Linguica Posted September 25, 2004 Timmah has posted a preview release of ZDoomGL 0.8 which supports that long-awaited feature, dynamic lighting. Now your ZDoom levels can look sort of like Quake but not really!! One neat thing is the lights follow the existing ZDoom format so they can be controlled through ACS. Oh and after posting this timmie promptly ran off to Disneyland, so don't expect responses to any bug reports until he gets back, or maybe never if he accidentally wanders into California Adventure and dies of boredom. 0 Share this post Link to post
Cyb Posted September 25, 2004 needs more stereoscopy edit: btw if any wadauthor users want to try out the lights I've uploaded my wcf here which is also updated for the latest ZDoom 2.0 0 Share this post Link to post
DarkSoul Posted September 25, 2004 Cool, I'm going to have to try this out. 0 Share this post Link to post
Udderdude Posted September 26, 2004 But it still has the decal clipping bug?! NOOOOOOO 0 Share this post Link to post
Graf Zahl Posted September 26, 2004 Of course it has. So far I haven't seen any evidence of this bug being addressed. So again it means having to switch decals off. Come on, it really can't be that hard to fix it! 0 Share this post Link to post
boris Posted September 26, 2004 A Doom Builder config file with the new lights can be found here: http://paci-fist.org/~boris/exwads/ZDoom_DoomHexen.cfg 0 Share this post Link to post
TheDarkArchon Posted October 1, 2004 Graf Zahl said:Of course it has. So far I haven't seen any evidence of this bug being addressed. So again it means having to switch decals off. Come on, it really can't be that hard to fix it! He could be saving it for the full version of 0.8.... 0 Share this post Link to post
timmie Posted October 3, 2004 heh, yeah, I had been focusing on dynamic lights. The decal stuff is next on my list (after I get through this round of crashing-type bugs). Also, Disneyland was lots of fun and the Oregon coast is very scenic, but damn is it nice to be home. 0 Share this post Link to post
toxicfluff Posted October 4, 2004 Awesome stuff Timmie, and a nice implementation with the arg fields as well. 0 Share this post Link to post
sargebaldy Posted October 4, 2004 heh, I was just over in Florence last weekend. the whole coastline is gorgeous, though not exactly the warmest place on earth. 0 Share this post Link to post
TheDarkArchon Posted October 4, 2004 Toxicfluff: Agreed. Timmie could have used hundreds of Dynamic Lights things but he took his time and implemented just the one thing with more variety than using a number of things. 0 Share this post Link to post
timmie Posted October 4, 2004 but don't forget about the other light types! Personally, I can see the sector point light being very handy. 0 Share this post Link to post
Enjay Posted October 4, 2004 These new lights are really cool looking. What we need now is a skilled mapper with a good eye for this kind of thing to make a nice, full featured map to really take advantage of this feature and give us all a treat. 0 Share this post Link to post
sargebaldy Posted October 4, 2004 Enjay said:skilled mapper with a good eyehmmm...Enjay said: skilled mapper with a good eyehmmmmmmm.... Enjay said: skilled mapper with a good eyeHMMMMMM 0 Share this post Link to post
TheDarkArchon Posted October 5, 2004 Is Sargebaldy hinting at something? 0 Share this post Link to post
Xenaero Posted October 6, 2004 TheDarkArchon said:Is Sargebaldy hinting at something? Umm....Nope! :D 0 Share this post Link to post