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Vanilla Quake gives ambient lighting to entities by reading only the ambient lighting that's directly below them in the world BSP model. This has many issues for entities that are not located directly on the floor, such as wall torches using custom lighting effects, crucified zombies, players and monsters located over dark holes, and flying or swimming monsters.

Now I've implemented a number of changes in the ambient light sourcing to make it also read the ambient lighting from nearby walls in multiple horizontal directions all around. It isn't a perfectly realistic solution, but it does fix all of the major ambient lighting issues and makes the game's visuals behave as intended in the vast majority of cases without resorting to fullbrights or the overly bright vanilla Quake style lighting.

Also, the Load State menu now displays quicksaves, which are also generated by the autosaving mechanism. They're always displayed at the end of the list. Due to the small width of the item index column in the menu list, I'm naming its index as "Auto" (from "autosaves").

Despite that, quicksaves won't be displayed in the Save State menu, because they're not supposed to be treated as regular save states; they should only be generated by the autosave system, or by pressing the Quick Save key.

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