C30N9 Posted November 14, 2010 I was playing in E4M8 and took the goggles i got a weird lightning, it's confusing if you are IDDQD or immortal? http://img577.imageshack.us/img577/7095/screenshotdoom201011142.png PS: GZDoom tested 0 Share this post Link to post
Xeros612 Posted November 14, 2010 That's a ZDoom/GZDoom option. Look under I think Display settings, there's an option for "enhanced night vision". Turn it off, and you'll get the classic style light enhancement. 0 Share this post Link to post
Edward850 Posted November 14, 2010 Xeros612 said:That's a ZDoom/GZDoom option. Only GZDoom. ZDoom can't do this. 0 Share this post Link to post
Captain Toenail Posted November 14, 2010 I'm just wondering if you could customise it for Predator heat vision... Blue background, yellow/red highlighted actors. 0 Share this post Link to post
The_MártonJános Posted November 14, 2010 First time it quite annoyed me, ala. this green "colour distortion" couldn't let me see much better as the "every brightness goes 255!" thing I used to love in Vanilla. 0 Share this post Link to post
PRIMEVAL Posted November 15, 2010 I sort of like this better than the classic version. I thought it was a little more 'realistic,' aside from the blood still being red. 0 Share this post Link to post
Technician Posted November 15, 2010 I wish ZDoom supported this. I'd like to do a whole map built around this gimmick. 0 Share this post Link to post
Xeros612 Posted November 15, 2010 Edward850 said:Only GZDoom. ZDoom can't do this. I thought ZDoom did? Guess that shows how long it's been since I used it. 0 Share this post Link to post
printz Posted November 15, 2010 It would be nice if you could statically and dynamically (based on health and life) assign various heatmaps to textures and sprites (either on a per-object basis or thru data files), so an actual infrared vision would work in Doom. 0 Share this post Link to post
DeathevokatioN Posted November 15, 2010 I prefer the way it looked in classic DooM. 0 Share this post Link to post
Dragonsbrethren Posted November 16, 2010 The pre-beta had a similar night vision green colormap for the visor, but doesn't do the color inversion on monster sprites. If you've ever tried playing with that, it's pretty clear why they decided to go with setting the brightness to 256 instead. It really doesn't make it any easier to see anything, especially the monsters, and it makes it harder to see in bright areas. GZDoom pulls it off a lot better thanks to the inverted sprites, though. 0 Share this post Link to post
killer2 Posted November 16, 2010 C30N9 said:I was playing in E4M8 and took the goggles i got a weird lightning, it's confusing if you are IDDQD or immortal? http://img577.imageshack.us/img577/7095/screenshotdoom201011142.png PS: GZDoom tested Yeah that's the GZDoom night vision.It sucks,luckily i found out how to turn it off pretty quickly. 0 Share this post Link to post
DaniJ Posted November 16, 2010 Is it supposed to look like that, with just the sprite luminosity inverted and nothing else? 0 Share this post Link to post
Gez Posted November 16, 2010 What it's supposed to do: - Everything's green - Monsters and pickups are inverted, other sprites aren't - Stealth monsters are actually visible (can be turned off separately if you like the nightvision effect but think seeing stealth monsters is cheating) So yes, it's doing what it's supposed to be doing. 0 Share this post Link to post
DaniJ Posted November 16, 2010 I see. It looked a little odd to me and wanted to check whether what I was looking at in that screenshot was the intended effect. 0 Share this post Link to post