Re: Relighting v4.0158b - optimizations
Posted: Thu Mar 30, 2023 4:00 pm
Picked up a medikit that you REALLY need!
http://forum.zdoom.org/
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v4.0159b
3/27 - adjust sprite min/max by number of sprites (optimize)
3/28 - double shadow lifespan for actors > 1/4, 1/2, 3/4 distance (optimize)
3/29 - fixed DIV/0 error line 1321
3/30 - fixed shadow generating bug for player when finishing a level
3/30 - hd_shadow.zs: int tests for distance; args[0] for isFlashlight;
Nope, but I'll try redownloading relighting again and PB again. Not sure why this is an issue, but I guess we'll see what happens. Thanks for looking into it regardless!Hey Doomer_ wrote: ↑Thu Mar 30, 2023 3:30 amThis loads fine on my end using PB v8.5 and Relighting v4.0158. Line 1754 is this:Kanok wrote: ↑Thu Mar 30, 2023 12:17 am Sorry it took me so long to get back to you on this. I actually posted it earlier, but it was probably missed. Either way, here is the current output. This is with the latest version of PB and your mod.
TITLEMAP - PB_Introduction
VM execution aborted: division by zero.
Called from hd_relighting_EventHandler.WorldThingSpawned at relighting v4.0157b.pk3:zscript/hd_relighting_eventhandler.zs, line 1754
Not sure where a DIV/0 is coming from. Indeed this line doesn't fire for me in TITLEMAP. Are you running a different version of PB or using any PB add-ons?Code: Select all
ptr.Scale.Y = rl_Cvar.rl_sector_light_scale.GetFloat() * clamp(e.thing.CurSector.LightLevel / (sky_light + 1), 0.5, rl_Cvar.rl_sector_light_scale.GetFloat() * 1.1);
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v4.0159b
3/27 - adjust sprite min/max by number of sprites (optimize)
3/28 - double shadow lifespan for actors > 1/4, 1/2, 3/4 distance (optimize)
3/29 - fixed DIV/0 error line 1321
3/30 - fixed shadow generating bug for player when finishing a level
3/30 - hd_shadow.zs: int tests for distance; args[0] for isFlashlight; z calc in LightCheckSight; (bugs)
4/1 - light calculations linked to CVars (accuracy)
4/2 - fixed hdspot added hdlightsources (accuracy)
4/3 - corrected Pos.z for temp hd_lightsource & corrected LightSightCheck functions (accuracy / optimize)
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if (rl_Cvar.rl_sector_lights.GetBool())
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if (rl_Cvar.rl_sidedef_add.GetInt() > 0 && rl_Cvar.rl_sidedef_subtract.GetInt() > 0)
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4/4 - separated baked sidedef block from rl_sector_lights
4/6 - added smart lighting for brighter sector light sources
4/7 - added support for beamflashlightmod
4/8 - corrected skewness upper clamp to allow for min_area > max_area
Good idea.Dan_The_Noob wrote: ↑Sat Apr 08, 2023 1:20 am I used to use that flashlight but it becomes real scuffed in online scenarios unfortunately.
maybe an optimal flashlight function built into relighting is the next big project?
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States
{
Spawn:
TNT1 AABC 1 ///////////////// <- change this number
Stop
}
Baked lighting is controlled by Sidedef Add/Sub Lights sliders; if both are zero the feature is now turned off. (Previously all this was linked to Sector Lights toggle that adds lighting from missiles passing through a sector and door light switching.) In many sectors light sources add or subtract light from textures based on the inverse square law. It does a few other things as well, such as adding decorative light sources for baking and shadows.generic name guy wrote: ↑Sat Apr 08, 2023 7:36 pm How are the "baked lightmaps" supposed to look? i've been messing about with those settings in the first level of nerve.wad and i swear i cannot notice a difference, maybe it's a Delta Touch thing? i don't know.
Good question.