I double checked and yes, both have special 1 on them and in the dozen+ maps I haven't seen a single blinking fixture. I have no idea why, the code I used is correct.
lexicon = { a = { Dark = 20 Menacing = 20 Cold = 10 Fiery = 10 Blazing = 15 Savage = 30 Deathly = 20 Strange = 10 Burning = 10 Frozen = 10 Evil = 50 Monstrous = 15 Sinful = 15 Demonic = 15 Infested = 10 Doomed = 10 Malicious = 10 Forsaken = 10 Filthy = 5 Morbid = 20 Lonely = 10 Weird = 10 Endless = 20 Infinite = 10 Gory = 10 Visceral = 15 Corrupt = 15 Wicked = 10 Vile = 5 Fatal = 10 Lost = 10 Fetid = 5 Foul = 5 Cursed = 10 Haunted = 10 Cruel = 10 Hallowed = 10 Unholy = 10 Profane = 15 Tortured = 10 Forgotten = 10 Abandoned = 10 Ghoulish = 10 Hidden = 10 Wretched = 15 Nefarious = 15 Extreme = 10 Wrecked = 10 }
Speaking of the built-in glBSPX inside the program, might there be an option to build the REJECT lump instead of just applying a zeroed one most of the time?
I'd like to know if it's possible to set it to use a different format, specifically GZDoom: Doom 2 (UDMF) since it allows a plethora of different options.