The Doom map format allows sectors to have lightlevel values outside the normal 0...255 range. However, out-of-bounds values can be used to produce some special effects:
- Higher than 255 causes animated sector lights to stay fullbright longer
- Higher than 255 removes/reduces the lighting change due to wall direction
- Lower than 255 causes animated sector lights to stay black longer
An example map is Map31 of this pwad: http://www.doomworld.com/vb/wads-mods/66113-doom-2-the-way-id-did-released-bugfix-update-nov-16/
☑️ When one loads a save game on such a map, sectors with brightness higher than 255 are incorrectly set to 0 once the map has loaded.
Fixed|Sector: Ensure sector lightlevels are clamped to the normalized [0..1] range
Note that presently Doomsday does not support id Tech 1 map hacks
which depend on sector lightlevels outside of the [0..255] range that
(Information on what the mod author actually intends with such hacks
appears to be almost non-existent on the web -- please do let us know
what these are actually used for so that we can look to support them
#3 Updated by danij over 6 years ago
- Tags changed from SaveGame to MapData
- Tracker changed from Bug to Feature
- Subject changed from Savegames incorrectly saving 256+ light levels to Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range
The original issue which this report concerns (sector lightlevels being set to zero on saving the game) has now been addressed (the result of a missing clamp in the Sector constructor).
Converted to an RFE for the support of map hacks using sectors with non-standard lightlevel values.
#5 Updated by danij over 6 years ago
Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding community: