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Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Fri Apr 29, 2022 8:22 am
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Fri Apr 29, 2022 7:56 pm
by SLON
Still running into "cannot read from zero" error.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sat Apr 30, 2022 1:33 pm
by kalensar
SLON wrote:Still running into "cannot read from zero" error.
What happens right before you get that VM abort?
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Thu May 05, 2022 10:33 am
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Fri May 06, 2022 2:59 pm
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun May 15, 2022 8:30 am
by SLON
kalensar wrote:
What happens right before you get that VM abort?
Running an modified map 13.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun May 15, 2022 9:30 pm
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun May 15, 2022 9:39 pm
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...
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sat May 21, 2022 4:33 am
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
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sat May 21, 2022 2:45 pm
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...

Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Wed May 25, 2022 11:03 am
by Dan_The_Noob
this is really cool but more complex maps seem to just crash starting it up?
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun Jun 19, 2022 2:41 pm
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?)
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun Jun 19, 2022 3:42 pm
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Sun Jun 19, 2022 7:18 pm
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.
Re: Relighting Doom v3.31b [Updated 4/8/22]
Posted: Thu Aug 25, 2022 7:37 pm
by XK 47
Hey uh pal? The download link no longer works. It just redirects to this page:
download/file.php?id=43490. Can you check it again, see if you can reactivate the link? Thanks pal.