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

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Anim8
Posts: 18
Joined: Sun Dec 26, 2021 11:58 pm

Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by Anim8 »

Version 3.3b reduced the banding(rings) and noise noticeably from a test here.
Took a couple of before and after shots.

Example 1:
Before(v3.2b): https://u.cubeupload.com/Anim8/eg1v32b.png
After(v3.3b): https://u.cubeupload.com/Anim8/eg1v33b.png

Example 2:
Before(v3.2b): https://u.cubeupload.com/Anim8/eg2v32b.png
After(v3.3b): https://u.cubeupload.com/Anim8/eg2v33b.png
Hey Doomer
Posts: 283
Joined: Sat Sep 25, 2021 3:38 am

Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by Hey Doomer »

Anim8 wrote:Version 3.3b reduced the banding(rings) and noise noticeably from a test here.
Took a couple of before and after shots.

Example 1:
Before(v3.2b): https://u.cubeupload.com/Anim8/eg1v32b.png
After(v3.3b): https://u.cubeupload.com/Anim8/eg1v33b.png

Example 2:
Before(v3.2b): https://u.cubeupload.com/Anim8/eg2v32b.png
After(v3.3b): https://u.cubeupload.com/Anim8/eg2v33b.png
That's great!
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wran
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Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by wran »

Really enjoying this mod. Is there any way of disabling the illumination that kicks in when you enter the really dark areas? I prefer using a flashlight. Also noticed an odd bug - when the game is paused for a couple of minutes in certain areas (the opening of E1M3 for example), all the dynamic lighting will disappear and everything goes black like someone flicked a lightswitch lol. This was on an earlier version so it may have fixed by now though.

Overall, this is really impressive. I have no idea how you people do this insane stuff haha.
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hitmanx
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Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by hitmanx »

Woo! Thanks for the update, you're a legend!
Hey Doomer
Posts: 283
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Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by Hey Doomer »

wran wrote:Really enjoying this mod. Is there any way of disabling the illumination that kicks in when you enter the really dark areas? I prefer using a flashlight. Also noticed an odd bug - when the game is paused for a couple of minutes in certain areas (the opening of E1M3 for example), all the dynamic lighting will disappear and everything goes black like someone flicked a lightswitch lol. This was on an earlier version so it may have fixed by now though.

Overall, this is really impressive. I have no idea how you people do this insane stuff haha.
Thanks! :D

PLR can be disabled by setting Pupillary Light Reflex Time to 0 in the menu settings.

Earlier versions did have an issue with how the PLR was triggered, and that would cause some lighting anomalies. That problem has been fixed. I haven't seen any bugs where dynamic lights disappear, however. Does that happen when other mods are loaded as well or just with Relighting?
Hey Doomer
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by Hey Doomer »

Just posted v3.31b that mostly tweaks missile flashes. Colors are defined in the rl_weapons.txt lump. If a weapon is not defined and uses ammo it should still have a default light of white. This is currently proportional to the base health of the attacker so that more powerful monsters really light up an area. As well they should.

Examples:
E1M1 before and after
E3M8 flash and no flash

Note:
For now I've defined vanilla Doom weapon flashes. Modified vanilla weapons (I assume) will use these colors, and anything new will use the default color of white so long as it uses ammo. However, adding new weapons is easy (since there are a ton of weapon mods). If you had a weapon called RailGun, for example, add like so:

Code: Select all

; http://htmlcolors.com/color-names
; =====================================================
; light jade
BFG9000,#c3fdb8
; white
Chaingun,#ffffff
Shotgun,#ffffff
SuperShotgun,#ffffff
Pistol,#ffffff
; electric blue
PlasmaRifle,#9afeff
; dark orange
RocketLauncher,#f88017
; magenta
RailGun,#ff00ff
Comments are preceded with a semicolon. I use these for the name of the color, but of course comments are optional. The color itself has to be in a #RRGGBB hex format (case doesn't matter), because the color is read as a string and converted using Color().

I really appreciate the comments and interest in this mod. Wow!!!
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wran
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Re: Relighting Doom v3.3b [Updated 4/7/22]

Post by wran »

Hey Doomer wrote:
wran wrote:Really enjoying this mod. Is there any way of disabling the illumination that kicks in when you enter the really dark areas? I prefer using a flashlight. Also noticed an odd bug - when the game is paused for a couple of minutes in certain areas (the opening of E1M3 for example), all the dynamic lighting will disappear and everything goes black like someone flicked a lightswitch lol. This was on an earlier version so it may have fixed by now though.

Overall, this is really impressive. I have no idea how you people do this insane stuff haha.
Thanks! :D

PLR can be disabled by setting Pupillary Light Reflex Time to 0 in the menu settings.

Earlier versions did have an issue with how the PLR was triggered, and that would cause some lighting anomalies. That problem has been fixed. I haven't seen any bugs where dynamic lights disappear, however. Does that happen when other mods are loaded as well or just with Relighting?
Yeah that works great, thanks. The issue I described occurred with just the mod on its own - it was a while back though. No sign of it happening with this latest version (3.31b) so it's all good.

Awesome stuff!
SaucepanSF
Posts: 20
Joined: Thu Dec 30, 2021 7:03 pm

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

Post by SaucepanSF »

Just here to give appreciation to this mod. It's pretty jaw-droppingly incredible. Performance is kind to most of the maps I've tried.

I can't NOT use it now.
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kalensar
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by kalensar »

I truly do love this mod, but it does produce some hiccups with sector lighting specifically. One good example I can reference is Map04 Doom2 right after the Blue Door. Its supposed to be pitch black practically, but the Mod reroutes to full bright due to the Light Column walls is what I thing that its attached. Not complaining at all, but it definitely changes many dynamics around . Might want to have a Flashlight Mod handy as well, or one written in or something due to the super dark areas. Played on Software lighting for my part.
crossvisionmedia
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Joined: Wed Jan 16, 2019 10:37 pm

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

Post by crossvisionmedia »

THIS IS AMAZING. That's all I came here to say.
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NecroPoster
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by NecroPoster »

First off, amazing mod. Been playing around with it for the last month. Really breathes life into the old maps.

Ok, so I came across this really weird bug that seems to only happen with Brutal Doom which I only just tested cause I don't really play with it that often. Looking through the past comments, surprised that no one has mentioned it (unless it's weirdly just my PC.) Using with Relighting Doom, there seems to spots that are just devoid of light. And not only that, but no other light such as from flashlight mods can exist in the affected areas.


I have the flashlight from Dark Doomz turned on in this image. Only the corner of the wall seem to be lit.

https://imgur.com/QSZ63IN
A gif video showing what it looks like. While I have the flashlight on, the light at the bottom when turning and looking at the dark area happens regardless of if it's on or not.
https://imgur.com/9Nc9aKQ
The second video is another place which this bug occurs for me but there are specific spots I can move in where the darkness does not occur.
Testing it on stable GZDoom (since I'm on the dev build) as well as going back to an older version of Relighting (2.65) all give the same issue.

Edit

Alright upon further testing, this seems to occur in areas that are near the destructible windows of Brutal Doom. However the weird thing is that this seems to happen only in Doom 1. Didn't run into any issues running around from map01 to map05 in Doom 2.
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BROS_ETT_311
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by BROS_ETT_311 »

I think it's tied to the way Relighting Doom handles actor shadows. Try disabling the "Dark Shadows" option under Relighting Doom settings.
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NecroPoster
Posts: 15
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by NecroPoster »

BROS_ETT_311 wrote:I think it's tied to the way Relighting Doom handles actor shadows. Try disabling the "Dark Shadows" option under Relighting Doom settings.
Interesting. That fixed it, Wonder why it doesn't happen in Doom 2 then.
Ulukai
Posts: 3
Joined: Sun Jun 06, 2021 11:28 am

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

Post by Ulukai »

Can the black level of dark areas be config? I would like to play with a lighting level similar to vanilla, without totally black areas that require flashlight, but with the great light effects of this mod. The light effects in liquids or doors are amazing. Good job.
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RastaManGames
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Re: Relighting Doom v3.31b [Updated 4/8/22]

Post by RastaManGames »

Is there option to turn off "flying" dynamic lights?
I mean, it is kinda hurting my eyes and causing some lags in big maps.
This is cool feature, but I guess, that I need to give it some time to develop further...
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