Relighting v4.0165b - blurry shadows w/ rlassets
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
cosmos10040
- Posts: 205
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Relighting v4.012b
Works pretty good on delta touch. In Tricks and traps, in the room with the cyber-demon and hell knights it slowed down to a crawl as they all threw their fireballs at the same time
- Hey Doomer_
- Posts: 455
- Joined: Tue Oct 18, 2022 1:59 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.012b
I'll think on that, thanks. Most likely this is the size and/or number of dynamic lights.cosmos10040 wrote: ↑Wed Nov 16, 2022 11:55 am Works pretty good on delta touch. In Tricks and traps, in the room with the cyber-demon and hell knights it slowed down to a crawl as they all threw their fireballs at the same time
- Hey Doomer_
- Posts: 455
- Joined: Tue Oct 18, 2022 1:59 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.012b
WIWO
v4.013b
11/17 - fixed reading GLDEFS objects and colors - Some colors are missing or incorrectly formatted in mod GLDEFS... this routine simplifies parsing, corrects for errors, and ensures a one-to-one object-color relationship i.e. no VM aborts.
11/18 - added skewness correction for minimum area - When there are a disproportionate number of smaller sectors that would receive light sources, this corrects the lower sector size limit for those maps and improves performance. (No need to tweak settings!)
11/18 - clamped missile lights (Cvar) -During battles with multiple missiles, this clamps missile dynamic lights to 3 per sector (can be set with a Cvar). Significantly improves performance.
11/18 - added pulsing lights based on perceived color brightness - Cool is all. Also these lights don't create significant shadow maps.
As usual bug fixes, some of which improve performance. Load times have not been affected by the above (skewness is a simple calculation).
https://i.postimg.cc/wTyXRB63/v4-013b-preview.gif
Still working on performance issues; I have a few untested improvement ideas. In the above the framerate drops to 60 to 100 in a few spots... but this is better with default settings.
Finally I'll be looking at lighting options in sectors before release that will not affect performance at all. Should have a release in the next few days.
Thanks for all your interest and comments!
v4.013b
11/17 - fixed reading GLDEFS objects and colors - Some colors are missing or incorrectly formatted in mod GLDEFS... this routine simplifies parsing, corrects for errors, and ensures a one-to-one object-color relationship i.e. no VM aborts.
11/18 - added skewness correction for minimum area - When there are a disproportionate number of smaller sectors that would receive light sources, this corrects the lower sector size limit for those maps and improves performance. (No need to tweak settings!)
11/18 - clamped missile lights (Cvar) -During battles with multiple missiles, this clamps missile dynamic lights to 3 per sector (can be set with a Cvar). Significantly improves performance.
11/18 - added pulsing lights based on perceived color brightness - Cool is all. Also these lights don't create significant shadow maps.
As usual bug fixes, some of which improve performance. Load times have not been affected by the above (skewness is a simple calculation).
https://i.postimg.cc/wTyXRB63/v4-013b-preview.gif
Still working on performance issues; I have a few untested improvement ideas. In the above the framerate drops to 60 to 100 in a few spots... but this is better with default settings.
Finally I'll be looking at lighting options in sectors before release that will not affect performance at all. Should have a release in the next few days.
Thanks for all your interest and comments!
-
cosmos10040
- Posts: 205
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Relighting v4.012b
I can't wait for the updates! But I need it now
lol I was using beautiful doom with relighting and codefx, when using the plasma gun secondary function which is a beam, it slows to a crawl, I notice intense light from the gun, sometimes the chaingun too.
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Relighting v4.012b
can you add a "reset to defaults" option for settings?Hey Doomer_ wrote: ↑Fri Nov 18, 2022 4:59 am WIWO
v4.013b
11/17 - fixed reading GLDEFS objects and colors - Some colors are missing or incorrectly formatted in mod GLDEFS... this routine simplifies parsing, corrects for errors, and ensures a one-to-one object-color relationship i.e. no VM aborts.
11/18 - added skewness correction for minimum area - When there are a disproportionate number of smaller sectors that would receive light sources, this corrects the lower sector size limit for those maps and improves performance. (No need to tweak settings!)
11/18 - clamped missile lights (Cvar) -During battles with multiple missiles, this clamps missile dynamic lights to 3 per sector (can be set with a Cvar). Significantly improves performance.
11/18 - added pulsing lights based on perceived color brightness - Cool is all. Also these lights don't create significant shadow maps.![]()
also, unrelated but do you have any newer versions of Flankers/Ambushers laying about?
I tried it a while back, but it causes a lot of enemies to have that shader conflict I had the other day when they are "invisible".
also they didn't seem to be flanking or ambushing if paired with universal AI mod. (though, i suspect that's just how it goes)
- kalensar
- Posts: 507
- Joined: Sun Mar 21, 2021 9:40 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): linux mint 21
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Relighting v4.012b
UEAI can cause VM ABort Crashes. The problem has never been resolved and I tried fixing it myself too, but to no avail. Also it's version of AI control will override anything that sits above it in the load order. Its a one size fits all for AI enhancement, and also Doom's limited ability to implement such tactics is partially to blame too.Dan_The_Noob wrote: ↑Fri Nov 18, 2022 6:05 pmcan you add a "reset to defaults" option for settings?Hey Doomer_ wrote: ↑Fri Nov 18, 2022 4:59 am WIWO
v4.013b
11/17 - fixed reading GLDEFS objects and colors - Some colors are missing or incorrectly formatted in mod GLDEFS... this routine simplifies parsing, corrects for errors, and ensures a one-to-one object-color relationship i.e. no VM aborts.
11/18 - added skewness correction for minimum area - When there are a disproportionate number of smaller sectors that would receive light sources, this corrects the lower sector size limit for those maps and improves performance. (No need to tweak settings!)
11/18 - clamped missile lights (Cvar) -During battles with multiple missiles, this clamps missile dynamic lights to 3 per sector (can be set with a Cvar). Significantly improves performance.
11/18 - added pulsing lights based on perceived color brightness - Cool is all. Also these lights don't create significant shadow maps.![]()
also, unrelated but do you have any newer versions of Flankers/Ambushers laying about?
I tried it a while back, but it causes a lot of enemies to have that shader conflict I had the other day when they are "invisible".
also they didn't seem to be flanking or ambushing if paired with universal AI mod. (though, i suspect that's just how it goes)
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Relighting v4.012b
oh huh. that might be the crash i keep getting, though i haven't played anything with it specifically since it doesn't really do much. hence the flankers/ambushers.kalensar wrote: ↑Fri Nov 18, 2022 7:33 pm
UEAI can cause VM ABort Crashes. The problem has never been resolved and I tried fixing it myself too, but to no avail. Also it's version of AI control will override anything that sits above it in the load order. Its a one size fits all for AI enhancement, and also Doom's limited ability to implement such tactics is partially to blame too.
- Hey Doomer_
- Posts: 455
- Joined: Tue Oct 18, 2022 1:59 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.012b
Working on better sector lighting:
https://i.postimg.cc/6Q2dVkkr/e1m1-sector-lighting.gif
This has no performance hit. Note the light switch on the door working and gradient light levels on walls (left side of the same sector is slightly brighter). This is linked to the Holy Grail of sector lighting, gradient staircase lighting:
https://i.postimg.cc/gk1RzSXr/Screensho ... 025954.png
Crude and still testing, but this has no performance hit. In the WorldLoaded function each sidedef is checked to see what light falls on it and the Side light is adjusted relative to sector light. That's it. Simple and obvious.
The previous version of Relighting used sensor actors and light sources actors updated in real time. This approach is very similar except lights are more or less backed into sides when the world is loaded; since the only time a sector light changes is when a door is opened or a missile passes through, those are the coded exceptions. All Specials remain the same, unlike the old version. Should have something shortly.
https://i.postimg.cc/6Q2dVkkr/e1m1-sector-lighting.gif
This has no performance hit. Note the light switch on the door working and gradient light levels on walls (left side of the same sector is slightly brighter). This is linked to the Holy Grail of sector lighting, gradient staircase lighting:
https://i.postimg.cc/gk1RzSXr/Screensho ... 025954.png
Crude and still testing, but this has no performance hit. In the WorldLoaded function each sidedef is checked to see what light falls on it and the Side light is adjusted relative to sector light. That's it. Simple and obvious.
The previous version of Relighting used sensor actors and light sources actors updated in real time. This approach is very similar except lights are more or less backed into sides when the world is loaded; since the only time a sector light changes is when a door is opened or a missile passes through, those are the coded exceptions. All Specials remain the same, unlike the old version. Should have something shortly.
- Hey Doomer_
- Posts: 455
- Joined: Tue Oct 18, 2022 1:59 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.013b
Just uploaded v4.013b.
Many bug fixes improving performance and waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too much tweaking to understand how all of this interacts for my own benefit. This mod changes many, many things at the same time. Sidedef lighting is interesting as can be noted in the E2M2 green marble room with the columns and darkened corners. I was surprised when I saw that.
What doesn't work: 3d slope shadows.
Note there is a "Reset to Defaults" option at the bottom of the Settings menu.
Thanks for your interest!!
Please let me know what you think!
Many bug fixes improving performance and waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too much tweaking to understand how all of this interacts for my own benefit. This mod changes many, many things at the same time. Sidedef lighting is interesting as can be noted in the E2M2 green marble room with the columns and darkened corners. I was surprised when I saw that.
What doesn't work: 3d slope shadows.
Note there is a "Reset to Defaults" option at the bottom of the Settings menu.
Thanks for your interest!!
Please let me know what you think!
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Relighting v4.013b
got a crash on launching.
Code: Select all
Called from hd_relighting_EventHandler.WorldLoaded at relighting v4.013b.pk3:zscript/hd_relighting.zs, line 550
Execution could not continue.
VM execution aborted: array access out of bounds. Size = 1, current index = 1-
cosmos10040
- Posts: 205
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Relighting v4.013b
VM execution aborted: array access out of bounds. Size = 1, current index = 1
Called from hd_relighting_EventHandler.WorldLoaded at relighting v4.013b.pk3:zscript/hd_relighting.zs, line 564
I got a crash too. Maybe the same as Dan's error.
Called from hd_relighting_EventHandler.WorldLoaded at relighting v4.013b.pk3:zscript/hd_relighting.zs, line 564
I got a crash too. Maybe the same as Dan's error.
- Hey Doomer_
- Posts: 455
- Joined: Tue Oct 18, 2022 1:59 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.013b
Hotfix posted. Are you running the same mod, I wonder?cosmos10040 wrote: ↑Sat Nov 19, 2022 10:33 pm VM execution aborted: array access out of bounds. Size = 1, current index = 1
Called from hd_relighting_EventHandler.WorldLoaded at relighting v4.013b.pk3:zscript/hd_relighting.zs, line 564
I got a crash too. Maybe the same as Dan's error.
I'm going to have to rework the GLDEFS reading routine again. I didn't get any errors on my end with a dozen different mods, but there's still a lot of variation.
- Keldyn
- Posts: 2
- Joined: Tue Nov 15, 2022 12:32 am
- Operating System Version (Optional): Windows 11
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Relighting v4.0131b
That got it going. Many thanks for the hotfix! 
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: Relighting v4.013b
it's working now i think, though the load time is back to 10+ seconds. did you work off an older version or something?Hey Doomer_ wrote: ↑Sun Nov 20, 2022 1:37 am Hotfix posted. Are you running the same mod, I wonder?
I'm going to have to rework the GLDEFS reading routine again. I didn't get any errors on my end with a dozen different mods, but there's still a lot of variation.
-
cosmos10040
- Posts: 205
- Joined: Mon Dec 20, 2021 6:16 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Relighting v4.013b
Works great and no loading issues on my part. I was running with same mods as before.Hey Doomer_ wrote: ↑Sun Nov 20, 2022 1:37 amHotfix posted. Are you running the same mod, I wonder?cosmos10040 wrote: ↑Sat Nov 19, 2022 10:33 pm VM execution aborted: array access out of bounds. Size = 1, current index = 1
Called from hd_relighting_EventHandler.WorldLoaded at relighting v4.013b.pk3:zscript/hd_relighting.zs, line 564
I got a crash too. Maybe the same as Dan's error.
I'm going to have to rework the GLDEFS reading routine again. I didn't get any errors on my end with a dozen different mods, but there's still a lot of variation.