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gldefs: update Freedoom definitions.
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Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing.

Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore.

Burning barrel has a yellow flame again.

Mega, invulnerability and blur spheres now match their respective colours.

Column is yellow now rather than green.

Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top.

Blue keys now get their own definition instead of relying on the id blue health potion.

Serpentipede balls are less red before exploding and more red after.

Hatchlings have a distinct brighter glow when attacking.
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mc776 authored and coelckers committed Jan 14, 2023
1 parent e0275df commit bdffced
Showing 1 changed file with 44 additions and 58 deletions.
102 changes: 44 additions & 58 deletions wadsrc_lights/static/filter/doom.freedoom/gldefs.txt
Expand Up @@ -337,7 +337,7 @@ object ExplosiveBarrel
// Floor lamp
pointlight LAMP
{
color 0.6 1.0 0.6
color 1.0 1.0 0.6
size 84
offset 0 44 0
attenuate 1
Expand Down Expand Up @@ -367,9 +367,9 @@ object TechLamp2
// Tall tech lamp
pulselight BIGLAMP
{
color 1.0 1.0 0.7
size 96
secondarySize 99
color 1.0 0.4 0.4
size 100
secondarySize 80
interval 0.4
offset 0 72 0
attenuate 1
Expand Down Expand Up @@ -479,7 +479,7 @@ object ShortBlueTorch
// Burning barrel
flickerlight2 FIREBARREL
{
color 0.6 0.6 0.9
color 1.0 0.9 0.4
size 72
secondarySize 81
interval 0.1
Expand Down Expand Up @@ -545,7 +545,7 @@ object SoulSphere
// Soul Sphere
pulselight MEGASPHERE
{
color 0.4 1.0 0.4
color 1.0 0.8 0.4
size 60
secondarySize 63
interval 2.0
Expand All @@ -561,7 +561,7 @@ object MegaSphere
// Invulnerability Sphere
pulselight INVULN
{
color 1.0 0.6 1.0
color 0.6 1.0 0.6
size 60
secondarySize 63
interval 2.0
Expand All @@ -577,62 +577,24 @@ object InvulnerabilitySphere
// Blur Sphere
pointlight BLURSPHERE1
{
color 1.0 0.0 0.0
color 0.5 0.5 0.5
size 60
offset 0 16 0
attenuate 1
}

pointlight BLURSPHERE2
{
color 0.0 0.0 1.0
size 48
offset 0 16 0
attenuate 1
}

pointlight BLURSPHERE3
{
color 0.0 0.0 1.0
size 36
offset 0 16 0
attenuate 1
}

pointlight BLURSPHERE4
{
color 0.0 0.0 1.0
size 24
offset 0 16 0
attenuate 1
}

pointlight BLURSPHERE5
{
color 0.0 0.0 1.0
size 12
offset 0 16 0
attenuate 1
}

object BlurSphere
{
frame PINS { light BLURSPHERE1 }

frame PINSA { light BLURSPHERE2 }
frame PINSB { light BLURSPHERE3 }
frame PINSC { light BLURSPHERE4 }
frame PINSD { light BLURSPHERE5 }
}

// Armour Helmet
// Armour Shield
pulselight ARMORBONUS
{
color 0.3 0.1 0.1
size 16
secondarySize 20
interval 1.0
dontlightself 1
attenuate 1
offset 0 10 0
}
Expand All @@ -643,14 +605,23 @@ object ArmorBonus
}

// Blue Keys
pulselight BLUEKEY
{
color 0.2 0.2 0.8
size 15
secondarySize 27
interval 2.0
attenuate 1
offset 0 10 0
}
object BlueCard
{
frame BKEY { light HEALTHPOTION }
frame BKEY { light BLUEKEY }
}

object BlueSkull
{
frame BSKU { light HEALTHPOTION }
frame BSKU { light BLUEKEY }
}

// Yellow Keys
Expand Down Expand Up @@ -695,6 +666,8 @@ object RedSkull
frame RSKU { light REDKEY }
}


// Both armor pickups have a big red blinking light in the middle
pointlight GREENARMOR2
{
color 0.4 0.0 0.0
Expand All @@ -708,6 +681,11 @@ object GreenArmor
frame ARM1B { light GREENARMOR2 }
}

object BlueArmor
{
frame ARM2B { light GREENARMOR2 }
}


// ------------------
// -- Doom Enemies --
Expand Down Expand Up @@ -749,15 +727,15 @@ object DoomPlayer
// Doom Imp Fireball
pointlight IMPBALL
{
color 1.0 0.7 0.4
color 0.8 0.7 0.4
size 96
attenuate 1
}

// Doom imp fireball explosion
flickerlight IMPBALL_X1
{
color 0.7 0.7 0.25
color 0.9 0.7 0.25
size 120
secondarySize 132
chance 0.25
Expand All @@ -766,7 +744,7 @@ flickerlight IMPBALL_X1

flickerlight IMPBALL_X2
{
color 0.4 0.4 0.1
color 0.5 0.4 0.1
size 144
secondarySize 156
chance 0.25
Expand All @@ -775,7 +753,7 @@ flickerlight IMPBALL_X2

flickerlight IMPBALL_X3
{
color 0.2 0.2 0.0
color 0.3 0.2 0.0
size 168
secondarySize 180
chance 0.25
Expand Down Expand Up @@ -901,12 +879,20 @@ object BaronBall
}

// Lost Soul
flickerlight LOSTSOUL
pulselight LOSTSOUL
{
color 1.0 0.6 0.3
color 0.4 0.4 0.2
size 64
secondarysize 44
interval 0.9
attenuate 1
}
flickerlight HATCHLING_ATK
{
color 0.8 0.8 0.5
size 84
secondarysize 64
chance 0.1
chance 0.3
attenuate 1
}

Expand Down Expand Up @@ -950,8 +936,8 @@ object LostSoul
{
frame SKULA { light LOSTSOUL }
frame SKULB { light LOSTSOUL }
frame SKULC { light LOSTSOUL }
frame SKULD { light LOSTSOUL }
frame SKULC { light HATCHLING_ATK }
frame SKULD { light HATCHLING_ATK }
frame SKULE { light LOSTSOUL }
frame SKULF { light LOSTSOUL }
frame SKULG { light LOSTSOUL }
Expand Down

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