ReLite

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Randomguy7
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Re: ReLite

Post by Randomguy7 »

so basically this only works on vanilla, right? would it be at all possible to enable the cool quake-style intermission screen as a standalone?
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

mamaluigisbagel wrote: Sun Sep 24, 2023 4:07 pm Using the newest dev build of GZDoom causes my game to crash to desktop upon starting a new game. I don't know if this helps, but the Very Fatal Error window mentions a Integer Divide By Zero.
That is odd, since there are very few divisions and all check for 0. Can you provide more information?
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Sun Sep 24, 2023 3:07 pm Hmm im using delta touch, so probably using 4.10.0 i dont thinn dtouch has updated newest gzdoom yet.
I've just posted a 4.10.0 patch.
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Ivan951236
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Re: ReLite

Post by Ivan951236 »

Hello, Here is stuff i noticed with ReLite,
First of all, I Noticed that there is very dark lighting in a room MAP01 (Doom 2) where the chainsaw is
Secondly, I Noticed that using Walpurgis also disables exiting the level when you also use ReLite, the video link explains it: https://www.youtube.com/watch?v=S2vKxKN65A0
Edit: yes i made sure that only Walpurgis is a reason of not exiting the level (by i mean disabling exiting level i meant that the stats doesn't show up)

- Ivan
Last edited by Ivan951236 on Mon Sep 25, 2023 2:21 am, edited 2 times in total.
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Airehnr66
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Re: ReLite

Post by Airehnr66 »

So far the first few maps of Doom 1 & 2 that I've tried look amazing. Using "bmplus_textures" brought in all the necessary light sources in each map and gave everything familiar a new ambience! I particularly love how the light dances just above nukage flats along with their animation. I haven't seen that done before! Most of the light sources from textures do enough to keep things visible while making some areas darker and spookier in my opinion. As Ivan mentioned, some outdoor areas appear to be pitch black. I may have to finally download a flashlight mod as recommended, but I also kind of enjoyed those spots being too dark as it brought a new challenge. With monster bright maps the outdoor area with the shotgun on Doom 2's Map01 was way creepier having nothing but several pairs of red eyes coming at you while trying to scramble for that shotgun!

I did happen to find a bug as well. I haven't seen it happen anywhere else, but on Doom 1's E1M3 Toxin Refinery after flipping the exit switch and entering the end cam the player begins to gradually lose health. If you progress to the next level the damage carries over and the player loses out on health and armor. Not only that, but if the player's health reaches zero during the end cam screen they're sent back to the very beginning of the level or their last save spot. I'm guessing it's something to do with where the player goes during that segment.

This really looks great and I'm looking forward to how it will continue to improve down the road!
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

Ivan951236 wrote: Mon Sep 25, 2023 1:52 am Hello, Here is stuff i noticed with ReLite,
First of all, I Noticed that there is very dark lighting in a room MAP01 (Doom 2) where the chainsaw is
Secondly, I Noticed that using Walpurgis also disables exiting the level when you also use ReLite, the video link explains it: https://www.youtube.com/watch?v=S2vKxKN65A0
Edit: yes i made sure that only Walpurgis is a reason of not exiting the level (by i mean disabling exiting level i meant that the stats doesn't show up)

- Ivan
The level does look too dark for ReLite, which is interesting. What kind of sector lighting is being used? The first value in the options list is "light adjustment" that adjusts light levels by light_level / (1 + light_adjustment). This can be lowered or raised per map (in this case "Entryway") or game. I haven't yet allowed for disabling this; the lowest value is 0.1.

How does this level normally end with Walpurgis? Forgive my ignorance - I'm not familiar with this mod - but it doesn't look like you activate the switch at the end.
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

Airehnr66 wrote: Mon Sep 25, 2023 7:44 pm So far the first few maps of Doom 1 & 2 that I've tried look amazing. Using "bmplus_textures" brought in all the necessary light sources in each map and gave everything familiar a new ambience! I particularly love how the light dances just above nukage flats along with their animation. I haven't seen that done before! Most of the light sources from textures do enough to keep things visible while making some areas darker and spookier in my opinion. As Ivan mentioned, some outdoor areas appear to be pitch black. I may have to finally download a flashlight mod as recommended, but I also kind of enjoyed those spots being too dark as it brought a new challenge. With monster bright maps the outdoor area with the shotgun on Doom 2's Map01 was way creepier having nothing but several pairs of red eyes coming at you while trying to scramble for that shotgun!

I did happen to find a bug as well. I haven't seen it happen anywhere else, but on Doom 1's E1M3 Toxin Refinery after flipping the exit switch and entering the end cam the player begins to gradually lose health. If you progress to the next level the damage carries over and the player loses out on health and armor. Not only that, but if the player's health reaches zero during the end cam screen they're sent back to the very beginning of the level or their last save spot. I'm guessing it's something to do with where the player goes during that segment.

This really looks great and I'm looking forward to how it will continue to improve down the road!
Thanks!!

The outside areas being black is probably a color issue. I'll check it out. I don't see this on MAP01 or indeed any canonical maps; all outside areas in my testing are appropriately colored.

I'll also check out the end of E1M3. I don't see an obvious reason why health would decrease, but it's been over a year since I looked at the end cam code. My guess is same as yours, the player is temporarily moved somewhere hazardous during camera rotations. I have not noticed this happening either.
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Ivan951236
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Re: ReLite

Post by Ivan951236 »

Replying to Hey Doomer_'s Message Content (no BBCode for me yet :( ):
The level does look too dark for ReLite, which is interesting. What kind of sector lighting is being used? The first value in the options list is "light adjustment" that adjusts light levels by light_level / (1 + light_adjustment). This can be lowered or raised per map (in this case "Entryway") or game. I haven't yet allowed for disabling this; the lowest value is 0.1.

How does this level normally end with Walpurgis? Forgive my ignorance - I'm not familiar with this mod - but it doesn't look like you activate the switch at the end.


Ivan's Reply content:
Yes it doesn't look like i activated a switch to you, but i actually pressed the USE button (which is E as my USE button) and when i end levels with this mod and Walpurgis, the stats doesn't show up and it's unbeatable
Also how do you not get familiar with famous mods btw? But you know idk what kind of "sector lighting" is being used, i never checked and i'm not programmer so i just idk, I hope you can patch mods like Walpurgis to show stats anyways.
But also the mod order used in the video i sent in this topic:
gearbox-master.zip
backpack.pk3
wartrophies-master.zip
10.5x-v.0.10.0.pk3
ultimate-custom-doom-v.0.5.0.pk3
GunBonsai-0.10.4.pk3
Indestrucable-0.2.8.pk3
lazy-point-master.zip
QUAKE_TILT.PK3
jp-mobility-JumpStarted-1.1.pk3
relite_0.5.1a.pk3
flashlight_plus_plus_v8_5.pk3
simplehudaddons.pk3
+Walpurgis-JT-0.98A.pk3
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Hey Doomer_ wrote: Mon Sep 25, 2023 1:31 am
cosmos10040 wrote: Sun Sep 24, 2023 3:07 pm Hmm im using delta touch, so probably using 4.10.0 i dont thinn dtouch has updated newest gzdoom yet.
I've just posted a 4.10.0 patch.
Thanks it looks and runs great. I really do miss shadows, i dont understand how to get that working. I copied the contents as instructed but i dont know what you mean by sprite folder and creating assets, can you be more specific or maybe have an option to have shadows?
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Fri Sep 29, 2023 1:35 pm
Hey Doomer_ wrote: Mon Sep 25, 2023 1:31 am
cosmos10040 wrote: Sun Sep 24, 2023 3:07 pm Hmm im using delta touch, so probably using 4.10.0 i dont thinn dtouch has updated newest gzdoom yet.
I've just posted a 4.10.0 patch.
Thanks it looks and runs great. I really do miss shadows, i dont understand how to get that working. I copied the contents as instructed but i dont know what you mean by sprite folder and creating assets, can you be more specific or maybe have an option to have shadows?
The next release - probably this weekend - will allow vanilla sprite shadows.
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Hey Doomer_
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ReLite WIWO 0.5.2

Post by Hey Doomer_ »

WIWO for next alpha release

Code: Select all

0.5.2
9/26 - omitted wallpatches ZScript for function to read TEXTURE & PNAMES
9/27 - added mapped ceiling lights
9/30 - move player to just beyond hd_map_grid limit in endcam
Wallpatches.zs contained code to cross-reference texture patch names. It's easier to read IWADs directly, but these have to loaded with GZDoom. The mod doesn't yet parse text files. I haven't yet allowed for Strife, which has a slightly different PNAMES structure.

I've added mapped ceiling lights for large sectors. This makes lighting in warehouse areas in E2M2, for example, more realistic.

Since I already determine map dimensions I move the player during the endcam sequence to just beyond those limits.

There are many bug fixes and a lot of code cleanup. Performance is improved. While ZScript can't make assets, it can interpret existing assets such as the game palette to change the look of the game. The numbers in Options control this behavior. Example of changing the "light_adj" number with bmplus_textures loaded:

E1M1 w 0.15 (lighter)
E1M1 w 0.25 (default)
E1M1 w 0.35 (darker)

In addition to changing the overall sector and wall light levels, this light adjustment factor adjusts the palette shade, which changes how texture colors are read. This can lead to some interesting shading and color effects. Note that this works with palette mods. This can be changed per game or map.

Also added vanilla sprite shadows (doesn't work with Voxel Doom / sprite models) with blurry shadows as an option (works with Voxel Doom / sprite models).

When DeltaTouch is updated to 4.11 I'll revert the 0.5.1 patch... not sure when that happens.

Release in the next day or so. 8-)
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Hey Doomer_
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ReLite 0.5.2a Released

Post by Hey Doomer_ »

Posted 0.5.2a

Code: Select all

0.5.2
9/26 - omitted wallpatches ZScript for function to read TEXTURE & PNAMES
9/27 - added mapped ceiling lights
9/30 - move player to just beyond hd_map_grid limit in endcam
10/1 - added shading to palette & dynamic lighting
In addition to the above, bug fixes and tweaks as noted. Testing this on GZDoom 4.11 using "Classic" sector lighting mode with bmplus_textures mod.
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Okay the shadows work but i do get crashes at random preceeded by slowdowns

VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.5.2a.pk3:zscript/hd_shadowactors.zs, line 261
]
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Sun Oct 01, 2023 1:58 pm Okay the shadows work but i do get crashes at random preceeded by slowdowns

VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.5.2a.pk3:zscript/hd_shadowactors.zs, line 261
]
Interesting. What map? What game?

I have played through most canonical Doom maps without any crashing.

I still get slowdowns as I have previously described that aren't related to anything I can see in console stats. I thought this was shadow mapping. Fact is there isn't much happening in this mod. There are dynamic lights attached to textures and flats, and a very little thinker activity. Thinkers are divided by map dimensions in a 3x3 grid, and so shadows are scalable. Curious. I can't make the slowdowns happen, and I can repeat the same level without any slowdown. Something I can't make happen is hard to troubleshoot. Doesn't mean it's impossible, but it makes it harder.

In any case in all testing I've not seen a DIV/0. Curious.
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Seems to happen with every map, it starts up great and then crashes, or the longer it goes without a crash then it starts to slow down. I have a few mods running but the same error. Here major game play mods, beautiful doom, nightmare logic 2, voyager infernal, aracnicide. I will try with minimum amount of mods.

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