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Doom Dynamic Lights 1.3

Posted: Sat Oct 14, 2006 11:12
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

Re: Doom Dynamic Lights 1.1

Posted: Sat Oct 14, 2006 13:55
by TheDarkArchon
Doomguy0505 wrote:pistol clip glow
Why the HELL would a pistol clip glow?!

Posted: Sat Oct 14, 2006 13:57
by BlazingPhoenix
Same thing I thought...:?

Posted: Sat Oct 14, 2006 14:50
by Doomguy0505
Dunno, but how the hell does doomguy run like a car?

Posted: Sat Oct 14, 2006 17:10
by Xtife
is this available in wad format?

Posted: Sat Oct 14, 2006 20:30
by chaoscentral
not everything should glow... use common sense, only certain items and objects. not pistol clips and cyberdemons

Posted: Sat Oct 14, 2006 20:49
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.

Posted: Sat Oct 14, 2006 22:25
by TheDarkArchon
Doomguy0505 wrote:Dunno, but how the hell does doomguy run like a car?
Advances in Bio-mechanics, now answer the question.

Posted: Sun Oct 15, 2006 1:39
by Doomguy0505
OK. I'll remove it

Posted: Sun Oct 15, 2006 5:20
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).

Posted: Sun Oct 15, 2006 8:47
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

Posted: Sun Oct 15, 2006 23:49
by Syfo-Dyas
How does DOOM Guy run like a car?

Good question!

Posted: Mon Oct 16, 2006 2:18
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.

Posted: Mon Oct 16, 2006 2:24
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!

Posted: Mon Oct 16, 2006 2:43
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?