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Feature #1668

Feature #1648: Complete vanilla DOOM emulation

Feature #1603: Support for id Tech 1 map hacks

Support id Tech 1 map hacks with sector lightlevels outside expected [0..255] range

Added by vermil over 10 years ago. Updated over 3 years ago.

Status:
New
Priority:
Normal
Assignee:
-
Category:
Vanilla emulation
Target version:
Start date:
2013-11-25
% Done:

0%


Description

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.


Related issues

Related to Feature #1666: [Dehacked] Support for sprite renamingClosed2013-11-25

Associated revisions

Revision 5de0f8f4 (diff)
Added by danij over 10 years ago

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
vanilla expects.

(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
in future).

IssueID #1668

History

#1 Updated by skyjake over 10 years ago

  • Tags set to SaveGame
  • Category set to Defect
  • Priority changed from Normal to High

#2 Updated by danij over 10 years ago

  • Category changed from Defect to Vanilla emulation
  • Priority changed from High to Normal

#3 Updated by danij over 10 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.

#4 Updated by danij over 10 years ago

  • Parent task set to #1603

#5 Updated by danij over 10 years ago

Vermil started a thread about this on Doomworld, which has resulted in some useful information from the modding community:
http://www.doomworld.com/vb/doom-editing/66650-any-reason-why-one-would-want-a-light-level-above-255/

#6 Updated by skyjake about 7 years ago

  • Target version set to Vanilla / Gameplay

#7 Updated by skyjake over 4 years ago

  • Related to Feature #1666: [Dehacked] Support for sprite renaming added

#8 Updated by skyjake over 4 years ago

  • Description updated (diff)

#9 Updated by skyjake over 4 years ago

  • Description updated (diff)

The proposed solution is to not clamp sector lighting values until render time, so that any modifications to the light level can go through unaffected by the clamping.

#10 Updated by skyjake over 4 years ago

  • Target version changed from Vanilla / Gameplay to 2.3

#11 Updated by skyjake over 4 years ago

  • Description updated (diff)

#12 Updated by skyjake over 4 years ago

  • Description updated (diff)

#13 Updated by skyjake over 3 years ago

  • Target version changed from 2.3 to 3.x

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