StevenC21 Posted November 21, 2017 So, frankly, darkness in GZDoom looks messed up. I have attached 2 screenshots. 1 is from GZDoom, the weird one, and one is from QZDoom, which is the dark one that you see less in. Please help me. 0 Quote Share this post Link to post
Diabolución Posted November 21, 2017 (edited) Increase Ambient Light Level, its cvar is named gl_light_ambient. It seems this cvar was recently dropped though. https://github.com/coelckers/gzdoom/commit/36f87b7135afa27dde8e74b457bf03585402c38f Edited November 21, 2017 by Litrivin Add link 0 Quote Share this post Link to post
therektafire Posted November 21, 2017 1 minute ago, Litrivin said: Increase Ambient Light Level, its cvar is named gl_light_ambient. It seems this cvar was recently dropped though. Well that sucks since I have been working on a GZDoom map on and off for a couple of months and I started designing it around dark sector light mode... might need to change that if this is the case... 0 Quote Share this post Link to post
Zanieon Posted November 21, 2017 If you are really designing it around GZDoom with its OpenGL features and using Dark as default sector light mode, the first thing you need to do is force that light mode through MAPINFO to ensure nobody will diverge in brightness when playing your map, second is that if you really want dark rooms but with very limited vision never use 0 light, 80 should do fine since everything below 60 light is almost pure black. 1 Quote Share this post Link to post
therektafire Posted November 21, 2017 Ok I will keep that in mind :) Although I noticed when I made a 3D bridge in one of the rooms in the map I needed to make the control sector 0 because there are dynamic lights directly above and around the bridge (since it is in a large lit room) and the bridge doesn't occlude the light above properly making it way brighter under there than it should be :/ Even with the darkest sector settings possible it's still a little bit brighter than what I would like but at least it's much more reasonable... 0 Quote Share this post Link to post
Graf Zahl Posted November 21, 2017 The ambient light level setting was removed because especially in 'dark' mode it rendered the lowest light levels essentially useless, everything below 90 was essentially the same, except for absolute 0. 1 Quote Share this post Link to post
Traysandor Posted November 21, 2017 The only real problemI've ever noticed with the GZDoom engine is when playing in Windowed mode, in that utilizing gamma correctoin also maked the entire screen brighter, not just brigtenening things up in-game. Also, picking up the Light Amp Visor (Or using IDBEHOLDL) results in an awful green tint which I'm similarly unsure on how to fix. 0 Quote Share this post Link to post
Diabolución Posted November 21, 2017 I do remember the PSX TC was (ab)using that cvar, setting it to 1 and making everything ultradark. While the real game in a real console is relatively dark, isn’t that dark... 1 hour ago, Traysandor said: awful green tint Just disable the Enhanced Nightvision Effect, cvar is gl_enhanced_nightvision. 0 Quote Share this post Link to post
StevenC21 Posted November 22, 2017 @Litrivin how would I accomplish this? 0 Quote Share this post Link to post
therektafire Posted November 22, 2017 (edited) Uh "gl_enhanced_nightvision 0" in console I guess? Edited November 22, 2017 by therektafire 0 Quote Share this post Link to post
StevenC21 Posted November 22, 2017 @therektafire This worked perfectly thank you so much! 0 Quote Share this post Link to post
Traysandor Posted November 23, 2017 After knowing what to look for, I took a browse through the options, and found Enhanced Nightvision buried within one of the GZDoom menus and disabled it. 0 Quote Share this post Link to post
memes4lyfe Posted September 24, 2019 On 11/21/2017 at 8:33 AM, Diabolución said: I do remember the PSX TC was (ab)using that cvar, setting it to 1 and making everything ultradark. While the real game in a real console is relatively dark, isn’t that dark... Just disable the Enhanced Nightvision Effect, cvar is gl_enhanced_nightvision. does setting the cvar to 2 increase the brightness? 0 Quote Share this post Link to post
Diabolución Posted September 24, 2019 @memes4lyfe On 11/21/2017 at 8:48 AM, Graf Zahl said: The ambient light level setting was removed because especially in 'dark' mode it rendered the lowest light levels essentially useless, everything below 90 was essentially the same, except for absolute 0. 0 Quote Share this post Link to post
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