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Flash Light Mod 1.0  "And Commander said, Let there be light: and there was light."

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1

Flash Light Mod 1.0 by The Commander

Flash Light Mod - Video Preview Link
Flash Light Mod - Download Link

Installation: Extract "flashlight.zip" to clean folder that contains "eduke32.exe" and "DUKE3D.GRP" and run the "flashlight.bat" Press "YES" if it asks you to import your configuration data.

NOTE: If you want to use the High Resolution Pack, make sure that it is in the "autoload" folder and to tick "Enable autoload folder" on the start up box.

Controls: LOOK UP will turn the light on and off. (Page Up is the default key and can be rebinded in the options)

To edit the values of the light, open the "EDUKE.CON" inside the "flashlight" folder with any text editor and edit the values as stated at the top of "EDUKE32.CON"

NOTE 2: As of 30/5/2010 the "spotlight" effect for the flash light does not work and projects a texture of the APLAYER So for now it is defaulted as a "pointlight" hopefully a EDuke32 update will address this.

Attached File(s)



This post has been edited by The Commander: 29 May 2010 - 09:00 AM

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User is offline   Spiker 

#2

Not even close.
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User is offline   Night Wolf 

#3

LOOK UP" ...my ass

I pressed this and it didn't turn on at all.
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User is offline   DuduKrazy 

#4

i found a rather weird bug. sometimes when you start a new level, the +30 health bottle float above you. also, sometimes the flashlight doesn't seem to light up areas when it should. it only lights up enemies, similar to the night vision goggles. (minus the green glow)

This post has been edited by DuduKrazy: 29 May 2010 - 11:22 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#5

View Postozz, on May 30 2010, 06:34 AM, said:

LOOK UP" ...my ass

I pressed this and it didn't turn on at all.

Did you press "YES" on the dialogue box that comes up when you first launched "flashlight.bat"
Other wise you will need to go into you keyboard settings and rebind the key.

View PostDuduKrazy, on May 30 2010, 06:50 AM, said:

i found a rather weird bug. sometimes when you start a new level, the +30 health bottle float above you.

lol, I didn't see that. I am guessing it may have something to do with finishing the level with the light turned on.

View PostDuduKrazy, on May 30 2010, 06:50 AM, said:

also, sometimes the flashlight doesn't seem to light up areas when it should. it only lights up enemies, similar to the night vision goggles. (minus the green glow)

Was this when you were in a SOS (sector over sector) area, I noticed that the light tends to go in the sector that is above you at times.

This post has been edited by The Commander: 29 May 2010 - 12:12 PM

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User is offline   TerminX 

  • el fundador

  #6

The last EDuke32 build (from last night or something) fixes the spotlight problem already.
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User is offline   DuduKrazy 

#7

Quote

Was this when you were in a SOS (sector over sector) area, I noticed that the light tends to go in the sector that is above you at times.


it happened in E1L2. inside the dark area leading to the blue key elevator.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#8

View PostDuduKrazy, on May 30 2010, 08:50 AM, said:

it happened in E1L2. inside the dark area leading to the blue key elevator.

Yeah, there is a SOS area in that part.
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User is offline   Micky C 

  • Honored Donor

#9

Omg that video was awesome! It really brings out the best in all the textures and everything. As soon as I get time (in a week maybe) I'm going to download this thing, and have it on permanently!

Edit: forgot to say, nice work Commander :(

This post has been edited by Micky C: 29 May 2010 - 03:14 PM

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User is offline   Night Wolf 

#10

View PostThe Commander, on May 30 2010, 06:08 AM, said:

Did you press "YES" on the dialogue box that comes up when you first launched "flashlight.bat"
Other wise you will need to go into you keyboard settings and rebind the key.


yeah i installed it fine and ran it from the .bat
It seems to be a bug ... I Tried it again in another level and it worked ... for instance I tested it on e1l4 and nothing happened but it worked fine on e1l1
and yeah I also noticed that health bottle ... and in one level a button just appeared in the air and stayed there.. strange
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User is offline   Sebastian 

#11

Awesome! I suggest you make it optional wether the player wants to have a pointlight or spotlight for the next release now that it's fixed. A pointlight somehow has that awesome retro-vibe to it. Plus it eats less memory for those with rusty hardware.
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User is offline   Night Wolf 

#12

Piggyback!! :(
Posted Image

It's not always a healthbottle
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User is offline   Danukem 

  • Duke Plus Developer

#13

I know it's not quite the same thing, but I just thought I'd point out that Polymer flares have been in DukePlus for over a year now (as seen in the OP of the Polymer and EDuke32 thread). Anyone interested could make a dark level utilizing that feature. Or you could just lower the ambient light level to near zero in the renderer setup, then get out a flare (there's a key for that in DP) and throw it. You can also adjust the flare intensity, color and flicker amount in USERPLUS.CON, and have up to 3 flares active at a time.
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#14

View PostDeeperThought, on 31 May 2010 - 09:46 AM, said:

I know it's not quite the same thing, but I just thought I'd point out that Polymer flares have been in DukePlus for over a year now (as seen in the OP of the Polymer and EDuke32 thread). Anyone interested could make a dark level utilizing that feature. Or you could just lower the ambient light level to near zero in the renderer setup, then get out a flare (there's a key for that in DP) and throw it. You can also adjust the flare intensity, color and flicker amount in USERPLUS.CON, and have up to 3 flares active at a time.



(Old but relevant topic)

Could you add a flashlight to Duke Plus? Playing the game with ambient light lowered looks pretty good, but some areas are REALLY dark (and I don't like the nightvision goggles much, and you don't get them in all the levels). The area of brightness around the player feels distracting, like everything's kind of dull. I think a directional flashlight would be awesome.
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User is offline   Danukem 

  • Duke Plus Developer

#15

Currently there aren't any levels that need a flashlight (or the flares, for that matter) unless the player goes out of his way to mess with the graphics settings and make the levels abnormally dark. So to me it feels like a gimmick. If someone wanted to make a DP level where you really needed a flashlight, then I would be all for it.
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#16

You're right, eDuke32 isn't saving my polymer choice (I was playing around with the config file to see if I could increase the graphics quality). When I had DukePlus and Polymer loaded the lights showed up properly.

How about letting the rain setting get cranked up?
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User is offline   Micky C 

  • Honored Donor

#17

View PostDeeperThought, on 21 June 2011 - 11:06 PM, said:

Currently there aren't any levels that need a flashlight (or the flares, for that matter) unless the player goes out of his way to mess with the graphics settings and make the levels abnormally dark. So to me it feels like a gimmick. If someone wanted to make a DP level where you really needed a flashlight, then I would be all for it.


Isn't there already a dukeplus option to have the player emit a point light? Or am I mistaken? Posted Image
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User is offline   Danukem 

  • Duke Plus Developer

#18

View PostMicky C, on 22 June 2011 - 01:39 AM, said:

Isn't there already a dukeplus option to have the player emit a point light? Or am I mistaken? Posted Image


Yes, in DP the player does emit a point light in polymer, but it is short range. It's main purpose is to show off the textures better in areas with no lights.
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User is offline   Mark 

#19

This is great. I forgot all about these lighting or flashlight mods. I can put it to good use in my GraveyardTC which has plenty of dark areas above and below ground. I'll get to re-reading old posts shortly.
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User is offline   ReaperMan 

#20

Anyone want to do a Doom 3 Mod? :D

This post has been edited by ReaperMan: 22 June 2011 - 10:33 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#21

If it still hasn't been fixed the spotlight wouldn't work in this mod as is, only point lights.

I would try fix this but it would be quite impossible for me due to the fact that spotlights do not work correctly (no shadows etc) with ATI and the latest drivers. I have reported that issue several times now in the Polymer thread.
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User is offline   Mark 

#22

I tried it out with varying degrees of success. My project's folder has not been updated for a while. It is using version 1743 from late last year and the flashlight mod worked but the video was freezing to a halt whenever I approached a Polymer light. I have another newer version 1895 and the mod works as intended with the point light but spot light still has the "shows a tile" bug. I guess I will install the latest svn version and see what I get with the spotlight.

I don't really care if shadows are not cast with the spotlight version. I would use it just so the flashlight beam could be directed more forward and less on the sides.

This post has been edited by Marked: 22 June 2011 - 11:47 AM

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User is offline   Tea Monster 

  • Polymancer

#23

It's more a lamp than an actual flashlight, but good work.
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User is offline   Mark 

#24

Yes, it's good enough for now with the point light. If it ends up working good with the spot light, even better.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#25

I am sure it would only take 2 minutes of Dans time to look at my code and see why point lights are not working correctly, I tried several ways to try stopping it from casting the APLAYER sprite but can't work out why it does it.
If you DNDEBUG the map, the map displays the light as it "should" be intended.
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User is offline   Danukem 

  • Duke Plus Developer

#26

I'm busy with RL stuff right now. Maybe I can do it later.
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