Description

bind f "flashlight" (QuakeC source code included under GPL license, this Baker's modification of the KleskBY flashlight) Put .pk3 in quake/id1 folder (it contains a csprogs.dat so it works with any mod that does not use a csprogs.dat). Press "F" to activate. Works with Zircon Engine ("DarkPlaces Mark V Project") and DarkPlaces ONLY (note: Seems incompatible with fteqw engine during testing, vanilla Quake engines should hopefully ignore it because it is a .pk3 file, Quakespasm Spiked seemed to ignore it). Customize flashlight color by typing > flashlight_color "8 0 0" // red > flashlight_color "8 8 8" // white > flashlight_color "0 0 8" // blue Also customize size ... > flashlight_intensity 1 // Normal > flashlight_intensity 2 // 2x size

Preview
DarkPlaces/Zircon Flashlight For Almost Any Mod
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_jakub1_
_jakub1_ - - 43 comments

Hi Baker, thanks a lot.

I tweaked the settings a little so that flashlight cone is more narrow and but reaches longer distance. I also replaced cubemap with hires one from HL2 mod. It is a great addition.

only one thing could make it better - can flashlight alert monster?

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Baker55 Author
Baker55 - - 251 comments

It's pure client side with no interaction with the server, so cannot wake monsters ... but I plan on having the flashlight wake monsters in some of the upcoming stuff I am releasing.

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_jakub1_
_jakub1_ - - 43 comments

I run into strange problem - I tested flashlight with Dwell and everything was OK. Then I tried other mods and vanilla Quake. Flashlight works fine when I am looking down, the moment I look directly forward or up a huge white corona appears in front of me. It does not happen with Dwell though... strange

I fought it was a result of my tweaks but it happens with your original file too.
must be something in my settings but cant find out what...

Ibb.co

EDIT:
it is caused by "corona intensity" settings in option menu. Setting for Dwell mod was 0. Setting corona intensity above 0 creates that blinding light. Interesting....

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Baker55 Author
Baker55 - - 251 comments

I only tested it with vanilla Quake. I don't know how it reacts to fog and I'm not sure how it interacts with invisible entities.

It is also possible that with a certain combination of settings, the flashlight looks wrong. Like I did not set r_corona 1, for instance.

I also don't know how it reacts with a mod that uses "flashlight" as the name of the command to activate a builtin flashlight.

(Ah you figured it out, while typing this ... it was a DarkPlaces setting with coronas ..

I might dig through the engine code to see if I can make the light coming from the flashlight never have a corona while keeping total DarkPlaces compatibility .. however I had to read engine code while writing the csqc to see how the light spawn function worked and I know it specifies corona so I am thinking probably not.).

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