Light amplification in GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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additup
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Joined: Tue Jul 24, 2007 20:02

Light amplification in GZDoom

Post by additup »

I much prefer the older style of light amplification where everything didn't get negative-washed. Is there any way to restore that in my wads when using GZdoom to run them?
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Enjay
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Post by Enjay »

Use the options menu Luke. Ahem.

Options/Display Options/OpenGL Options/Enhanced Night Vision Mode/Off
additup
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Post by additup »

But with the blast shield down I...! 8)

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