy0505 wrote:pistol clip glow
Why the HELL would a pistol clip glow?!
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BlazingPhoenix
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Post by BlazingPhoenix »

Same thing I thought...:?
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Doomguy0505
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Post by Doomguy0505 »

Dunno, but how the hell does doomguy run like a car?
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Post by Xtife »

is this available in wad format?
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chaoscentral
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Post by chaoscentral »

not everything should glow... use common sense, only certain items and objects. not pistol clips and cyberdemons
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Nash
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Post by Nash »

This lighting definition is even WORSE than the normal lights.wad.

My copy of lights.wad has a lot of effects that don't make sense removed, like glowing health bonuses and armour pickups... I mean WTF man, just WTF.
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TheDarkArchon
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Post by TheDarkArchon »

Doomguy0505 wrote:Dunno, but how the hell does doomguy run like a car?
Advances in Bio-mechanics, now answer the question.
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Post by Doomguy0505 »

OK. I'll remove it
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Post by SlayeR »

I made a similar mistake with a version of my zdoomgl lights ages ago :P I made pretty much every pickup glow, and it was quite ridiculous.

(BTW i made the lights.wad that 'comes with' gzdoom, and heh, there are probably a few changes I should make to it, like the explosions).
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Graf Zahl
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Post by Graf Zahl »

The things that should change most is

a) reducing the glow of the barrels and
b) removing the lights from the armor bonus
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Syfo-Dyas
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Post by Syfo-Dyas »

How does DOOM Guy run like a car?

Good question!
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wildweasel
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Post by wildweasel »

XDelusion wrote:How does DOOM Guy run like a car?
It's a combination of good engine maintenance, quality fuel, and shifting gears at the right moment.
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Syfo-Dyas
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Post by Syfo-Dyas »

Aghh, so DOOM Guy is one of those people with a little mouse inside his head driving around...

That explains it all Clarissa!
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Jive
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Post by Jive »

Nash wrote:This lighting definition is even WORSE than the normal lights.wad.
The normal lights.wad was for me incredibly well done, and I thank all the time SlayeR for having made it.
Yes, some things are not welcome, but I could not appreciate the OpenGl mode without it.
So, I applaude SlayeR!!!
Nash wrote:My copy of lights.wad has a lot of effects that don't make sense removed, like glowing health bonuses and armour pickups... I mean WTF man, just WTF.
WTF do you want all the time effects that make sense?!?
I just want pleasure for my eyes, and I don't care of the sense.
That said, why to have made the pistol clip glowing, and not the shotgun one?!? Both should glow, or none!
I like to see the armor bonus glowing like the health bonus.

But I agree with chaoscentral : "not everything should glow... use common sense, only certain items and objects. not pistol clips and cyberdemons"
Why to have the pistol clip glowing when some sprites and some textures which could be lighted are not?
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