Good info , thanks to all.
Did some more checks, looks like the torches (not the flames) use either style 1 or 6 so far checking the start and e2m2 maps. ID coded the maps very consistently, so I will assume the rest of their levels that have torches that they want flickering use the same lightstyle.
Unfortunately, removing the "style" or "light" reference in the torches that have these fields does nothing.....so I guess those are "baked" into the lightmap via the light util, and the engine does not override....even with an engine named: Darkplaces .....
So I changed lightstyle 1 & 6 to "a" (total darkness) for now, and made 2 new lighstyles with those same strings to possibly support reassigning to the torches using the TENEBRAE_GFX_DLIGHTS extension later in my experiments.
Maybe I will wind up recompiling the maps later if I see a conflict , but for now at least when a walltorch is shot, the flickering light behind it is no longer there.
Another idea along the same lines are the fluorescents on the base style maps, but those definately mean recompiling the map, placing I guess a trigger field on the surfaces of the textures that when killed no longer emit the light. I also suppose the textures would be better removed, and func_walls put in to replicate those textures, and have damage skins.
Similar idea for the stained Glass windows on some levels....except for Elder God Shrine and I think one other where they made the windows func_wall ents. With DP you can now assign them a health and other effects that will show up when tye are broken, and also a alpha level for transparency....
