This simple mutator/add-on re-implements the concept behind SidDoyle's Dark Doom, using ZScript. Basically, makes Doom darker by reducing the light levels across all sectors in the map.
A settings menu is provided to adjust the effect. The following settings are available:
- Mode - Several adjustment modes are available:
- Subtract - Simply subtracts from the light level. This mimics DarkDoom's method.
- Compress - Applies a linear range commpression, so the light levels don't bottom out as quickly.
- Clamp - Clamps the maximum brightness level without lowering darker sectors.
- Crush - Darkens darker sectors more on an exponential curve, adding contrast.
- DarkDoom - Three additional modes to emulate classic DarkDoom. These override the preset darkening settings.
- Preset - Eight pre-set lighting levels in 32-unit increments.
- Pre-Gain - Adjust the level brightness before applying adjustments.
- Post-Gain - Adjust the level brightness after applying adjustments.
- Min. Lightlevel - Enforces a minimum light level regardless of other settings.
- Sky Sectors - Adjust how much effect is applied to sectors with a sky.
0.0
= No effect (sky sectors are not adjusted)0.5
= Half (sky sectors get half adjustment of other sectors)1.0
= Full effect (sky sectors are adjusted like all other sectors)
- Sector Effects - Enables or disables sector light effects (flicker, pulse, etc). Requires a restart of the map.
- Fog Mode - Alias to GZDoom's built-in light fade setting.
- Fog Density - Overrides the default light fade intensity. Can make maps really dark at a distance even in brighter areas.
- Quality
- Simple - Single spot light using the average spread/intensity of the fancy lights.
- Fancy - Two spot lights to simulate both focused beam and light spill.
- Type - Preset light styles. The brighter options may negatively affect performance.
- Incandescent - Dim warm bulb with a wide beam and little spill.
- Halogen - Moderately bright, focused beam with large spill.
- LED - Very bright focused beam, very wide shallow spill
- Red Filter - Dim, nightvision-preserving light, same spread as the halogen.
- Position - Where the light is relative to the player and how it moves.
- Handheld - Loose springy following style, from below the viewpoint.
- Left / Right Shoulder - Tighter following, offset to the side of the viewpoint.
- Helmet - Very tight following, above viewpoint
- Toggle Key - Customizable hotkey to enable/disable the flashlight.