Koko Ricky Posted March 18, 2016 I already mentioned this briefly in another thread, which refers to another thread in which someone mentioned the N64's hardware not being able to emulate it correctly. I really can't remember whether or not this is true or if that was even confirmed, as it seems more like speculation. Can anyone shed light (no pun intended) on this? No weapons or projectiles affect the lighting, something that even the original Doom could do (albeit by brightening every sector all at once). 0 Share this post Link to post
Avoozl Posted March 18, 2016 Have you actually seen this problem with the game on the original hardware or via emulation? 0 Share this post Link to post
VGA Posted March 18, 2016 https://www.youtube.com/watch?v=VRQCU9RkC4I ^Real hardware I think they *chose* not to make every weapon flash like in Doom, they opted for a recoil effect. The BFG has a big screen effect for example. 0 Share this post Link to post
Avoozl Posted March 18, 2016 It looks like the plasma rifle flashes though. 0 Share this post Link to post
Koko Ricky Posted March 19, 2016 Avoozl said:Have you actually seen this problem with the game on the original hardware or via emulation? If you play the game, there's no dynamic lights for any weapons. There's a fake one for the BFG (tinting effect), and possibly the plasma rifle. 0 Share this post Link to post
VGamingJunkie Posted March 19, 2016 My best guess is they just didn't deem it necessary or didn't think of it. I've seen N64 with legit dynamic light sources that even move around like Donkey Kong 64 so I can't imagine why they couldn't easily use Doom's fake flash light if they wanted to. 0 Share this post Link to post
Lila Feuer Posted March 19, 2016 Don't want to jack the thread but I've always wondered why Quake II on N64 is the only version of the game with muzzle flashes added to the weapons. 0 Share this post Link to post
Arctangent Posted March 19, 2016 It could also be because the way lightning works in Doom 64 ( basically having separate colors and intensities for ceilings, the top, middle, and bottom of walls, floors, and sprites - I don't even think their was a central brightness attributes like in PC Dooms ) would've made dynamic lighting far more laggy or would've flat-out conflicted with the rest of the lighting. 0 Share this post Link to post
Da Werecat Posted March 19, 2016 GoatLord said:No weapons or projectiles affect the lighting, something that even the original Doom could do (albeit by brightening every sector all at once). Projectiles never affected anything in the original Doom. 0 Share this post Link to post
Koko Ricky Posted March 20, 2016 Da Werecat said:Projectiles never affected anything in the original Doom. Right, right, what I meant to say, is that in Doom 64, none of the weapons you fire, be the hitscanner or projectile weapons, light up the area like they do in Classic Doom. Arctangent made a very good point about how the gradient system probably affected things. I can imagine the devs trying out the effect and seeing it goof up severely, and not wanting to spend weeks trying to get it to look right. Maybe I'm being nitpicky, but it does take me out of the experience just a little to not see the room light up when I fire a weapon. 0 Share this post Link to post
SteelPH Posted March 21, 2016 If I recall, the A_Light1 and A_Light2 functions were removed. 0 Share this post Link to post