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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    lzdoom pointer and brightmaps

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    lzdoompointerbrightmaps
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    • N
      NIGHTKILLER05
      last edited by NIGHTKILLER05

      Hi guys!

      Please help me, ¿do you know hot to rid of the pointer in lzdoom? I disable it from the menu of the game itself but it remains there.

      And a second question, ¿do you know how to load brightmaps file in the same port (lzdoom)? I had tried add a line in emulators. conf like this "-file/path-to-my-file/brightmaps.pk3" , the same way I load other wads or pk3 files, without success.

      any hint is well received, thank you

      1 Reply Last reply Reply Quote 0
      • P
        Protocultor
        last edited by Protocultor

        Are you running version 3.87c? You can see it in the game's console, bottom right corner. If not, update lzdoom.
        Nowadays, the mouse pointer appears in menus, but disappears in normal gameplay.

        If you have 3.87c and the pointer appears, you have disabled mouse. If you don't use it, you still have to have it enabled, and disable mouselook in options. Bothersome, I now.

        About loading PK3s, check if you have a space between "-file" and "/path/brightmaps.pk3". Also, if you have spaces in your path, you should escape them, or your parameters will be read as two or more different parameters.

        N 1 Reply Last reply Reply Quote 1
        • N
          NIGHTKILLER05 @Protocultor
          last edited by

          @protocultor Hi, thank you for your answer !!! I can hide the pointer now.

          Regarding the issue with brightmaps it's very weird, I tried several custom versions of brightmaps without any success (the compuer's screens, and the monster's eyes in the dark don't glow at tall).

          My emulators.cfg file:

          lzdoom = "DOOMWADDIR=/home/pi/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 1 +'snd_mididevice -2' +vid_vsync 1 -width %XRES% -height %YRES% -file /home/pi/RetroPie/roms/ports/doom2/BrightmapsDoom2.pk3"
          default = "lzdoom"
          lzdoom-addon = "DOOMWADDIR=/home/pi/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 1 +'snd_mididevice -2' +vid_vsync 1 -width %XRES% -height %YRES% -file /home/pi/RetroPie/roms/ports/doom/addon/*"

          I am using the brightmaps file from this good post:

          [https://forum.drdteam.org/viewtopic.php?t=5306](link url)

          But I have the exact same results (none) with other brightmaps files around the net, for example this one:
          [link text]https://www.doomworld.com/forum/topic/120934-softfx-or-bigger-and-badder-software-lighting-fx/(link url)

          For example, these are some screenshgots using BrightmapsDoom2.pk3 (I have 3.87c by the way):

          1885.jpg

          1886.jpg

          1887.jpg

          And these are some screenshot using SoftFX.wad :

          1888.jpg

          1889.jpg

          doom_softfx_no_glow.png

          Help me please.

          P 1 Reply Last reply Reply Quote 0
          • P
            Protocultor @NIGHTKILLER05
            last edited by

            @nightkiller05 you are loading the file(s) correctly. In fact, I believe both mods are "working" for you.

            I tested both addons on an Ubuntu machine, GZDoom version 4.5.0 (don't have Windows) and the Pi (again, LZDoom v3.87c), getting the same results.

            The first one, BrightmapsDoom2.pk3, didn't made any difference, just like it happened to you. I assume an 11 year old mod would not be supported in the latest versions of (G/L)Zdoom, but I don't know.

            The second one, SoftFX.wad, did work, and looking at your last screenshot, it worked for you too, since the button appears orange when it should be red (like your 3rd screenshot). Note that the glowing eyes were only on imps, visible at a distance and when the enemy was under shadows; when up close, the effect is missing, no matter how dark is the place you're standing. Best thing you can do to test is to start a game in Nightmare difficulty and look at the imps in the last room of the first map (your 5th screenshot) at a distance. The change is more subtle that you might think.

            That being said, there is one thing that calls my attention. This is my emulators.cfg:

            lzdoom-addon = "DOOMWADDIR=/home/pi/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 0 +'snd_mididevice -3' -file /home/pi/RetroPie/roms/ports/doom/addon/*"
            lr-prboom = "/opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-prboom/prboom_libretro.so --config /opt/retropie/configs/ports/doom/retroarch.cfg %ROM%"
            lzdoom = "DOOMWADDIR=/home/pi/RetroPie/roms/ports/doom /opt/retropie/ports/lzdoom/lzdoom -iwad %ROM% +fullscreen 1 +vid_renderer 0 +'snd_mididevice -3'"
            default = "lzdoom-addon"
            

            Ignore the fact that I don't have width and height parameters like you. My vid_renderer is 0 and yours is 1; that 'might' make a difference, if you want to temporarily try. I can also share my lzdoom.ini file, if you're interested; we might have differences in brightness/gamma.

            N 1 Reply Last reply Reply Quote 1
            • N
              NIGHTKILLER05 @Protocultor
              last edited by NIGHTKILLER05

              @protocultor Hey,, thank you man, I can now see the glowing of the eye's monsters in the dark, and machine's screens too, the only drawback is that I need to use, like you reccomend, Doom Software Renderer (+vid_renderer 0) to do the trick, because with Opengl-accelerated (+vid_renderer 0) this file (softfx.wad) apperars to do almost nothing for the bright of those elements.

              With Doom Software Renderer:

              doom_glowing_machinery.png

              With Opengel-accelerated:

              doom_no_glowing_machinery.png

              Another drawback is that with "doom software renderer" I can't use "lights.pk3", I think this have to be with both files (lights.pk3 and SoftFX.wad) were made for differents renderers and because of that, they are incompatibles each other.

              That's a shame, because lights.pk3 adds some nice animated light effects to some items ans such things:

              With DoomSoftware Renderer:

              doom_helmet_no_glow.png

              With Opengel-accelerated:

              doom_helmet_glow.png

              Anyway I'ts an improvement, so thank you my friend, I like that glowing eyes !!

              1 Reply Last reply Reply Quote 1
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