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

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Hey Doomer
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Re: Relighting Doom v2.91b [Updated 3/31/22] - Hotfix

Post by Hey Doomer »

SLON wrote:I ran into the problem "cannot be read from zero" or some similar (for some reason the screenshot was not saved) on one of the maps. This was not the case before.
The posted hotfix should take care of that.
Anim8
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Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by Anim8 »

Hey Doomer wrote: Thanks to all! I appreciate all the feedback!!

I posted a hotfix for the null pointer error. Hopefully that takes care of that.
That was fast. All good now.

Also noticed the reflections are still showing even when the object is offscreen, which I wasn't expecting. So that's nice. I find reflections in most games only show if the object is on screen.
Hey Doomer wrote: What is the "Ray Traced" port? I'm not familiar. Interesting screenshots. Obviously Relighting has to deal with sector lighting. Dynamic lights help a little, but I haven't found a way around the all-or-nothing nature of sector lighting.

Edit: checked it out. Cool mod! How is the performance?

...RT port looks like a tech demo more than a universal mod. I'd like Relighting to work with everything and anything
Appears you found it.
https://github.com/sultim-t/prboom-plus-rt/releases

Some AMD GPUs do work but I think it needs a RX 6000 series GPU? or newer. For Nvidia, its GPUs which have RTX rather than GTX prefix. GPU drivers need to be up to date.

---Edit:
Appears I have this incorrect. Was looking at AMD GPUs which support Ray Tracing rather than what the source port supports. Might not even need RTX GPU on the Nvidia side.

From the Notes:
"sadly, it works on Nvidia GPUs; it would be nice if someone will decide to add the AMD GPUs support :)"
End Edit---

It only works for DOOM 1 so far but seem you can use MBF compatible mods. For example Doom 4 Vanilla worked when tested. The ray traced port does seem to be able to bypass the sector restrictions. I think the amount of lighting admitted is cranked up too much in the ray traced port. Partially the barrels.

Some performance numbers all based on E1M1 DOOM, prboom-plus-rt v1.0. Note that my GPU is RTX2070S and resolution is 1080p. Its entirely limited/bottlenecked by the GPU from what I can tell.(see screenshots)

1080p native - ~25 - 35 FPS range
https://u.cubeupload.com/Anim8/1080pNative.png

Nvidia DLSS
DLSS Quality (66.6% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSQuality.png

DLSS Balanced (58% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSbalanced.png

DLSS Performance (50% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSPerformance.png

DLSS Performance (33.3% of base resolution)
https://u.cubeupload.com/Anim8/1080pDLSSUltraPerfor.png

AMD FSR
FSR Ultra Quality (77% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRUltraQuality.png

FSR Quality (66.6% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRQuality.png

FSR Balanced (58.8% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRBalanced.png

FSR Performance (50% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRPerformance.png
Hey Doomer
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Re: Relighting Doom v3.0b [Updated 4/3/22]

Post by Hey Doomer »

Posted v3.0b, largely a maintenance release. The only new feature is the light spinner. A few bugs were fixed; for example, ceiling glows are now animated.

A few other things: directional light now defaults to random (a menu option); liquid lights work on floor and ceiling; many small bug fixes and corrections. I've made allowances for areas that should be in shade, larger areas that absorb light from smaller areas, texture light areas, and open vs. closed sectors. For now this may be at a stable point for a beta. I've experimented with other ideas (such as subtractive lighting) that didn't pan out.

I appreciate the interest and support for this! Let me know what you think.
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kalensar
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Re: Relighting Doom v3.0b [Updated 4/3/22]

Post by kalensar »

Screenshot at 2022-04-03 11-36-17.png

Looks great
Hey Doomer
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Re: Relighting Doom v2.9b [Updated 3/31/22]

Post by Hey Doomer »

Anim8 wrote: 1080p native - ~25 - 35 FPS range
https://u.cubeupload.com/Anim8/1080pNative.png

Nvidia DLSS
DLSS Quality (66.6% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSQuality.png

DLSS Balanced (58% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSbalanced.png

DLSS Performance (50% of base resolution) -
https://u.cubeupload.com/Anim8/1080pDLSSPerformance.png

DLSS Performance (33.3% of base resolution)
https://u.cubeupload.com/Anim8/1080pDLSSUltraPerfor.png

AMD FSR
FSR Ultra Quality (77% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRUltraQuality.png

FSR Quality (66.6% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRQuality.png

FSR Balanced (58.8% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRBalanced.png

FSR Performance (50% of base resolution)
https://u.cubeupload.com/Anim8/1080pFSRPerformance.png

Interesting. This matches my expectations from watching the videos where cranking up resolution or features tanked fps. Reminds me a bit of the Tenebrae port for Quake - an amazing tech demo but not that practical. The additional code looks minimal, although I don't see a meta data file "map_metainfo_doom1.txt" that gives weights to sectors; I assume that's how minimal lighting is obtained. I see the code has warnings that state "Maps won't have additional light sources" if that file isn't found. One YT video has a few guys running Doom 2 maps using a flashlight.

I wonder how much work is involved in generating the meta data. For Relighting finding texture and flat "lights" took a few minutes and indeed hasn't changed that much, and this didn't depend on map design at all. Most of my time has been spent working around the irregular sector geometry in maps - and there are a few more things I can do. I can't do anything about dynamic lighting limitations, of course. Just a few observations.

Cool, cool stuff nonetheless. Those waste barrels are a hoot.
Hey Doomer
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Re: Relighting Doom v3.2b - light tweaks

Post by Hey Doomer »

For the next minimal release trying some different dynamic lighting tweaks. Dynamic lights can easily be overdone, however I've added more stacking on the narrow "strip" light areas such as DOORRED.

Example gif (you may have to click to see the animation) from E1M7.
Last edited by Hey Doomer on Mon Apr 04, 2022 10:40 am, edited 1 time in total.
Anim8
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Re: Relighting Doom v3.1b - missile Flash

Post by Anim8 »

Hey Doomer wrote:a missile flash when a missile-based attack is launched.
Update Let me know what you think!
This is a nice touch, can make dark areas come alive(1). All the details really add to it.
(1) https://u.cubeupload.com/Anim8/Relighting31b.png

Much like how brightmaps on enemies pop in the dark.
Hey Doomer wrote:helps with the darkness
In saying that Relighting combos really well with extra Brightmaps(monsters+textures). As its a light show whether in dark or light areas.

An example(2) of this would in DOOM2 E1M2 the first room you enter near the switch is now very dark, so now brightmaps pop in areas which didn't before.
(2) https://u.cubeupload.com/Anim8/relightingextrabrigh.png

Been playing on a standard LED monitor. Could imagine playing this on an OLED with a large contrast ratio.
Hey Doomer
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Re: Relighting Doom v3.1b - missile Flash

Post by Hey Doomer »

Anim8 wrote:
Hey Doomer wrote:a missile flash when a missile-based attack is launched.
Update Let me know what you think!
This is a nice touch, can make dark areas come alive(1). All the details really add to it.
(1) https://u.cubeupload.com/Anim8/Relighting31b.png

Much like how brightmaps on enemies pop in the dark.
Hey Doomer wrote:helps with the darkness
In saying that Relighting combos really well with extra Brightmaps(monsters+textures). As its a light show whether in dark or light areas.

An example(2) of this would in DOOM2 E1M2 the first room you enter near the switch is now very dark, so now brightmaps pop in areas which didn't before.
(2) https://u.cubeupload.com/Anim8/relightingextrabrigh.png

Been playing on a standard LED monitor. Could imagine playing this on an OLED with a large contrast ratio.

Thanks! Interesting monitor choice. I suppose any game is best played to its strengths. Doom is first a horror game without much light, so for my taste critters should emerge from darkness. Shadows are very cool (it's too bad dynamic lights don't work against sprites); by themselves shadows aren't scary; they are, after all, created by light.

Example: I used to go on walks at sunrise, and one day I saw dawn casting long shadows along the road. Even pebbles cast long shadows, which was really cool looking. Memorable and duh not scary. But one morning in late Fall it was very dark before dawn and I heard coyotes that sounded very close. That was a wee bit.

Hopefully Relighting plays to strengths, even though it's now obsolete. :)
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Enjay
 
 
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Re: Relighting Doom v3.1b [Updated 4/3/22] - Missile Flashes

Post by Enjay »

I've been v busy with IRL stuff lately so I've not been able to try a recent version until now. On a quick spin, 3.1b is very impressive: faster, better looking and the various effects are just... better. Very nice indeed. I'll need to have a serious playthrough of something when I get a chance.
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FriendlyAi
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Re: Relighting Doom v3.1b [Updated 4/3/22] - Missile Flashes

Post by FriendlyAi »

Hi, this project has been amazing to see especially with how quickly it has progressed to the stage it's at. Super impressive.

I may have stumbled on a bug in 3.1b that wasn't present in 3.0b

using any weapon in 3.1b causes a white light to illuminate around the player. I'm wondering if anyone else is experiencing this issue.
Spoiler:
The above images show an example using fists, which light up the area during the attack frames, note the illumination against the wall.
This was tested on gzdoom 4.7.1 with no other mods loaded.

Really excited to see where you take this project, and if mine is not an isolated case, I hope I have helped in some way.
Cheers and all the best.
Hey Doomer
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Re: Relighting Doom v3.1b [Updated 4/3/22] - Missile Flashes

Post by Hey Doomer »

FriendlyAi wrote:Hi, this project has been amazing to see especially with how quickly it has progressed to the stage it's at. Super impressive.

I may have stumbled on a bug in 3.1b that wasn't present in 3.0b

using any weapon in 3.1b causes a white light to illuminate around the player. I'm wondering if anyone else is experiencing this issue.
Spoiler:
The above images show an example using fists, which light up the area during the attack frames, note the illumination against the wall.
This was tested on gzdoom 4.7.1 with no other mods loaded.

Really excited to see where you take this project, and if mine is not an isolated case, I hope I have helped in some way.
Cheers and all the best.
Thanks! I appreciate it. That's the missile flash for the player - I'll be sure to tweak that for weapons only.
Hey Doomer
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Re: Relighting Doom v3.2b [Updated 4/5/22] - Missile Flashes

Post by Hey Doomer »

Just posted v3.2b, a maintenance update with the following changes:
  • Added random elements to the liquid light actors and an activation distance for optimization
  • Added twice the number of lights for "strip" lights, which makes the most difference on door key lights
  • Added a check for the fist in the missile flash DoEffect() function
Thanks for spotting that last one, FriendlyAi. That did look dumb.

Depending on textures I've noticed effects look better or worse. I like the Plastic Shaders mod, for example, but it clearly shows where the point lights are. I'm not sure that's solvable with pulse lights after trying a few things. I'll keep testing with other packs.

Still experimenting and testing, but I feel this mod is getting to a stable (more or less) point. See if you agree! Check it out and let me know! :)
Anim8
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Re: Relighting Doom v3.2b [Updated 4/5/22] - Missile Flashes

Post by Anim8 »

Hey Doomer wrote: Still experimenting and testing, but I feel this mod is getting to a stable (more or less) point. See if you agree! Check it out and let me know! :)
In regards to the weapon flash in v3.2b.
Been testing this some more and noticed that in some gameplay mods the flash also occurs with some weapons where the flash may not be needed. IE a melee mace.

Not sure if this would be a suitable idea but would it be possible to add an on/off toggle per weapon slot. This would have the advantage of allowing the user to create a custom weapon slot setup for use with any mod. Rather than all off/on. For example;

Weapon Flash Slot 1: On/Off/Always On
Weapon Flash Slot 2: On/Off/Always On
Weapon Flash Slot 3: On/Off/Always On etc.

Reason for always on option, is that in some mods you have weapons which would have light admitted at all times. IE a sword/mace which is on fire. Not sure about color light for this use case. IE reddish light for fire sword but blueish light for lightning sword, outside of maybe having the user manually setting color via the options.
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hitmanx
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Re: Relighting Doom v3.2b [Updated 4/5/22] - Missile Flashes

Post by hitmanx »

I'm not sure what's happened but something about this mod causes dynamic lights to render weirdly. Any ideas?

I just had a look and the dynamic lights render normally in version 2.8 of relighting.

It's only when I load up this mod, the dynamic lights look normal running gzdoom without mods

I just tried downloading the latest build of gzdoom which makes it look a little better but there's still this hard edge where you can see where the dynamic light ends.

And the darkness in general looks a little strange, like the black parts of textures don't quite blend properly with the actual darkness if that makes sense, like certain dark parts of the wall texture are darker than the gloom which sounds realistic when I write it down but when you look at it it just doesn't look right.

I've tried all different sector lighting options too and the problem persists.
XJrSCkmGML.png
Hey Doomer
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Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by Hey Doomer »

Just posted v3.3b.

This should correct lighting edge anomalies (an experiment I'd tried), adds optional sprite shadows for decorations and other items, and adds a menu toggle for player missile flash. I'm pondering the latter, as there are numerous weapon mods that would need to be accounted for. Other than that there are minor changes to dynamic lights here and there.

Thanks for your interest and comments on this so far! Let me know what you think.

Update for v3.4b:
I have added colors for vanilla weapons in a new lump called rl_weapons.txt. This works by comparing the current weapon pointer to the class names attached to colors (blood red for the chainsaw, for example). If the name isn't in the list there is no flash, so there's some work needed for weapon mods. Given the variety of weapons and effects, this is probably the simplest approach and no different than adding to lumps for new texture colors. It's easy enough to edit these def lumps in Slade.
Last edited by Hey Doomer on Thu Apr 07, 2022 5:30 am, edited 2 times in total.
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