Relighting Doom v3.31b [Updated 4/8/22]

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mamaluigisbagel
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by mamaluigisbagel »

Can you point out all the settings that are performance-intensive? This mod used to work decently, but now I get way too much lag and I'm not sure which ones to turn off or adjust.
SLON
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by SLON »

Still running into "cannot read from zero" error.
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kalensar
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by kalensar »

SLON wrote:Still running into "cannot read from zero" error.
What happens right before you get that VM abort?
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tuintje
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by tuintje »

It's looking great atm i tried it with sigil and some levels look awesome.

However i'm lagging :(

Not sure why though.
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Time_Streamer
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Time_Streamer »

Just to report that after skipping some of the last versions I've downloaded this one and I must say that these new light effects are super awesome but performance wise, it's worse. It plummets my fps to 25~30 in worst case scenarios.
SLON
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by SLON »

kalensar wrote: What happens right before you get that VM abort?
Running an modified map 13.
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kalensar
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by kalensar »

SLON wrote:
kalensar wrote: What happens right before you get that VM abort?
Running an modified map 13.
I tried just running Relighting3.31B and had zero problems on map13 of Doom 2.
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by SLON »

Are there any kind of presets for standard maps used here? This may be causing the problem. Or maybe this is due to already added GL lighting sources to the map...
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generic name guy
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by generic name guy »

Fixed this shader for delta touch, it used to crash the game because gles does not like mismatched intergers and floats
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SLON
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by SLON »

SLON wrote:Are there any kind of presets for standard maps used here? This may be causing the problem. Or maybe this is due to already added GL lighting sources to the map...
Disabling dynamic light in settings helped... :shrug:
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Dan_The_Noob
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Dan_The_Noob »

this is really cool but more complex maps seem to just crash starting it up?
DarkkOne
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by DarkkOne »

I've noticed occasionally entering rooms that are completely dark, but have sprites in them that have brightmaps and are quite visible. Was wondering if there's a plan to treat sprights with brightmaps / fullbright properties similar to the flats and walls that are treated as lightsources (or, if they're meant to be already, if I've done something wrong?)
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Dan_The_Noob
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Dan_The_Noob »

DarkkOne wrote:I've noticed occasionally entering rooms that are completely dark, but have sprites in them that have brightmaps and are quite visible. Was wondering if there's a plan to treat sprights with brightmaps / fullbright properties similar to the flats and walls that are treated as lightsources (or, if they're meant to be already, if I've done something wrong?)
I'm not sure if they are still active on this forum, but there are some brightmap options available that might do what you want. brightmaps plus, sbrightmaps etc.
DarkkOne
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by DarkkOne »

I mean, what's unique about this mod is that it "distributes" the light, to a degree, across adjacent sectors. I'm not looking for just brightmaps, or for brightmaps to be a dynamic light separate from this. My expectation was that like... if a blue lit wall lights up the adjacent sector, etc, that a blue glowing object would do the same thing. I'm guessing from the response that that's just not a feature of this, which is fine. I just wanted to make sure I wasn't doing anything wrong, because the sector lighting with this mod looked really good until you got somewhere where there's a lamp sprite in absolute darkness, or similar.

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