I've been focusing on optimizations quite a lot since this game's EA release half a year ago, and wrote a post describing some of the methods I've used.
Version 1.0 of the Midnight ][ Mod! The Hell on Earth while it's night!
New or modified lighting for all levels, fixed multiple bugs, improved the look of several objects, and some particle effects. Added back missing musics...
New or modified lighting for all levels, fixed multiple bugs, improved the look of several objects, and some particle effects. Added back missing musics...
Short map I've spent the past few days working on, let me know what you think! Uses content from Half-Life Ep1 & 2 First map uploaded Made in Hammer++
Just a scene I made in about a day, first time uploading a map let me know what you think! Made on Hammer++ in compatibility for Ep2
Numerous bug fixes and lighting corrections, general code cleanup, and the addition of directional "eave" lighting.
This is a hyper realism reshade that is meant to increase immersion by creating a more moody, realistic looking darkness while also maintaining reasonable...
This is a hyper realism reshade that is meant to increase immersion by creating a more realistic looking darkness while also maintaining reasonable visibility...
In addition to minor bug fixes, this version includes directional lighting for moving platforms (doors and lifts) and non-lightbox windows. The latter...
This version includes "fuzzy" directional lighting for lightboxes ("windows" with texture lighting) and minor bug fixes. The modified lighting should...
Lighting is one of the most important and influential elements in level design. It has the power to make or break the visuals, theme and atmosphere. Lighting...
This now works with bmplus_textures or SBrightmaps. The latter is in Brutal Doom already and so doesn't need to be added. Since the regex engine is written...
Several critical bug fixes, light size and placement based on brightmaps (placement not adjusted for two-sided unpegged textures yet), more light and...
This is mostly bug fixes, and some of those date back to original Relighting code. These include refactoring how patch files are read, correcting colors...
Improved performance, improved shadow alignment and sprite lighting, HSV parameters added to lighting routines
Many bug fixes and light optimizations for improved performance. Adds "bias lighting" to reduce sharp sector contrast used to simulate shadows.
Update that includes more dynamic lights, shading adding to lights, and bug fixes and code cleanup.
Initial alpha release. Compatible with flashlight plus plus. Recommend running with bmplus_textures or Sbrightmaps.
update 1.1 minor fixes: Final weapons fixed (both mods integrated into a single file)
Maintenance release with bug fixes. Also includes rlassets that can create blurred shadows to work with sprites and/or models, including Voxel Doom.
Have a peek at Solitary Echoes presented in a stunning new look, thanks to ReShade! Also small update on the demo release.
Adds "blurry" shadows projected on floors and ceilings similar to wall shadows, performance improvements linked to shadow lifespan, other small tweaks.
Smooth shadow hotfix that fixes stuttering shadow animation when light sources are moving e.g. missiles.
Better performance and adds submenu presets for default, performance, and custom options
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