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Menu adjustments
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caligari87 committed Jan 15, 2022
1 parent cee9da8 commit e20c4ad
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Showing 3 changed files with 8 additions and 5 deletions.
9 changes: 6 additions & 3 deletions menudef.txt
Original file line number Diff line number Diff line change
Expand Up @@ -40,8 +40,12 @@ OptionValue "Nice_Flashlight_Position" {
3, "Helmet"
}

OptionValue "Nice_Sector_Effects" {
0, "Remove"
1, "Keep"
}

AddOptionMenu "OptionsMenu" {
StaticText " "
Submenu "DarkDoomZ Settings", "DarkDoomZ_Settings"
}

Expand Down Expand Up @@ -84,7 +88,7 @@ OptionMenu "DarkDoomZ_Advanced_Settings" {
StaticText "may still be affected.", "darkgrey"
StaticText " "

Option "Sector Effects", "ddz_lighting", "OnOff"
Option "Sector Light Effects", "ddz_lighting", "Nice_Sector_Effects"
StaticText "Enables or disables sector light effects", "darkgrey"
StaticText "such as flickering or pulsing. Requires", "darkgrey"
StaticText "reloading the game or map.", "darkgrey"
Expand All @@ -94,7 +98,6 @@ OptionMenu "DarkDoomZ_Advanced_Settings" {
OptionMenu "DarkDoomZ_Fog_Settings" {
Class "DarkDoomZ_OptionMenu"
Title "Fog Settings"
StaticText "-- OpenGL only --", "grey"
StaticText " "

Option "$GLPREFMNU_FOGMODE", gl_fogmode, "FogMode"
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2 changes: 1 addition & 1 deletion readme.md
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Expand Up @@ -15,7 +15,7 @@ A settings menu is provided to adjust the effect. The following settings are ava
## Advanced Settings
* **Pre-Gain** - Adjust the level brightness *before* applying adjustments.
* **Post-Gain** - Adjust the level brightness *after* applying adjustments.
* **Min. Lightlevel** - Clamps the minimum light level for both "Subtract" and "Compress" modes.
* **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)
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2 changes: 1 addition & 1 deletion zscript.zsc
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Expand Up @@ -102,8 +102,8 @@ class DarkDoomZ_Handler : EventHandler {
break;
}

Level.Sectors[i].Lightlevel = max(Level.Sectors[i].Lightlevel, MinLight);
Level.Sectors[i].Lightlevel += PostGain;
Level.Sectors[i].Lightlevel = max(Level.Sectors[i].Lightlevel, MinLight);

double FinalFogDensity = FogDensity;
if(IsSky) { FinalFogDensity *= SkyMode; }
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