Shark Posted April 2, 2012 After getting my hands on the latest version of GZDoom, I have finally seen how amazing it is. However, no matter what I do, I can't get dynamic lights and special lights on objects like Imp Fireballs and Candelabras to work. What is wrong, and how can I fix it? I would be very thankful if anyone can help. 0 Quote Share this post Link to post
Gez Posted April 2, 2012 http://zdoom.org/wiki/GZDoom#Dynamic_lights_and_brightmaps 0 Quote Share this post Link to post
Krispy Posted April 2, 2012 Skulltag has a menu option for that but I don't know about GZDoom, I don't have it. Don't hurt me D: 0 Quote Share this post Link to post
Gez Posted April 2, 2012 Some people really need to be told to RTFW. (That does not mean "Return To Fortress Wolfenstein", by the way.) 0 Quote Share this post Link to post
Shark Posted April 3, 2012 Gez said:http://zdoom.org/wiki/GZDoom#Dynamic_lights_and_brightmaps Thanks Gez, this helped me out a lot! If I had a cookie that Cacodemons couldn't hijack before chomping down on you in which you would proceed to Super-Shotgun him, I would totally give you one! 0 Quote Share this post Link to post
Brewtal_Legend Posted April 3, 2012 Gez said:Some people really need to be told to RTFW. (That does not mean "Return To Fortress Wolfenstein", by the way.) RTFW = Read the f'n wiki? If that is what it means, it's kinda harsh. The G/Zdoom wiki isn't the easiest to figure out for the average player with little or no experience modding or tinkering. 0 Quote Share this post Link to post
Graf Zahl Posted April 3, 2012 One must be really, really stupid, not to be able to use the search function... 0 Quote Share this post Link to post
DooMAD Posted April 3, 2012 Brewtal_Legend said:RTFW = Read the f'n wiki? If that is what it means, it's kinda harsh. The G/Zdoom wiki isn't the easiest to figure out for the average player with little or no experience modding or tinkering. Not to derail the thread into a conversation that's been had before, but it's definitely a good thing that people shouldn't just dive straight into port features without learning the basics first. Don't run before you can walk, etc. 0 Quote Share this post Link to post
Gez Posted April 3, 2012 Brewtal_Legend said:RTFW = Read the f'n wiki? If that is what it means, it's kinda harsh. The G/Zdoom wiki isn't the easiest to figure out for the average player with little or no experience modding or tinkering. If you have advices to give about helping make it more accessible to the uninitiated, I'm all ears. 0 Quote Share this post Link to post
impdemongoat Posted June 19, 2016 Yeah I know it's an old thread but I had the same issue in Win 8.1 with the 3 current builds of gzDoom. I tested with these: gZdoom Version 1.9.1 (OpenGL 2.0 compatible).zip gZdoom Version 2.1.1 OGL 3 32-bit.zip gZdoom Version 2.1.1 OGL 3 64-bit.zip zdoom-2.8.1.zip It was refusing to load the extra pk3's brightmaps.pk3 lights.pk3 My solution for anyone else who has that issue (because it's a great feature to have when playing Doom over again) is to extract those 2 PK3 files directly into: gzdoom.pk3 in the Doom directory (or whichever game) It's not a pretty solution but it works and the menu options for Dynamic lighting (on / off) , bloom etc all function properly too afterwards. Didn't figure out why it won't load them from commandline or the global.ini settings. 0 Quote Share this post Link to post
Graf Zahl Posted June 19, 2016 The current behavior is by design (as Gez's link clearly explains), and your solution is the wrong way to do it. The reason for not autoloading these files is that a) not all users want those features and b) not all mods work correctly with them. If you want them autoloaded, you have to manually put them into the autoload sections of the config file, but then be aware that if you play some mods that change the graphics may look a bit broken. In no case you should copy their contents into gzdoom.pk3! Also, congratulations for a pointless monster bump! 0 Quote Share this post Link to post
impdemongoat Posted June 19, 2016 I realise that it's designed that way. My solution is for the failure of gZdoom to load the: [Global.Autoload] section at ALL. As I said in my text, especially the last line. If NOTHING else works, this does work. (If the system meets the openGL requirements). It might be specific to Win8.1, maybe not. In case some one has the same issue. There's a solution. In my case I'm using it with pure versions of Doom1/2 and Final. No mods. It's not pointless if someone else finds the answer. 0 Quote Share this post Link to post
Graf Zahl Posted June 19, 2016 impdemongoat said:I realise that it's designed that way. My solution is for the failure of gZdoom to load the: [Global.Autoload] section at ALL. Of course it loads its contents - unless you did something wrong. What do you think where I have this stuff placed? 0 Quote Share this post Link to post
pming Posted June 28, 2016 Hiya! Personally? I just use Beautiful DOOM with GZDOOM. Lots of tasty eye-candy then! :) But if I want really gorgeous, butter-smooth, 'feels like it could be a real place' type of graphics, I turn to Doomsday Engine. I just wish DE was as easy to map for and supported more firmly for mappers. :( Right now, it just takes a lot more time to make a nice looking map for DE if you are making a Hexen or Heretic level in particular. DOOM/2, no so much...but having to fire up DE, load your map, load your .ded's (for new models, glowing textures, dynamic lights, etc), then seeing that your torchlight is too red...and having to close DE, make tweaks, save .ded's, load DE, load your map, load your .ded's, etc? Quite time consuming. Being able to use GZDOOMBUILDER2, have it load in my DOOM2.wad, the three BDoom files, and then just add my own GLDEFS file to my wad...and everything shows up in the editor? Sweet as pie! ^_^ Paul L. Ming 0 Quote Share this post Link to post
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