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

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Hey Doomer
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Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

Post by Hey Doomer »

RastaManGames wrote:Fix works for me too.

Hm... Compared to "V 2.71b" this "V 2.742b" a lot brighter (what is pro, 'cause previously too many areas was too dark).
But... I guess that entire ambience became a less "moody". I mean, several outdoor areas was with orange light ambience due to dusky skybox and now they are just bright. Not less, not more.

Can't say this is a bad thing. Just different. By the way, here is some images from NRFTW:
Spoiler: Groovy!
I realized after my initial work that I'd have to make compromises about where light could be coming from, and rather than add dynamic lighting I added color to a few common textures. Since that decision I've also added ceiling, floor, and sidedef lighting based on those perceived colors. The rest of the changes reflect bug fixes primarily. You could try the "Dark" preset or a different sky color. It's in the rl_flats.txt lump, where sky textures are defined on top. So long as color is in a #rrggbb format it will work. Good luck!
CRISPRkreme
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Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

Post by CRISPRkreme »

Hi, I'm using v2.742b, and I keep running into the following error:

Code: Select all

VM execution aborted: division by zero.
Called from LightSensor.getLights at relighting
v2.742b.pk3:relighting_actors.zs, line 238
Called from LightSensor.PostBeginPlay at relighting
v2.742b.pk3:relighting_actors.zs, line 377
I am currently running GZDOOM 4.7.1 with delta touch. My processor is a snapdragon 865 and my OS is android 11.

Btw, loving this mod. :D
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phantombeta
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Re: Relighting Doom v2.73b [Updated 2/13/22] - Better Light

Post by phantombeta »

Hey Doomer wrote:
RastaManGames wrote:Tried out this mod with "Whitemare" and MAP13 gave me a funny experience:
I'm not sure what that is. v2.74b tones down dynamic lights and could help, but that looks like a sector special or existing dynamic lights messing with Relighting.
If the issue here is the weird black lines, that looks like shadowmap artifacting to me. Perhaps the lights are being placed too close to walls.
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Sinael
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Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

Post by Sinael »

This mod would greatly benefit from "Darken Threshold" and "Brighten threshold" settings that would determine how much darker/brighter a sector can become compared to original sector brightness - like for example with Darken set to 50%, and Brighten 25%, a sector with light level of 128 can't become darker than 64 (50% of original), or brighter than 160 (100%+25% of the original)
Hey Doomer
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Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

Post by Hey Doomer »

Sinael wrote:This mod would greatly benefit from "Darken Threshold" and "Brighten threshold" settings that would determine how much darker/brighter a sector can become compared to original sector brightness - like for example with Darken set to 50%, and Brighten 25%, a sector with light level of 128 can't become darker than 64 (50% of original), or brighter than 160 (100%+25% of the original)
Relighting ignores original map lighting and completely relights the game from scratch, so I don't think the idea applies. (If the definition text lumps are empty the game is whatever the minimum light level is everywhere.) The mod replaces lighting based on what emits or reflects light. There are Settings that control some of these limits globally.
Hey Doomer
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Re: Relighting Doom v2.73b [Updated 2/13/22] - Better Light

Post by Hey Doomer »

phantombeta wrote:
If the issue here is the weird black lines, that looks like shadowmap artifacting to me. Perhaps the lights are being placed too close to walls.
I didn't see those on my phone, but I did assume those are artifacts. Are you saying the solution is to move these dynamic lights farther from the wall?

Update: this does reduce the artifacts somewhat.
Hey Doomer
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by Hey Doomer »

Just posted v2.75b that corrects dynamic light placement calculation. There are a few glitches here and there, but this generally appears more natural.

Example: E1M4

This ain't fancy: it pops the dynamic light actor on the front sector third point of the isosceles right triangle created by bisecting the line... in other words I've excluded lines longer than a certain distance because the dynamic light would too far away from a wall. However, it does add realism, reduces artifacts, and removes dynamic lights. Other than that usual bug fixes. (Apparently these nanobots are altering code while I'm away :) )

Correcting some of the math errors and gradients has led to more subtle realism, as in this example from MAP04: Door to the right closed and opened. This is a good example of what I'm seeing with this version.

Enjay, I did carefully review the red color artifact. I found and fixed several bugs, but this persists depending on light sensor placement and sector geometry. The sensor for the large room in E1M1, for example, is behind the blue-whatever-structure and can't be seen by the door archway sensor. Still working on it!

RastaManGames, certainly latest "corrected" algorithms have created an overall more realistic experience while sacrificing a more sinister mood. I see what you're getting at. I'm working on that and should have a fix soon. Great observation.

Thanks for your comments. They are very helpful. Let me know what you think!
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RastaManGames
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by RastaManGames »

Farwell fancy light from these windows...
Spoiler: R.I.P.
But not without nice moments! What a beautiful view we have here!
Spoiler: Woah!
Hey Doomer
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by Hey Doomer »

RastaManGames wrote:Farwell fancy light from these windows...
Spoiler: R.I.P.
But not without nice moments! What a beautiful view we have here!
Spoiler: Woah!
It could be the compass direction. Change in Settings or using rl_compass (0-3).
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RastaManGames
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by RastaManGames »

Hey Doomer wrote:It could be the compass direction. Change in Settings or using rl_compass (0-3).
Yay! Values "0" and "1" brings back that fancy light from windows at the NV_MAP01! :wub:
Hey Doomer
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by Hey Doomer »

I have already noticed a bizarre bug in outdoor lighting. I don't know if this is something I released or something I just did. Can't believe I didn't see this:

Here and here.

Update: "Build" sector mode
Hey Doomer
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by Hey Doomer »

RastaManGames wrote:
Hey Doomer wrote:It could be the compass direction. Change in Settings or using rl_compass (0-3).
Yay! Values "0" and "1" brings back that fancy light from windows at the NV_MAP01! :wub:
Working on a fix for the "gloominess" tied to the overall brightness. In relighting_actors.zs (for the curious) starting on line 241:

Code: Select all

			if (nearby[i].GetClassName() == "LightSensor")
			{
			 	grade *= 0.666 + rl_Cvar.rl_shluma.GetFloat();
			}
			else
			{
			 	grade *= 0.95 + rl_Cvar.rl_shluma.GetFloat();
			}
This adds a preset factor to the gradient, so dark becomes darker, etc.
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tuintje
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by tuintje »

RastaManGames wrote:Farwell fancy light from these windows...

But not without nice moments! What a beautiful view we have here!
[/spoiler]
rastaman what mod is that btw?
Hey Doomer
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by Hey Doomer »

Maintenance release likely tomorrow with minor bug corrections and the above correction for rl_preset levels. I just have to do some checking, but at this point it looks good:

MAP14 - almost looks like Quake
E1M7 - dot is a dynamic light marker for my debugging
MAP01 - "Dark" preset now works as intended - dark and moody

I made no definition changes. I reviewed and added minor things back that were removed for debugging, added a few clamp limits, made a few minor corrections, and so far everything I've checked looks excellent. I just want to run through this again a few times. And then after I post it tomorrow fix another 700 bugs. :)
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BROS_ETT_311
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Re: Relighting Doom v2.75b [Updated 2/15/22] - w/ Presets

Post by BROS_ETT_311 »

Would you consider adding reflections, like the ones on marble floors, to liquid textures? Not even necessarily all of them, mostly water, nukage, and blood.
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