Search found 455 matches

by Hey Doomer_
Thu Jun 19, 2025 2:04 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

cortes2k wrote: Mon Jun 16, 2025 3:55 pm Dude. Do you have planned to publish 0.7.4b version?
I was waiting since the anouncement, because the fps opotimization.
Cheers.
Honestly? I'd forgotten all about it, being involved with other things. :oops:

However, I have attached the mod revision as-is.
by Hey Doomer_
Sat Jun 07, 2025 2:43 am
Forum: Scripting
Topic: Moving Sun
Replies: 0
Views: 75

Moving Sun

Just kicking tires on an idea for a new lighting mod. The idea is that a sun has infinite distance and fixed luma, so it's primarily the altitude (or zenith) and angle that affect all outside wall lights. In the attached pk3 sun_angle is incremented 25 every 100 tics, and these Photocell objects ...
by Hey Doomer_
Sun Jun 01, 2025 3:00 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

This sounds interesting, would it work with relite? Disabling shadows in relite? Possibly not, since I'm going to bake lighting (something that ReLite does). Still kicking tires. The idea in outside areas is to assume (far as I've kicked): - sun is effectively at infinite distance with infinite ...
by Hey Doomer_
Thu May 29, 2025 12:21 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

musing... fwiw ... specifically returning to Relighting idea of lighting the entire map based on light sources (defined in a text lump that can be added by other mods) and ray casting (simple - texture or sky source for outside), this time baking it on world load. The emphasis is on shadows and ...
by Hey Doomer_
Tue May 27, 2025 2:03 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

So, I was playing through TNT using Relite and PB and this happened when trying to go to "MAP17: Processing Area". Screenshot_Doom_20250124_164534-min-min.png This looks like a timer issue. Here's the code with the midlocator generating the error: if (!caster) self.Destroy(); midlocator = Actor ...
by Hey Doomer_
Mon May 26, 2025 7:56 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

Still here. I probably will not work on Relite again unless there is a bug fix. I'm just burned out on the routines, and 2D dynamic lights aren't worth the performance hit.

I am thinking of a shadows only mod... :idea:
by Hey Doomer_
Mon May 26, 2025 7:46 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

Kanok wrote: Fri Jan 24, 2025 5:55 pm So, I was playing through TNT using Relite and PB and this happened when trying to go to "MAP17: Processing Area".

Screenshot_Doom_20250124_164534-min-min.png
I haven't worked on this in a while. I'll see if I can check it out!
by Hey Doomer_
Sun Dec 01, 2024 3:15 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

What settings can I play with to make entire levels a bit brighter and less contrasted between the light and the dark? In Light Globals, "Max Light" affects the range and strength of light sources, and doesn't globally affect brightness. Do I increase or decrease these "limits" to increase overall ...
by Hey Doomer_
Thu Nov 28, 2024 5:11 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

WIWO 0.7.4b

WIWO 0.7.4b 0.7.4 11/16 - corrected shadow alpha 11/20 - added delay/distance dl optimization to texture/flat lights 11/26 - added delay/distance dl optimization to fluid lights 11/27 - added shadow delay optimization The biggest drain for this mod is dynamic light performance in GZDoom. I've added ...
by Hey Doomer_
Tue Oct 22, 2024 5:04 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

What settings can I play with to make entire levels a bit brighter and less contrasted between the light and the dark? In Sector Lighting, "Additive Darkness" can be reduced to brighten walls and levels. This is probably the most effective setting to affect overall light and shadow. "Bias Lighting ...
by Hey Doomer_
Mon Oct 07, 2024 8:34 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

Skrell wrote: Sun Oct 06, 2024 10:23 am Is there anywhere we can get a complete changelog across all versions you've released?
In the pk3
by Hey Doomer_
Sat Oct 05, 2024 2:17 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Re: ReLite

Skrell wrote: Sat Oct 05, 2024 11:28 am
Zaibatsu64 wrote: Sat Oct 05, 2024 10:22 am Thanks for your continued work on your mod. It's amazing and gets better every update. It definitely deserves more attention.
+1 !!!
Thanks!! :)
by Hey Doomer_
Sat Oct 05, 2024 9:01 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

ReLite 0.7.3b Released

ReLite 0.7.3b Released 0.7.3 9/29 - general code cleanup, fixed decorative lights in from of light sources code, removed barrel lighting 10/1 - reduced eave lighting maximum size, added check for floor height in bias lighting 10/2 - added lin length check for eave lights 10/3 - moved "Saturation of ...
by Hey Doomer_
Sun Sep 29, 2024 10:46 am
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

ReLite 0.7.2b Released

ReLite 0.7.2b Released 0.7.2 9/21 - check for hd_sector.area == 0, optimized build_hd_grid(), optimized find_textures(), check for colorization before light limit, added rl_color_val cvar, added criteria for plasma projectile shadows 9/22 - added checks for area size, height, and line length to ...
by Hey Doomer_
Mon Sep 23, 2024 5:28 pm
Forum: Gameplay Mods
Topic: ReLite
Replies: 274
Views: 98341

Progress 0.7.2b

Progress 0.7.2b 0.7.2 9/21 - check for hd_sector.area == 0, optimized build_hd_grid(), optimized find_textures(), check for colorization before light limit, added rl_color_val cvar, added criteria for plasma projectile shadows 9/22 - added checks for area size, height, and line length to optimize ...

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