Memfis Posted March 9, 2014 I want some info on the vanilla lighting sector types like "light blinks", etc. How do they work exactly, how does their behavior depend on the neighboring sectors, etc. Doomwiki doesn't tell much. Are there any texts explaining this stuff in high detail? 0 Share this post Link to post
40oz Posted March 10, 2014 When a light blinks on and off, it's "On" lighting is the lighting you set the sector to. It's "Off" lighting is the same as any adjacent sector with the lowest lighting. If all the sectors adjacent to it are the same lighting, I think it's "off" lighting defaults to 0 or 16 or something. Almost all of the light blinking/glowing/flickering light effects work this way. 0 Share this post Link to post
tourniquet Posted March 10, 2014 The "Light Flickers Randomly" type doesn't depend on a neighboring sector, it relates to the own sectors brightness +16. 0 Share this post Link to post
Aliotroph? Posted March 14, 2014 tourniquet said:The "Light Flickers Randomly" type doesn't depend on a neighboring sector, it relates to the own sectors brightness +16. No. Look the secret at the start of E2M4 for an example of how it works. The off value is the same as the neighbouring sector. The cool side effect is you can use clever sector designs to achieve different combinations of lighting effects? Neighbouring sector not at the light level you want to blink to? Just merge your light sector with one outside the map and pair that with a sector of a lower light level! I abused that badly in my NDCP map to make a whole computer maze strobe consistently. That was a bad idea in hindsight. EDIT: I can't find a proper description of these effects anywhere. How odd! I recall the guide that came with DEU having more detailed info than I can find on any wiki now. Googling the problem already has this thread close to the top. 0 Share this post Link to post
tourniquet Posted March 14, 2014 ^ ok thanks for the explanation, i'll gonna take a look at it and try it in one of my next maps. 0 Share this post Link to post
Da Werecat Posted March 14, 2014 Aliotroph? said:E2M4 I don't remember any flickering lights in Doom 1. Only blinking lights. 0 Share this post Link to post
printz Posted March 14, 2014 You can even add multiple blinking effects to a sector, by making the player run through multiple triggers, resulting in a very high blinking frequency. 0 Share this post Link to post
tourniquet Posted March 14, 2014 Da Werecat said:I don't remember any flickering lights in Doom 1. Only blinking lights. i dont know about all the maps in Doom but i just checked E2M4 in DB --- no light flicker effects anywhere. 0 Share this post Link to post
esselfortium Posted March 14, 2014 printz said:You can even add multiple blinking effects to a sector, by making the player run through multiple triggers, resulting in a very high blinking frequency. I haven't heard of this trick before. Cool! 0 Share this post Link to post
tourniquet Posted March 14, 2014 printz said:You can even add multiple blinking effects to a sector, by making the player run through multiple triggers, resulting in a very high blinking frequency. Nice trick just tried it..might possibly cause an epileptic shock for some players but quite interesting. 0 Share this post Link to post
Dragonsbrethren Posted March 15, 2014 I typed this up a while ago: http://doomwiki.org/wiki/Lighting_effects If anything's wrong, fix it. Fire flicker is an effect that was added for Doom 2. 0 Share this post Link to post
Aliotroph? Posted March 15, 2014 Ahh. Seems I was confused. The type I was thinking of was 1: light on+off randomly. That one doesn't appear in E2M4 (at least not where I thought), but does appear in E1M2 near the start. I need to play more Doom. I don't think I even noticed there was a type that acted like 17. 0 Share this post Link to post
Memfis Posted March 18, 2014 Thanks, that sure will be helpful. Now the only way to improve that article is to add some demonstration gifs. ;) 0 Share this post Link to post