Customizable flashlight written entirely in ZScript.
Flashlight++ is a modified version of RicardoLuis0's Flashlight+ mod, and expands upon it by adding extra features.
ZDoom Forums page
Changelog:
v9
- Relicensed code under the Lesser GPL v3
- Added the Brutal Doom flashlight sound
- Fully customizable sway decoupled from position settings
- Fix offsetting the forward position making the flashlight shift up and down when looking around
- Make monster alerting more performant by ignoring it for the second beam
- Cleaned up code
- Fixes backported from my work on Project Brutality
- Added settings for noise (flickering) and attenuation
- Grace period for having the flashlight on at the start of a level so you don't accidentally alert enemies
v8.5
- Fixed a read from address zero crash if the player actor was deleted
- Fixed a divide by zero crash if the outer angle is set to 0
- Fixed a warning about an invalid keyconf bind
- Fixed an error where the mod would automatically bind the f key to Bullet Time X's bullet time command, now it properly binds it to the toggle button
- Sound code remade from scratch by A_D_M_E_R_A_L
v8.0
- Fixed the light spin bug in DarkDoomZ mode
- Added a new flashlight sound from LiTDOOM, it sounds like a springy click
- The light beam can now alert monsters, this is an option if you don't like it, though
- The credits are now more easily readable
v7.0
- I added a new position, Handheld from DarkDoomZ, it has the sway from DDZ, but don't worry since this doesn't apply to the other presets.
- Added a Russian translation
- New sounds were added (Prey '06, OP4, Selaco)
- Nash's tooltips were added, but not used yet.
v6.0 Hotfix
- I accidentally deleted a line in the code that made the game console crash, thank you ProdoyhaRupert for reporting this bug!
v6.0
- Added Portuguese localization
- You can now customize the beam position
- The game now asks you if you really want to uninstall the mod/apply a preset
- Split the code up into 3 files
NOICE 👍🏻
Awesome work man
Seems to act like a weapon firing in the eyes of NPCs. If I turn it on at the start of MAP52 (The Bunker) of Ashes 2063 the militia will kill me for "disturbing the peace". Same as if I fired a bullet. They don't mind if I use the in-game Lantern though.
EDIT: Makes Walker in MAP14 (The Flooded District) of Ashes Afterglow hostile also.
EDIT2: Porcelain in MAP12 (Undercity) also.
It works by making them "hear" the light, so Ashes probably detects gunshots with sound.
You could just turn off the "Alert Monsters" option temporarily until you're done with the level, because unfortunately, this is the only way to alert monsters with a light.
Somehow it didn't occur to me to check the mod options. Thank you.
While playing through Elementalism I occasionally ended up having double light per level. One that's permanently on and one I can toggle on/off. Luckily using "Uninstall Flashlight++" from the options removes the permanent one.
Elementalism is the one with the hub map, right? judging by the code comments this had some issues with hub world maps, but i am nowhere skilled enough at programming to know how to fix this, sorry.
Love this flashlight 👍
does this work with other mods?
(mods that dont feature their own flashlight)
That's the point
The mod works and feels great, generic. Now it's my go-to. Really appreciate the bother you went through to make it.
Now, if I can ask for an extra feature, would you mind adding the Solar Lantern sounds from Ashes 2063? The on/off sounds are pretty nice and satisfying.
I'm afraid of going over the ZDoom Forum's 256KB file size limit, and sounds are usually the biggest ones in that regard.
I might release a V9 to add some things i've really been wanting to add, so stay on the lookout for that, if it ever comes out, those sounds will be included.
Not sure if I didn't setup the mod in the correct sourceport, or if I didn't configure the flashlight through options properly, but I don't seem to be able to make the flashlight less wider and at the same time able to reach longer distances.
Is there a way to have this automatically turn on when starting a new game? Such as autoexec?
There is a bug when used in Hands of Necromancy. The light will stay fixed in place upon dispelling a transformation. Here is a screenshot where I have walked away from the light of the flashlight: I.imgur.com
I don't have that game so i can't test and find out what the issue is
There is a free demo available on Steam and here: Frechou-games.itch.io
The issue here is probably that when you transform the player stays in the same location and your POV is changed to whatever you transformed into, so it won't crash but your flashlight stays in place.
Hi i have abit of a problem
the light from the flashlightdoesnt show up like a circle it just lights everything around me like nightvission
is it supposed to be like that or is there a easy fix im too dumb to find?
im using LZDoom btw
your problem is lzdoom