Relighting v4.0165b - blurry shadows w/ rlassets

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Hey Doomer_
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Re: Relighting v4.0151b - smart lighting

Post by Hey Doomer_ »

Dan_The_Noob wrote: Tue Jan 17, 2023 1:10 pm i'll give this a crack, also still having weird issues with settings sometimes not being read.
shadows popping on for a map, or shader not ignoring "subtract" renderstyle etc. not too sure what's up with it.
Interesting. These are all set to "transient" in the cvars object, so that should be OK. It's possible, however, that one was missed.

If you want all shadows off, you'll have to turn off Player, Missile, Monster, Other, GLDEFS, Pickup, and Solid, I think. That seems to work for me. However, I can look at the spawning code again, it's possible something got missed.

The shader looks at spawn for the subtract renderstyle, but if it changes mid play it doesn't see it. I'm not sure there is any way around that. There's no "change render style" event and no way to really test that cheaply.

Code: Select all

	override void WorldThingSpawned(WorldEvent e)
	{
		if (!e.thing) return;

		if (e.thing.GetRenderStyle() == STYLE_Subtract)	PPShader.SetUniform1f("hd_shader", "rl_gamma", 0);

You can always set gamma to 0.
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Dan_The_Noob
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Re: Relighting v4.0151b - smart lighting

Post by Dan_The_Noob »

we can just rule the subtract one to my game just skipping a beat somehow. but the shadows i really don't understand because they were off fine before the skylighting update but then randomly come on sometimes now... i'll see if i can narrow down what has shadows.

--EDIT--
ok figured it out... even with "other shadows" set to "off"
things inside that section like GLDEF shadows, PICKUP shadows and SOLID shadows are still active if they are set to "on" even though they are greyed out and can't be changed without turning "other shadows" back on.
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Arcev
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Re: Relighting v4.0151b - smart lighting

Post by Arcev »

Hey Doomer_ wrote: Tue Jan 17, 2023 3:10 am Hotfix!

Smart lighting adds light sources to smaller sectors to allow for vestibules and other brightly lit areas that are smaller than skew-adjusted minimum area. However, on maps with a gazillion wee sectors this adds too many unneeded light sources even with proximity checking. I've made adjustments to this that I've posted here as a hotfix to try. So far seems to help, but still testing. Let me know!

Examples of obsidian random map - a good example of this - now getting a passable framerate:

https://i.postimg.cc/8ch8qNjD/obsidian-no-RL.png
https://i.postimg.cc/sfSRB9K8/obsidian-w-RL.png

As always many many thanks for all your support and interest! In many of these cases I've never heard of the maps used and would not have stretched the mod.


relighting v4.0151b - hotfix.pk3
Thanks a lot for helping with making this stable! I'll keep testing it and if its stable enough without crashing, I'll make a video showcasing its ability in one of my playthroughs.

Little mods like this is what transforms this 1993 game into something worth playing for years :)
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inkoalawetrust
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Re: Relighting v4.0150b - sky colors

Post by inkoalawetrust »

Arcev wrote: Fri Jan 13, 2023 4:23 pm Hello, I REALLY like how this changes the lighting to be much fuller to the potential of primitive lights in base doom.
Unfortunately, the mod tends to crash a ton using a special mod "LiTDoom" (It's a DB variant but heavily modified).
The error that goes with the crash is a exception C0000005 or something along those lines.

If it weren't for the crashing, I would be able to play through a level and really enjoy recommending the mod combination.
I ask that maybe you can help the LiTDoom community bring this mod better into spotlight more stably.
If so, I can try to help as much as I can to find setting combinations or bug fixes to help with the crashing.

LiTDoom benefits greatly from the lighting overhaul:
With relighting:
https://i.imgur.com/ipXtozm.png

Without relighting:
https://i.imgur.com/LorDYBr.png

Thanks in advance.
Okay kinda late to respond to this, but if your game hard crashes and displays that error code (C0000005), then it means that the error is in the engine itself, almost certainly a missing native null check based on the code. If you can list any specific steps, then someone could reproduce them and run GZDoom through a debugger to see where it crashes exactly.
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Arcev
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Re: Relighting v4.0150b - sky colors

Post by Arcev »

Okay kinda late to respond to this, but if your game hard crashes and displays that error code (C0000005), then it means that the error is in the engine itself, almost certainly a missing native null check based on the code. If you can list any specific steps, then someone could reproduce them and run GZDoom through a debugger to see where it crashes exactly.
Thats just the thing, it happens randomly. Also I went through the liberty of providing my settings and crash report to assist further.
Also another question, would DarkDoom effect the generation of lights and how they behave? Because LiTDoom implements DarkDoom,
also LiTDoom loads before relighting.

Relighting current settings:
https://i.gyazo.com/01a47eea1b3bf20ea46 ... 9aee8a.mp4

(Would a memory dump help? If so, respond and I will add it to the folder.)
Crash Report files:
https://drive.google.com/drive/folders/ ... sp=sharing
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Hey Doomer_
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Re: Relighting v4.0151b - smart lighting

Post by Hey Doomer_ »

WIWO for v4.0152b

More smart light tweaking. In addition to the above hotfix, I've added tweaks to enhance sidedef lighting. I've also added tweaks to lights themselves, since it occurs to me that for normal working areas many of the decorative lights would be brighter. Many of these differences are subtle:

https://i.postimg.cc/MXJfSfGF/map15.png

The idea is to light the areas that are intentionally lit. This doesn't affect performance at all; I'm not doing anything to dynamic lighting, just the sidedef and sector lights. It's tempting to darken unlit areas more, but there is considerable variation in how these areas are lit by authors. Some of that can be changed in Settings. Still playing with this and should have a release soon.
Skrell
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Re: Relighting v4.0151b - smart lighting

Post by Skrell »

Hey Doomer_ wrote: Sat Jan 21, 2023 5:03 pm WIWO for v4.0152b

More smart light tweaking. In addition to the above hotfix, I've added tweaks to enhance sidedef lighting. I've also added tweaks to lights themselves, since it occurs to me that for normal working areas many of the decorative lights would be brighter. Many of these differences are subtle:

https://i.postimg.cc/MXJfSfGF/map15.png

The idea is to light the areas that are intentionally lit. This doesn't affect performance at all; I'm not doing anything to dynamic lighting, just the sidedef and sector lights. It's tempting to darken unlit areas more, but there is considerable variation in how these areas are lit by authors. Some of that can be changed in Settings. Still playing with this and should have a release soon.
looks fantastic can't wait!!
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Dan_The_Noob
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Re: Relighting v4.0151b - smart lighting

Post by Dan_The_Noob »

I can't figure out what it is, but whenever legendoom lite triggers a legendary monster. sometimes it lags real bad depending on the room they're in. could this be relighting related?
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Hey Doomer_
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Re: Relighting v4.0151b - smart lighting

Post by Hey Doomer_ »

Dan_The_Noob wrote: Sat Jan 21, 2023 10:07 pm I can't figure out what it is, but whenever legendoom lite triggers a legendary monster. sometimes it lags real bad depending on the room they're in. could this be relighting related?
Could be. How is the best way to do that? In testing this briefly I don't see any lag with legendary weapons.
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Vcred
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Re: Relighting v4.0151b - smart lighting

Post by Vcred »

Which sector light mode is better to use with this mod? (GZDoom)
Skrell
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Re: Relighting v4.0151b - smart lighting

Post by Skrell »

Vcred wrote: Sun Jan 22, 2023 7:45 am Which sector light mode is better to use with this mod? (GZDoom)
I asked this same question in a previous post and the author said he uses the "dark" sector mode when testing but hasn't really experimented with a "optimal settings" of gzdoom settings for this mod yet.
viewtopic.php?p=1234674#p1234674
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Dan_The_Noob
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Re: Relighting v4.0151b - smart lighting

Post by Dan_The_Noob »

Hey Doomer_ wrote: Sun Jan 22, 2023 7:31 am
Dan_The_Noob wrote: Sat Jan 21, 2023 10:07 pm I can't figure out what it is, but whenever legendoom lite triggers a legendary monster. sometimes it lags real bad depending on the room they're in. could this be relighting related?
Could be. How is the best way to do that? In testing this briefly I don't see any lag with legendary weapons.
Legendoom Lite is the Legendary enemies only version Legendoom Lite

you could set it to 404 mode in the options which makes every enemy trigger as legendary, then jus go around shooting different ones.

or jus dip into the mod to see how it lights enemies, i guess.
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Arcev
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Re: Relighting v4.0151b - smart lighting

Post by Arcev »

Another note, I turned off ALL settings in the mod menu and there is little to no difference in FPS. That includes greyed out options.
Seems like the mod menu doesn't have all the options needed, or it doesn't turn off said feature/s.
Removing the mod seems to restore FPS compared to just turning everything off.

I tested this by loading up UF E2M6 where a heavy use of GL lighting is present AND sub 60 fps.

Current relighting settings:
https://i.gyazo.com/90a90d9b0bba6c205bc ... d91be4.mp4

WITHOUT relighting:
https://i.imgur.com/ScOp5cW.png

WITH Relighting (All Off settings)
https://i.imgur.com/nqVbSx4.png
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Dan_The_Noob
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Re: Relighting v4.0151b - smart lighting

Post by Dan_The_Noob »

Arcev wrote: Mon Jan 23, 2023 1:18 am Another note, I turned off ALL settings in the mod menu and there is little to no difference in FPS. That includes greyed out options.
Seems like the mod menu doesn't have all the options needed, or it doesn't turn off said feature/s.
Removing the mod seems to restore FPS compared to just turning everything off.

I tested this by loading up UF E2M6 where a heavy use of GL lighting is present AND sub 60 fps.

Current relighting settings:
https://i.gyazo.com/90a90d9b0bba6c205bc ... d91be4.mp4

WITHOUT relighting:
https://i.imgur.com/ScOp5cW.png

WITH Relighting (All Off settings)
https://i.imgur.com/nqVbSx4.png
did you reload the level after turning it off? settings require restart
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Hey Doomer_
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Re: Relighting v4.0151b - smart lighting

Post by Hey Doomer_ »

Arcev wrote: Mon Jan 23, 2023 1:18 am Another note, I turned off ALL settings in the mod menu and there is little to no difference in FPS. That includes greyed out options.
Seems like the mod menu doesn't have all the options needed, or it doesn't turn off said feature/s.
Removing the mod seems to restore FPS compared to just turning everything off.
This could be a problem with reloading the mod after changing settings. Most of the settings are used in WorldLoaded.

I'm currently working on performance issues and improving FPS with complex (> 500 sectors) maps with promising results on default settings (around a minimum of 80 fps).

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