ReLite

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Hey Doomer_
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ReLite Progress 0.6.3a

Post by Hey Doomer_ »

Progress 0.6.3a

More POC of lighting by brightmaps. An example from MAP10 that shows lights placed on lights. :shock:

map10

Note light reflecting on the ceiling along the stairs. 8-) This also uses the percent of light in the texture as a size gauge, which means I may eliminate proximity checking - a cause of light anomalies in the current version. There's more to be done before release, as I haven't accounted for texture offsets and other variables; this is still all Doom IWAD/WAD texture lumps. It certainly demonstrates the utility of reading brightmaps to place lighting. 8-)
cosmos10040
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Re: ReLite

Post by cosmos10040 »

I had a crash on E1M3, using VDP monsters and Violent Doom.

E1M3 - Toxin Refinery

Line 933's right edge is unconnected
Unknown item class Newblursphere to drop from a random spawner

TEKWALL5 not found
LITE4 not found
COMP2 not found
LITEBLU3 not found
invalid BTYPE
VM execution aborted: array access out of bounds. Size = 1, current index = 1

Called from hd_relite_Events.placeCameras at relite_0.6.2a.pk3:zscript/hd_relite_events.zs, line 316
Called from hd_relite_Events.WorldLoaded at relite_0.6.2a.pk3:zscript/hd_relite_events.zs, line 50
]
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Wed Nov 01, 2023 6:19 pm I had a crash on E1M3, using VDP monsters and Violent Doom.

E1M3 - Toxin Refinery

Line 933's right edge is unconnected
Unknown item class Newblursphere to drop from a random spawner

TEKWALL5 not found
LITE4 not found
COMP2 not found
LITEBLU3 not found
invalid BTYPE
VM execution aborted: array access out of bounds. Size = 1, current index = 1

Called from hd_relite_Events.placeCameras at relite_0.6.2a.pk3:zscript/hd_relite_events.zs, line 316
Called from hd_relite_Events.WorldLoaded at relite_0.6.2a.pk3:zscript/hd_relite_events.zs, line 50
]
"not found" errors are related to reading textures for color. Texture and patch names are read directly from a WAD and/or IWAD. If "not found" I think (I would have to test) this means there is a brightmap for a texture but no texture in a WAD. I would need to test to be sure. What WAD or IWAD are you running with this?

An "invalid BTYPE" error means a PNG has a corrupted data chunk; the error points to an invalid compression type. Out of curiosity are you using bmplustextures with this?

Finally seems odd that placing a camera would trigger this error. Cameras are placed in this context based on line specials. I'd have to test to see what's happening. If you turn off the End Cam does this still happen?

Edit

Both of these mods, VDP randomizer and Violent Doom, break this with ReLite as you describe. Either one seems to work OK, and they both work OK without ReLite. I'm not getting the exact errors you describe with my current 0.6.3, but I am getting the placeCameras error. Turning off the End Cam in ReLite options fixes this.

Line special 244 is the secret level exit - which exists in E1M3 and thus triggers the error. If both mods are run with ReLite there is only one camera. My guess is one or the other mod is removing actors after cameras are assigned. :?

I can add a check for 0.6.3 that will turn off End Cam for the user when this happens, but in the meantime your best bet is to turn off the End Cam.
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Re: ReLite

Post by cosmos10040 »

Ah no wonder I got stuck after completing a map!! Ah so now i will have to stop using VDP randomizer 😭 I guess a check would be nice especially if it's accompanied with a message. I will see if either of these mods can add a toggle to the camera, very frustrating when mods have controls without toggles. Thank you, I hope I was helpful.
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Thu Nov 02, 2023 6:55 am Ah no wonder I got stuck after completing a map!! Ah so now i will have to stop using VDP randomizer 😭 I guess a check would be nice especially if it's accompanied with a message. I will see if either of these mods can add a toggle to the camera, very frustrating when mods have controls without toggles. Thank you, I hope I was helpful.
0.6.3 will fix this issue - should be released tomorrow.
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Re: ReLite

Post by cortes2k »

Hey Doomer_ wrote: Fri Nov 03, 2023 1:43 am
cosmos10040 wrote: Thu Nov 02, 2023 6:55 am Ah no wonder I got stuck after completing a map!! Ah so now i will have to stop using VDP randomizer 😭 I guess a check would be nice especially if it's accompanied with a message. I will see if either of these mods can add a toggle to the camera, very frustrating when mods have controls without toggles. Thank you, I hope I was helpful.
0.6.3 will fix this issue - should be released tomorrow.
you're the man... you're the man
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Re: ReLite

Post by Ivan951236 »

cosmos10040 wrote: Thu Nov 02, 2023 6:55 am Ah no wonder I got stuck after completing a map!! Ah so now i will have to stop using VDP randomizer 😭 I guess a check would be nice especially if it's accompanied with a message. I will see if either of these mods can add a toggle to the camera, very frustrating when mods have controls without toggles. Thank you, I hope I was helpful.
I have the same issue but with a different mod this time (Walpurgis), but when i first tried to ask the owner of the mod to fix it, he didn't try as if he never does anything for a person who actually expreienced it
So the answer is he does actually do it only if people like you said the same thing, i hope both VDP Randomizer and Walpurgis bugs will get fixed in ReLite's 0.6.3 upcoming version :)
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ReLite 0.6.3a

Post by Hey Doomer_ »

0.6.3a Released

Code: Select all

0.6.3
10/28 - added PLTE chunk to hd_png
10/29 - added converted Python Regex-Engine (https://github.com/BertilBraun/Regex-Engine/tree/main/src)
10/30 - added temporary check for sprite namespace
10/31 - added light placement && size based on brightmaps
11/02 - fixed End Cam bug where only 1 camera crashed mod
11/03 - added colorization to light smoothing
This includes critical bug fixes that have caused crashes noted above. Generally more limits have been removed, and there are now more dynamic lights and better performance. This is because light sizes have been reduced and are based on percentage of lights emitted by the brightmaps. Light placement is generally accurate although it does not account for two-sided unpegged textures (next version). Colorization is now applied to all tiers, eliminating color striping in some levels, and it has been added to the light smoothing algorithm.

Many thanks!
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Re: ReLite

Post by Zaibatsu64 »

The new versions get better and better; this is truly superb and such a clean and elegant solution to relighting levels. It transforms the atmosphere of the maps and looks genuinely fantastic. Thank you for your continued hard work!
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Re: ReLite

Post by cosmos10040 »

0.6.3a runs great I got a crash with violent Doom and legion monsters on doom 2 when finishing first map, endgame was enabled and crashed then I disabled and same crash after completing the map again. Running doom complete


MAP02 - Underhalls

VM execution aborted: array access out of bounds. Size = 15, current index = 115

Called from hd_png.get_color at relite_0.6.3a.pk3:zscript/hd_image.zs, line 301
Called from hd_png.Init at relite_0.6.3a.pk3:zscript/hd_image.zs, line 184
Called from hd_relite_Events.add_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 452
Called from hd_relite_Events.find_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 512
Called from hd_relite_Events.WorldLoaded at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 34
]
]
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Re: ReLite

Post by cortes2k »

Like cosmos10040 I tested with these mods, violent doom and legion and the 3rd map not started, doom freezes.

I tested with BD Platinum as usualy, number of crashes decreases at 0 at this moment. I noticed more fps, looks more light accurate, more natural, more blue lights looks great.

I have a question, in this pic https://imgur.com/a/4vfOuFr the shadows comming from the pillars in the new 0.6.3a were elimiated because "light sizes have been reduced" as you said in your last post?

cheers
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Sat Nov 04, 2023 8:38 pm 0.6.3a runs great I got a crash with violent Doom and legion monsters on doom 2 when finishing first map, endgame was enabled and crashed then I disabled and same crash after completing the map again. Running doom complete


MAP02 - Underhalls

VM execution aborted: array access out of bounds. Size = 15, current index = 115

Called from hd_png.get_color at relite_0.6.3a.pk3:zscript/hd_image.zs, line 301
Called from hd_png.Init at relite_0.6.3a.pk3:zscript/hd_image.zs, line 184
Called from hd_relite_Events.add_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 452
Called from hd_relite_Events.find_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 512
Called from hd_relite_Events.WorldLoaded at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 34
]
]
I don't get any crash running Violent Doom, Legion, and Doom complete. Not sure what is different.

Is "legion" this?
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Re: ReLite

Post by Hey Doomer_ »

cortes2k wrote: Sun Nov 05, 2023 12:29 am Like cosmos10040 I tested with these mods, violent doom and legion and the 3rd map not started, doom freezes.

I tested with BD Platinum as usualy, number of crashes decreases at 0 at this moment. I noticed more fps, looks more light accurate, more natural, more blue lights looks great.

I have a question, in this pic https://imgur.com/a/4vfOuFr the shadows comming from the pillars in the new 0.6.3a were elimiated because "light sizes have been reduced" as you said in your last post?

cheers
Thanks! Before 0.6.3 texture light size was based on perceived brightness of the color, line dimensions, etc. I changed that to actual brightness based on the brightmap and removed a few placement restrictions. This adds more light and reduces their size for better performance.

As I commented I don't yet know why the game freezes with Legion.
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Re: ReLite

Post by cosmos10040 »

Hey Doomer_ wrote: Sun Nov 05, 2023 3:58 am
cosmos10040 wrote: Sat Nov 04, 2023 8:38 pm 0.6.3a runs great I got a crash with violent Doom and legion monsters on doom 2 when finishing first map, endgame was enabled and crashed then I disabled and same crash after completing the map again. Running doom complete


MAP02 - Underhalls

VM execution aborted: array access out of bounds. Size = 15, current index = 115

Called from hd_png.get_color at relite_0.6.3a.pk3:zscript/hd_image.zs, line 301
Called from hd_png.Init at relite_0.6.3a.pk3:zscript/hd_image.zs, line 184
Called from hd_relite_Events.add_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 452
Called from hd_relite_Events.find_textures at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 512
Called from hd_relite_Events.WorldLoaded at relite_0.6.3a.pk3:zscript/hd_relite_events.zs, line 34
]
]
I don't get any crash running Violent Doom, Legion, and Doom complete. Not sure what is different.

Is "legion" this?
Yes that is correct mod, argh. I will see if it's another graphic mod like the PBR 256 I had to remove. Will test some today.
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ReLite WIWO 0.6.4a

Post by Hey Doomer_ »

WIWO 0.6.4a

Code: Select all

0.6.4
11/05 - added blend function to texture colorization
11/05 - added mString class to mixins, includes minify functions
11/06 - changed hd_regex.match to return array of matches
I looked at a number of lighting techniques not already employed without anything coming of it. The only change is to average a colorization hue with the sector color.

The regex engine I converted is minimal and primarily does literal or set matches but is adequate after modifications. I've added a "minify" function that removes line / block comments and trims whitespace to simplify searching for text patterns. The regex pattern "BRIGHTMAP FLAT [A-Z0-9_]+ { [ A-Z0-9\"./_]+" for example finds and returns all flat brightmap definitions in an uppercase text lump regardless of how an author formats it. It's cheaper and simpler than (ugh) parsing text.

This also allows texture text lumps, such as found in Doom complete, to be read. Currently TEXTURE and PATCH names are read directly from the IWAD. Indeed any text lump can be similarly minified & read providing one knows the name of the file.

Minimal parsing is required of the matched returns because of this regex engine's limitations - not sure that's worth troubleshooting - anyway that's the idea.

None of this should affect performance but 0.6.4a should work in a more universal sense.
Last edited by Hey Doomer_ on Mon Nov 06, 2023 4:42 am, edited 1 time in total.

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