Talk:Light amplification visor

From DoomWiki.org

Differences[edit]

Don't the light amplification goggles actually work like night-vision goggles and turn everything green in DOOM? In DOOM II they just remove shading—no green... correct? Why isn't this in the article?Tkgd2007 06:43, 23 March 2008 (UTC)

No, they don't. They work the same in Doom and Doom II, they just set every sector to the brightest light level. You might be thinking about the radiation suit, which tints the screen green as you have said. Nuxius 07:02, 23 March 2008 (UTC)
What he said, not to mention the only place in which the goggles work like night-vision goggles is in GZDoom. And that's if you have "Enhanced Night Vision Mode" turned on. The Green Herring 08:27, 23 March 2008 (UTC)

Visor isn't actually completely fullbright[edit]

For a while now, I've known something that's arguably a bug: when the visor is in use, colormap 1 (second-to-brightest) is forced instead of colormap 0 (brightest).

This is because a colormap is forced when the viewing player's fixedcolormap member is non-zero, in which case the fixed colormap is calculated by doing colormaps[player->fixedcolormap * 256], and player->fixedcolormap is set to 1 when the visor is active.

Does this deserve an engine-bug article of its own? --Alaux (talk) 18:02, 10 February 2025 (CST)

Thank you for explaining why my NVG mod was wonky when used with the DOS version of the game.
I don't think this deserves a separate article, but you could list this in a section of this one, titled something like "Technical details" - this is what other articles, like the berserk one, already do. ONETAPPYBOI (talk) 01:40, 11 February 2025 (CST)