So I've dug through threads here and found some info, but no real answer.
I'm trying to make a part of my map/mod in complete darkness and require the use of a flashlight.
Mapping in the dark was hard enough, but I found a workaround utilizintg the "select sector" and RCTRL+Num+/- to adjust an entire selection of sectors shading.
So I can map at 0, and then kick it all to 120.
The issue I've come across is that it appears polymer does not recognize any shading above 25 or so.
28 and 128 show up exactly the same in polymer (at least in close proximity).
I've tried as others suggested with shading issues to:
1. Delete my .cfg and try again.
2. Adjust the shading methods using r_usenewshading
3. Adjust r_shadescale
Nothing seems to resolve this.
A workaround to get the result I want is to load the map in polymost and then switch to polymer during the play.
It keeps the proper shading and does not add the "ambient lighting" I get when loading the map with polymer.
However if I load the map in polymer, switch to polymost (works) and THEN back to polymer, the ambient lighting returns.
So to break it down:
1. How can I get something to be completely dark in polymer?
2. Is there a way to globally (game) darken shading? So add 30 to every surface automatically or etc.
Examples (Mapster32 vs. eDuke32):
Log from my last playtest below:
Spoiler
[color="#0000FF"]EDuke32 2.0.0devel r5160 (32-bit) C++ build
Compiled Apr 20 2015 13:53:09
Using C:/TESTMAP/PROJECT3/ for game data
Using C:/TESTMAP/BLAYLOCK/ for game data
Checking for updates...
Connecting to http://eduke32.sourceforge.net
Current version is 0... no updates available
Windows 8.1 (build 6.3.9600)
Initializing SDL system interface (compiled against SDL version 2.0.3, found version 2.0.3)
Using "windows" video driver
Searching for game data...
Using C:/TESTMAP/BLAYLOCK/DukePlus/ for game data
Using "DUKE3D.GRP" as main game data file.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (438981 bytes)
Using DEF file: dukeplus.def.
Updated eduke32.cfg
Using config file "DukePlus/dp.cfg".
Including: DEFS.con (35992 bytes)
Including: USER.con (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (59407 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (60880 bytes)
DukePlus/dpcons/USERPLUS.CON:84: warning: ignored redefinition of `RUNNINGSPEED' to 4900 (old: 53200).
Including: DukePlus/dpcons/LIGHTS.CON (26079 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88372 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (70051 bytes)
Including: DukePlus/dpcons/FLASHLIGHT.CON (1899 bytes)
DukePlus/dpcons/FLASHLIGHT.CON: At top level:
DukePlus/dpcons/FLASHLIGHT.CON:10: warning: duplicate game definition `temp' ignored.
DukePlus/dpcons/FLASHLIGHT.CON:14: warning: duplicate game definition `mx' ignored.
DukePlus/dpcons/FLASHLIGHT.CON:15: warning: duplicate game definition `my' ignored.
Including: DukePlus/dpcons/PLAYERPLUS.CON (140942 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (245528 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (16898 bytes)
Including: DukePlus/strooper/STROOPER.CON (196470 bytes)
Found 4 warning(s), 0 error(s).
Resizing code buffer to 157555*4 bytes
Script compiled in 935ms, 157547*4b, language version 1.4+
4029/11264 labels, 831/2048 variables, 12/512 arrays
323 quotes, 46 strings, 40 events, 495 actors
Initialized 24.0M cache
Loading "dukeplus.def"
High Resolution Pack (version 5.3.565)
..................................................Warning: Failed including maphacks/maphacks.def on line duke3d_hrp.def:21
.....Warning: Failed loading MD2/MD3 model "highres/sprites/characters/1405_duke.md3"
Error: file "highres/sprites/firstperson/2532_cliphand.png" does not exist
Invalid frame name on line dukeplus.def:117
Removing model 467 due to errors.
Error: file "highres/sprites/firstperson/2510_devastator.png" does not exist
.......Error: file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_billboards/br_bill4.jpg"
does not exist
.Error: file "DUKEPLUS_RESOURCES/GRAPHICS/MAP_EFFECTS/models/br_schoolbus/br_schoolbus.jpg"
does not exist
.
Definitions file "dukeplus.def" loaded in 12468 ms.
RTS file "DUKE.RTS" was not found
Initializing OSD...
0 joystick(s) found
Executing "DukePlus/dp_settings.cfg"
Loading clip map: _clipshape0.map
clip map "_clipshape0.map": warning: sprite 80 pointing neither northward nor southward. X-flipping will be wrong.
clip map "_clipshape0.map": warning: sprite 81 pointing neither northward nor southward. X-flipping will be wrong.
Loaded clip map.
Setting video mode 1024x768 (32-bpp windowed)
OpenGL information
NVIDIA Corporation Quadro FX 1700/PCIe/SSE2 3.3.0
Opened "DukePlus/textures" as cache file
Cache contains 120614100 bytes of garbage data
Initializing Polymer subsystem...
PR : Initialization complete in 531 ms.
Initializing music...
Initializing sound... 32 voices, 2 channels, 16-bit 44100 Hz
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 74 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.png... 132 ms
Load tile 2456: p0-m4-e0 highres/screen/menu/2456.jpg... 91 ms
Load tile 2499: p0-m4-e0 highres/screen/menu/2499.png... 13 ms
Load tile 3281: p0-m4-e0 highres/screen/menu/3281.png... 91 ms
Load tile 5111: p0-m0-e0 highres/textures/5111_d.png... 14 ms
Load tile 5111: p252-m0-e0 highres/textures/5110_n.png... 27 ms
Load tile 4201: p0-m0-e0 highres/textures/4201.png... 12 ms
Load tile 4201: p255-m0-e0 highres/detail/metal_worn.png... 36 ms
Load tile 1170: p252-m0-e0 highres/textures/1170_n.png... 15 ms
PR : Board loaded.
Cache time: 1466ms
Load tile 95: p0-m0-e0 highres/skyboxes/0095_stars/0095_stars_front.png... 15 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_front.png... 13 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_right.png... 11 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_back.png... 10 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_left.png... 10 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_top.png... 12 ms
Load tile 95: p0-m4-e0 highres/skyboxes/0095_stars/0095_stars_down.png... 10 ms
Load tile 5105: p0-m4-e0 highres/textures/5105.png... 13 ms
E1L8: USER MAP
"r_usenewshading" is "3"
r_usenewshading: visibility/fog code: 0: orig. Polymost 1: 07/2011 2: linear 12/2012 3: no neg. start 03/2014
r_usenewshading 1
r_usenewshading 2
r_usenewshading 1
r_usenewshading 2
r_usenewshading 3
r_usenewshading 0
r_usenewshading 1
r_usenewshading 0
r_usenewshading 1
r_usenewshading 2
r_usenewshading 3
r_usenewshading 2
r_usenewshading 0
PR : Board loaded.
Cache time: 1215ms
E1L8: USER MAP
r_usenewshading 2
PR : Board loaded.
Load skin: p0-e0 "highres/sprites/pickups/0055_steroids.png"... 38 ms
Load skin: p33-e1 "highres/sprites/pickups/0055_steroids.png"... 40 ms
Cache time: 1124ms
E1L8: USER MAP
"r_shadescale" is "1.000000"
r_shadescale: multiplier for shading
r_shadescale 1.500000
r_shadescale 4.000000
r_usenewshading 0
r_usenewshading 1
r_usenewshading 2
r_usenewshading 3
r_usenewshading 2
r_usenewshading 0
PR : Board loaded.
Cache time: 839ms
E1L8: USER MAP
r_shadescale 1.000000
"r_usenewshading" is "0"
r_usenewshading: visibility/fog code: 0: orig. Polymost 1: 07/2011 2: linear 12/2012 3: no neg. start 03/2014
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete in 286 ms.
Cache time: 761ms
E1L8: USER MAP
Initializing Polymer subsystem...
PR : Board loaded.
PR : Initialization complete in 228 ms.
"r_usenewshading" is "0"
r_usenewshading: visibility/fog code: 0: orig. Polymost 1: 07/2011 2: linear 12/2012 3: no neg. start 03/2014
r_usenewshading 2
r_usenewshading 3
Load tile 2523: p251-m4-e9 highres/screen/hud/2523.png... 35 ms
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg[/color]
EDIT: I discovered that older version of polymer used to render shades higher than 25 or so as way too dark/pitch black. I saw some threads complaining about it, and it was fixed it newer versions. Is the fix the cause of the above?
I haven't had a chance to try it on another system but I'll give that a go too.
This post has been edited by Evil Ash: 05 June 2015 - 02:07 PM
Aaauuuuggggghhh I could have sworn I ran it without DukePlus.
Anyways just to be sure I did a vanilla setup of EDuke32. The shading is correct.
I do a fresh install of DukePlus - shading breaks.
Nothing customized or mods or etc beyond straight DukePlus.
If anybody else wants to achieve this as well in DukePlus, you need to eliminate the light emitted by the player.
Open PLAYERPLUS.CON and comment out the line "state spawnpointlight"