Ive been playing around with those lights quite a bit and the only thing i could see it using is with pal 1, if you set a minus shade value the light should stay on mostly and flicker now and then, naturally this would make little difference at values of 100 or 100- because its blinking so fast
, that glow map hack got me thinking how you could make walls with breaking light textures work with lights
if the lights in a sector with a wall / ceiling with an extra 4911, make hitag of the wall the tile it changes to when shot, and the lotag is the amount shade added to it when shot, because a light texture should be fullbright but when broken goes back to the shade of everything around it, when the 4911 wall texture is broken and changes to its broken state defined by hitag thats when the SE49 starts to use the pal 1 flashing values, just a thought

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