- Now uses an enhanced new flashlight texture. This texture not only enlight inside circle, but around it, so is more like in real life. - Makes the flashlight a real one, when you move, the shadows move, unlike the original Doom 3 flashlight. - This lines should be in Autoexec.cfg on mod folder...:
bind "TAB" "toggle headlight_toggler" set headlight_toggler "0" //0 OFF (default) - 1 ON
- Fixed flashlight not triggering monsters pointed by them. - Flashlight can be turned on or off with an assigned key. (TAB key by default). - Weapons do not lose the muzzleflash effect. - Mounted flashlights for weapons made in this new way, using a custom ai_player.script does a much more realistic dynamic lights and shadows.
First, a little history. Like many others, I was somewhat irritated by the very, Very, *VERY* dark atmosphere of Doom 3. So initially I've attempted to somehow merge the flashlight weapon with the other weapons. I failed. Then I started searching the Net in a hope that someone already did that for me. Soon enough I've found the Duct Tape mod and a lot of mods that are, in essence, based on DT.
However, I was disappointed by them. Why? Because they either restrict the flashlight, or make almost the entire level lit. Because they work only with certain guns, and if they do work with them, you can't do anything about it - you can't turn the light off. Because if there's a flashlight on a weapon, then this weapon doesn't have muzzleflash effect. Why? Because those mods are basically hacks. They replace the weapon's muzzleflash with a bigger and directed one, thus emulating the flashlight beam (that's what the original Doom 3 flashlight does too). It was obvious that this approach is rather flawed. That's when I started to learn Doom 3 scripting.
Now to the mod itself.
Dafama's Note !...: I have translated this great mod made originally for Doom 3 to Prey, very easy because Prey, like Q4 and other games is based on the awesome D3 engine (now named IdTech4) that originated a next generation of games never before seen, i will try soon to translate this mod to Quake 4, although this could be much hard to do, because for an unknown reason the Q4 creators have hidden most of the script files like ai_player.script on a big .dll librarys unaccesible by the users, at least without a very high knowledge of the Q4 SDK and C++, really i thing this was not a right decission. :(
YAFM-HL is my attempt to create a flashlight that would work simultaneously with any given weapon. Initially this work started for my private use only, but at the end I decided this could be of use to the others as well. In a way YAFM-HL is more like a proof-of-concept than something designed to actually change the gameplay. (However, YAFM-HL definitely works and does change the gameplay).
The flashlight (or, rather, headlight) originate from the player's head. Its properties are basically the same as of the flashlight weapon. The player is able to turn the headlight on or off with an assigned key (Main Menu - Options - Controls - Other - Headlight). Also when using the headlight you don't lose the muzzleflash effect.
This is one of the first complete versions of the mod, that is the first with all the intended functionality. However, not all that much testing was performed, so there might be nasty bugs of any sort whatsoever. Naturally, I'd be extremely happy to hear about them (or about their absence, which is unlikely though).
YAFM-HL - Yet Another Flashlight Mod - Headlight ("MOD") is provided on "AS IS" basis without warranty of any kind. The author, CHaSE, can not be held responisble for any damages arising out of or in any way related to the use or inability to use the MOD. You are given the right to use the MOD as a base for your own products provided that you add significant and primary functionality to the MOD. You are given the right to freely copy and distribute the MOD provided that you include this file without modifications. You agree to be bound to the terms of this agreement by installing, copying or otherwise using the MOD. If you do not agree, do not install or use the MOD.
v1.9d -Fixed a bug in player.def, d3xp_player.def and d3le_player.def !
v1.9c -Now the headlight_toggler cvar is set from the ai_player.script !
v1.9b -New D3 BFG version made !!! - Chaingun and Grabber can hold the flashlight too ! - Reworked most of the code, the shadows look amazing ! - Replaces the BFG flashlight. - No time limits on the flashlight use. - Flashlight can be used only on small weapons. - Fixed small bugs.
v1.9a -Fixed some bugs. - Added PDA as a flashlight.
v1.9 -Full version public release. - Many, many bug fixes. - Many new enhancements for the weapons. - New look for some weapons.
v1.2 -Fixed flashlight not triggering monsters pointed by them. - Flashlight can be turned on or off with an assigned key. (middle mouse button by default).
v1.1 -Weapons do not lose the muzzleflash effect. - Mounted flashlights for weapons made in this new way, using a custom ai_player.script does a much more realistic dynamic lights and shadows.
v1.0 -Translated to Prey and updated By Dafama. -Fixed flashlight not triggering monsters.
v0.907 -Updated for Doom 3 version 1.1 -NOTE: probably incompatible now with 1.0, sowwy!
v0.906 -Bugfix: there seems to be an error with the processing of the console "script" command; doom 3 refuses ("ERROR: couldn't load console") to load games saved after issuing "script" command from the console; since the 0.905 relied on this command, it's sort of incompatible with the savegame feature ;) fixed with some perverted coding...
v0.905 -Headlight is now switched on or off with an assigned key.
v0.904 -Bugifx: removed duplicate windowDef for headlight switch in pda.gui (ooops).
v0.903 -Headlight turns off when cinematic is played (did this after the cseq with that guy on the ceiling - ewwwwww, id people are sick!).
v0.902 -Homepage is up, and the readme is updated.
v0.901 -Changelist and thanks are added to the readme, version numbers are removed from certain places.
v0.9 -First release, all the initially forethought functions are working (i hope).