This is interesting; ALL of the light sources for shadow generation are capped at a scale greater than 0. I'll check it out! Thankscosmos10040 wrote: ↑Mon Oct 09, 2023 7:12 amHere is another crash with no rest for the livingHey Doomer_ wrote: ↑Mon Oct 09, 2023 4:29 amI'll put a patch together to account for sectors without lines. I didn't anticipate such a thing - I assume this is for some kind of effect - but it certainly breaks anything looping through lines for a value. In this case it's code calculating sector area by looping through vertices to find a sector perimeter so lines can be stitched together (the so-called "shoestring" algorithm).cosmos10040 wrote: ↑Mon Oct 09, 2023 4:17 am This happened with several maps as i listed two above, but i received different errors for different maps, i can do more testing if needed.
I seem to remember this not being an issue in using this mod with Relighting, but perhaps I am mistaken as it's the same code. (This math in ReLite is lifted straight from Relighting.) Anyway should be easy to patch. Thanks for catching it!![]()
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.0a.pk3:zscript/hd_shadowactors.zs, line 268
]
ReLite
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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.
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Re: ReLite
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Re: ReLite
More Lights doesn't add brightmaps but adds glow to flats. As far as I know the two mods work together. Are you thinking of something extra that ReLite can do with the More Lights mod?IDDQD_1337 wrote: ↑Mon Oct 09, 2023 5:45 am By the way, will it be possible to add support for More Lights? [viewtopic.php?t=72206], I really like this combination
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Re: ReLite
Hey Doomer_ wrote: ↑Mon Oct 09, 2023 3:35 amNot sure about aracnocide... can't even get this to run with all textures. Perhaps I'm missing something. I don't actually play the game these days. In any case the flashlight mod would not make a difference.cosmos10040 wrote: ↑Sun Oct 08, 2023 4:44 pm Runs great using aracnicide but it does crashes in less than a minute, i also use flash light ++:
No rest for the living- this happened after a few seconds
Sector 217 (tag 0) has no lines
Sector 247 (tag 0) has no lines
E1M1 - crashes while loading map
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.0a.pk3:zscript/hd_shadowactors.zs, line 268
]
What map of no rest for the living? I don't see an immediate problem. If the problem is a sector of 0 lines that can be fixed easily (I think), but I'd like to make sure I can reproduce your error first. The code does allow for 3 line sectors and corrects for one 2 line sector in Doom 2, but in general doesn't look at 0 line sectors.
I do see the problem with the shadowactors file. My bad.
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Re: ReLite
Ah okay it was right in th3 begining of no rest, just take a few steps and crash. Hopefully it works ou t
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Re: ReLite
Doesn't happen for me, but I'll release the patch anyway.cosmos10040 wrote: ↑Mon Oct 09, 2023 5:33 pm Ah okay it was right in th3 begining of no rest, just take a few steps and crash. Hopefully it works ou t

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Re: ReLite
Hi dude.
Here is my report.
Testing ReLite 0.6.0a with gzdoom-x64-g4.12pre-3-g40ec46e6e
fps still goes down but not as I reported before, I noticed the fps goes down when maps has torches. I tested with a custom map I made. Fist video starts with my own map, later, tested Map22 but as an original doom 2 map there is a few torches, in my own map, I have a lot of them. so in the Map22 fps goes down but slower because the number of torches. Later tested Map20, I noticed a high decrease of fps when the platforms go down with cyberdemon and mastermind. When the platforms soped, fps increases again, but, because the level has torches... the fps not increases normaly. I remember the drecreasing of fps too with rising platform using the first ReLIte ver. at the E1M3
I test Relite with these three versions of brutal doom with similar results.
Brutal doom black edition:
https://youtu.be/24Oo3RLrql4
Brutal doom:
https://youtu.be/tshLD5T7dXs
Brutal doom platinum edition:
https://youtu.be/n94utoTAbv0
And just for fun, I used ReLite 0.5a + Relighting 3.31b because I miss the lights windows and I love how the blue lights gives a great atmosphere to the level
https://youtu.be/1GU_diA6Jkc
Keep up the good work.
Cheers.
Here is my report.
Testing ReLite 0.6.0a with gzdoom-x64-g4.12pre-3-g40ec46e6e
fps still goes down but not as I reported before, I noticed the fps goes down when maps has torches. I tested with a custom map I made. Fist video starts with my own map, later, tested Map22 but as an original doom 2 map there is a few torches, in my own map, I have a lot of them. so in the Map22 fps goes down but slower because the number of torches. Later tested Map20, I noticed a high decrease of fps when the platforms go down with cyberdemon and mastermind. When the platforms soped, fps increases again, but, because the level has torches... the fps not increases normaly. I remember the drecreasing of fps too with rising platform using the first ReLIte ver. at the E1M3
I test Relite with these three versions of brutal doom with similar results.
Brutal doom black edition:
https://youtu.be/24Oo3RLrql4
Brutal doom:
https://youtu.be/tshLD5T7dXs
Brutal doom platinum edition:
https://youtu.be/n94utoTAbv0
And just for fun, I used ReLite 0.5a + Relighting 3.31b because I miss the lights windows and I love how the blue lights gives a great atmosphere to the level
https://youtu.be/1GU_diA6Jkc
Keep up the good work.
Cheers.
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Re: ReLite
Thanks for this, it's very helpful. For the next patch I've added this exclusion to WorldThingSpawned in hd_relite_Events that you can try:cortes2k wrote: ↑Wed Oct 11, 2023 12:44 am Hi dude.
Here is my report.
Testing ReLite 0.6.0a with gzdoom-x64-g4.12pre-3-g40ec46e6e
fps still goes down but not as I reported before, I noticed the fps goes down when maps has torches. I tested with a custom map I made. Fist video starts with my own map, later, tested Map22 but as an original doom 2 map there is a few torches, in my own map, I have a lot of them. so in the Map22 fps goes down but slower because the number of torches. Later tested Map20, I noticed a high decrease of fps when the platforms go down with cyberdemon and mastermind. When the platforms soped, fps increases again, but, because the level has torches... the fps not increases normaly. I remember the drecreasing of fps too with rising platform using the first ReLIte ver. at the E1M3
I test Relite with these three versions of brutal doom with similar results.
Brutal doom black edition:
https://youtu.be/24Oo3RLrql4
Brutal doom:
https://youtu.be/tshLD5T7dXs
Brutal doom platinum edition:
https://youtu.be/n94utoTAbv0
And just for fun, I used ReLite 0.5a + Relighting 3.31b because I miss the lights windows and I love how the blue lights gives a great atmosphere to the level
https://youtu.be/1GU_diA6Jkc
Keep up the good work.
Cheers.
Code: Select all
if (e.thing.bNoBlockMap || e.thing.bNoClip || e.thing.bInvisible || e.thing.bThruActors) return;
e.thing.bCastSpriteShadow = false;
e.thing.A_GiveInventory("hd_shade", 1);
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ReLite WIWO 0.6.1a
WIWO 0.6.1a
Obvious but in analyzing texture colors and adding dynamic lighting I didn't consider HSV values. I've added an RGB to HSV conversion to be able to eliminate desaturated colors e.g. those too weak to warrant a dynamic light.
Using hue I can theoretically modulate wall color as well (I will know general color by degree) by setting colorization of a texture, but I'll see how that looks.
Release "very soon" unless I see something else.
Code: Select all
0.6.1
10/09 - fixed DIV/0 in shadow code
10/09 - added check for sector lines < 3
10/10 - fixed shadow alignment / flipping
10/11 - exclude NOBLOCKMAP, NOCLIP, INVISIBLE, THRUACTORS shadow generators
Using hue I can theoretically modulate wall color as well (I will know general color by degree) by setting colorization of a texture, but I'll see how that looks.
Release "very soon" unless I see something else.
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Re: ReLite
Dude. I tried your code if (e.thing.bNoBlockMap || e.thing.bNoClip || e.thing.bInvisible || e.thing.bThruActors) return;Hey Doomer_ wrote: ↑Wed Oct 11, 2023 3:23 amThanks for this, it's very helpful. For the next patch I've added this exclusion to WorldThingSpawned in hd_relite_Events that you can try:cortes2k wrote: ↑Wed Oct 11, 2023 12:44 am Hi dude.
Here is my report.
Testing ReLite 0.6.0a with gzdoom-x64-g4.12pre-3-g40ec46e6e
fps still goes down but not as I reported before, I noticed the fps goes down when maps has torches. I tested with a custom map I made. Fist video starts with my own map, later, tested Map22 but as an original doom 2 map there is a few torches, in my own map, I have a lot of them. so in the Map22 fps goes down but slower because the number of torches. Later tested Map20, I noticed a high decrease of fps when the platforms go down with cyberdemon and mastermind. When the platforms soped, fps increases again, but, because the level has torches... the fps not increases normaly. I remember the drecreasing of fps too with rising platform using the first ReLIte ver. at the E1M3
I test Relite with these three versions of brutal doom with similar results.
Brutal doom black edition:
https://youtu.be/24Oo3RLrql4
Brutal doom:
https://youtu.be/tshLD5T7dXs
Brutal doom platinum edition:
https://youtu.be/n94utoTAbv0
And just for fun, I used ReLite 0.5a + Relighting 3.31b because I miss the lights windows and I love how the blue lights gives a great atmosphere to the level
https://youtu.be/1GU_diA6Jkc
Keep up the good work.
Cheers.
This excludes actors that logically should not be able to cast shadows and in this case are used for special effects. Great catch.Code: Select all
if (e.thing.bNoBlockMap || e.thing.bNoClip || e.thing.bInvisible || e.thing.bThruActors) return; e.thing.bCastSpriteShadow = false; e.thing.A_GiveInventory("hd_shade", 1);
and works perfectly, even the platforms that goes down with cyberdemon and mastermind doesn't decreases fps. Thumbs up!
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ReLite progress 0.6.1a
Progress 0.6.1a
Testing now, and this will most likely be released tomorrow. I've added HSV (mainly hue and saturation, since I already calculate perceived brightness) and colorization code to lighting routines. When light is dispersed it also disperses color in other words. That and other improvements can be seen in these screenshots:
e1m2 - note slightly different tint to some tekwall textures
e1m3 - red ceiling light also colors textures
e2m2 - looks quite good I think, an example of ceiling mapping and texture lighting
map01 - shows off bias lighting and color baking
I've reduced the size of dynamic lights 50% for better performance and better lighting (shows off sector specials, for example).
HSV routines are based on concept that RGB color can be converted to a place on a color wheel, and thus far I've implemented 12 evenly spaced degrees at 20% saturation. It's certainly possible without any performance hit to do more, although I don't know that would help given the Doom palette.
Code: Select all
0.6.1
10/09 - fixed DIV/0 in shadow code
10/09 - added check for sector lines < 3
10/10 - fixed shadow alignment / flipping
10/11 - exclude NOBLOCKMAP, NOCLIP, INVISIBLE, THRUACTORS shadow generators
10/12 - added HSV criteria / colorization to texture light and baked light routines
e1m2 - note slightly different tint to some tekwall textures
e1m3 - red ceiling light also colors textures
e2m2 - looks quite good I think, an example of ceiling mapping and texture lighting
map01 - shows off bias lighting and color baking
I've reduced the size of dynamic lights 50% for better performance and better lighting (shows off sector specials, for example).
HSV routines are based on concept that RGB color can be converted to a place on a color wheel, and thus far I've implemented 12 evenly spaced degrees at 20% saturation. It's certainly possible without any performance hit to do more, although I don't know that would help given the Doom palette.
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ReLite 0.6.1a Released
Just posted 0.6.1a after more testing. See previous post for changelog.
Let me know what you think! Many thanks.
Let me know what you think! Many thanks.
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Re: ReLite
Got this error upon loading doom with project brutality master build and latest aracnicide. FYI, on delta touch.
0
-NOFLAT- not found
Music "STARTUPS" not found
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.1a.pk3:zscript/hd_shadowactors.zs, line 265
0
-NOFLAT- not found
Music "STARTUPS" not found
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.1a.pk3:zscript/hd_shadowactors.zs, line 265
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Re: ReLite
Thanks I'll check it out!cosmos10040 wrote: ↑Fri Oct 13, 2023 7:09 am Got this error upon loading doom with project brutality master build and latest aracnicide. FYI, on delta touch.
0
-NOFLAT- not found
Music "STARTUPS" not found
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.1a.pk3:zscript/hd_shadowactors.zs, line 265
Edit
I see the problem. Try changing line 140 in hd_shadowactors.zs to this:
Code: Select all
beam.scaley = scaley * 0.9;
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Re: ReLite
Gave me same error. I will try different load order
Music "STARTUPS" not found
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.1a (1).zip:zscript/hd_shadowactors.zs, line 265
Music "STARTUPS" not found
VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.1a (1).zip:zscript/hd_shadowactors.zs, line 265
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Re: ReLite
Dude... how you get those green lights from the barrels? I'm playing using BD and I have no that effect, I use vanilla but using morelights 2.5 but the lights is verry tiny https://imgur.com/a/pyUMkEY