ReLite

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cortes2k
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Re: ReLite

Post by cortes2k »

Hi dude... finaly I tested your new ReLite mod, looks realy awesome. Unfortunately I think there is a performance issue. I''ve tested Classic Doom with BD, BD Platinum edition and BD Black edition. Tesgint ind Doom E1M2, the game starts normaly, but, while playing the number of dead monsters increases, the FPS goes down. I've changed the settings on many ways including decreasing the number of decals, in all cases, the FPS goes donw. I tested the mod with various gzdoom ver. from 4.10 to lastest dev. version. I've noticed too, there is no ReLite at the config menu, I think is because is at alpha version. Any way... congrats. I will be here testing the next versions. (Relighting 4 works great with any BD mod and any GZdoom ver.). Cheers.

Ffp going down:
https://imgur.com/RkooDTi
https://imgur.com/9TmOxpR
https://imgur.com/UIno63W
https://imgur.com/LuZCNQL
https://imgur.com/yHxlwPY
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cortes2k wrote: Sun Oct 01, 2023 5:02 pm Hi dude... finaly I tested your new ReLite mod, looks realy awesome. Unfortunately I think there is a performance issue. I''ve tested Classic Doom with BD, BD Platinum edition and BD Black edition. Tesgint ind Doom E1M2, the game starts normaly, but, while playing the number of dead monsters increases, the FPS goes down. I've changed the settings on many ways including decreasing the number of decals, in all cases, the FPS goes donw. I tested the mod with various gzdoom ver. from 4.10 to lastest dev. version. I've noticed too, there is no ReLite at the config menu, I think is because is at alpha version. Any way... congrats. I will be here testing the next versions. (Relighting 4 works great with any BD mod and any GZdoom ver.). Cheers.

Ffp going down:
https://imgur.com/RkooDTi
https://imgur.com/9TmOxpR
https://imgur.com/UIno63W
https://imgur.com/LuZCNQL
https://imgur.com/yHxlwPY
This looks like a shadow generator issue with Brutal Doom, more than likely too many tiny sprites that don't need shadows. I'll take a look at it.
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Sun Oct 01, 2023 3:26 pm 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.
It might be small shadow generators, which I'll look at. Bullet casings don't need shadows, for one.

I have minimally tested with Beautiful Doom and other mods but that's about it.

The slowdowns I'm seeing are only periodic and seem to be related to something the engine is doing. I suspect it's dynamic light or shadow map related, but in any case it seems to be not the same as what you are describing.
cortes2k
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Re: ReLite

Post by cortes2k »

Hey Doomer_ wrote: Mon Oct 02, 2023 1:53 am
cortes2k wrote: Sun Oct 01, 2023 5:02 pm Hi dude... finaly I tested your new ReLite mod, looks realy awesome. Unfortunately I think there is a performance issue. I''ve tested Classic Doom with BD, BD Platinum edition and BD Black edition. Tesgint ind Doom E1M2, the game starts normaly, but, while playing the number of dead monsters increases, the FPS goes down. I've changed the settings on many ways including decreasing the number of decals, in all cases, the FPS goes donw. I tested the mod with various gzdoom ver. from 4.10 to lastest dev. version. I've noticed too, there is no ReLite at the config menu, I think is because is at alpha version. Any way... congrats. I will be here testing the next versions. (Relighting 4 works great with any BD mod and any GZdoom ver.). Cheers.

This looks like a shadow generator issue with Brutal Doom, more than likely too many tiny sprites that don't need shadows. I'll take a look at it.
Hi dude.
I've noticed one thing... fps goes down even the dead monsters are not increases... I just walk around and the fps deceases alone. May be is a cycled script. I leve here a video, so you can check it out. https://youtu.be/WFcgx29Ic3U

cheers.
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Hey Doomer_
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ReLite WIWO 0.5.3

Post by Hey Doomer_ »

WIWO 0.5.3a

Code: Select all

0.5.3
10/2 - exclude small shadow generators
10/3 - fixed shadow alignment
10/5 - fixed light smoothing
First is a problem where teensy sprites generate shadows and drag down framerates as they accumulate; these are now eliminated. Only pickup items that are small generate shadows. And once those are picked up, of course, problem solved.

Second is shadow alignment to the caster, a problem since Relighting 4.0. That's been fixed, and I've no idea how I missed that. A user on Mod DB pointed this out.

Third is an interesting problem. In Relighting light baking (adding or subtracting light to sidedefs before play begins) is accomplished by placed a "sensor" in the middle of each texture and then moving the light source to an optimal point to "see" it, an expensive way to capture top and bottom textures. (Otherwise, a hitscan travels right through the center (a window) and top and bottom remain dark.) ReLite takes a different, cheaper, and faster approach of each light source dispersing light in 360 degrees around and 75 degrees up and down, hitting whatever. "Light" hitting a wall is modified by angle and where hit. This is ridiculously fast compared to Relighting and hits all textures in theory, but again there is a problem of mid-textures being struck more often and thus being lighter.

To solve this (since sidedef tiers are not exposed in ZScript) I added a "smooth_lights" function that looks at steps and top and bottom textures for adjacent textures, and then averages light levels. This is complicated by the way lines can be arranged in sectors as well as sectors themselves, but here are examples with only outside lighting (the red markers) turned on:

e1m2 - stairs
e1m2 - outside
map01
map15

You may have to lighten the MAP01 image, but the light is clearly brighter on textures closer to the window and dimmer on the far wall, including the upper texture over the exit. Hard to see on the screenshot, but it looks quite natural in game.

In another screenshot without light smoothing you would see darker textures up and below windows of the building in E1M2. This exists as a function in the current version, but I've revamped and improved the algorithm to consider adjacent line angles, directions lines are facing, etc. What a pain! :D This now works and looks natural. It's not flawless since a degree here or there can miss a particular strip of texture. Compared to Relighting it's way faster and looks way better. "Lights" work like lights.

I've no idea if it's possible to do this real time when doors open, etc. Maybe.

Anyway.

Release in a few days.
Skrell
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Re: ReLite

Post by Skrell »

Looks awesome!!! Keep it up man!!
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Hey Doomer_
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Progress to 0.6.0a

Post by Hey Doomer_ »

Progress to 0.6.0a

Code: Select all

0.6.0
10/2 - exclude small shadow generators
10/3 - fixed shadow alignment
10/5 - fixed light smoothing
10/6 - optimized add light functions
10/6 - added bias to dark sector lighting
In addition to bug fixes and optimizations (most noticeably smooth lighting), I've added a new function called "bias lighting" that brings this alpha 0.6.0. What this does is average adjacent sector light levels with a bias toward darker sectors. The idea is to soften stark sector lighting used for shadows, creating more natural lighting. (As a result overall lighting is more responsive to Cvars, and sectors are not artifically darkened to as great a degree.) Here are examples of bias lighting:

e1m1 - bye-bye lighter sector outlining the red sector!
e1m2 - inside also affects outside so the inside lighting makes sense and also looks cool 8-)
e1m3 - areas in the background are now properly darkened
e1m6 - sector lighting is softer to align with dynamic lighting
e1m2 - bye-bye mystery light sources in the hallway!
e1m2 - warehouse lighting is more natural
e1m5 - another example of softer contrast
map01 - only the spotlight is seen and not the octagonal lighter sector
map01 - a more subtle effect outdoors and also looks cool 8-)
map04 - softer sector lighting that really looks like dynamic lighting is doing the heavy lifting
map22 - bye-bye striped lighting under beams overhead!

This fast, crude function doesn't affect performance but greatly improves lighting. It's most noticeable in maps where sector lighting is used to simulate natural lighting. Overall this is complete except for testing and possible tweaking before release. Most likely tomorrow.
Last edited by Hey Doomer_ on Sat Oct 07, 2023 4:20 pm, edited 1 time in total.
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Wow looking amazing! Cant wait to try it out!
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ReLite 0.6.0a Released

Post by Hey Doomer_ »

Posted 0.6.0a

Code: Select all

0.6.0
10/2 - exclude small shadow generators
10/3 - fixed shadow alignment
10/5 - fixed light smoothing
10/6 - optimized add light functions
10/6 - added bias to dark sector lighting
All as noted above. In addition fixed a few bugs in ceiling light mapping and shadow generator spawning. I played through the first few KDITD levels with Brutal Doom without frame drops. I tested the canonical levels thoroughly but not much else.

Note that since ceiling lights are added in a more or less asynchronous fashion this leads to a few asymmetrical areas. I think that's OK and an interesting effect. No doubt this and other lighting effects will further tweaked. Overall this adds far fewer dynamic lights than 0.5.2, which helps performance.

Many thanks for trying this out and commenting! I appreciate it!
cosmos10040
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Re: ReLite

Post by cosmos10040 »

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
0
0
0
0
0
0
0
0
VM execution aborted: array access out of bounds. Negative current index = -1

Called from hd_sector.nextperimeter at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 73
Called from hd_sector.polylabel at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 170
Called from hd_sector.Init at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 14
Called from hd_relite_Events.build_hd_sectors at relite_0.6.0a.pk3:zscript/hd_relite_events.zs, line 232
Called from hd_relite_Events.WorldLoaded at relite_0.6.0a.pk3:zscript/hd_relite_events.zs, line 29
]

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
]
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

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
0
0
0
0
0
0
0
0
VM execution aborted: array access out of bounds. Negative current index = -1

Called from hd_sector.nextperimeter at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 73
Called from hd_sector.polylabel at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 170
Called from hd_sector.Init at relite_0.6.0a.pk3:zscript/hd_sector.zs, line 14
Called from hd_relite_Events.build_hd_sectors at relite_0.6.0a.pk3:zscript/hd_relite_events.zs, line 232
Called from hd_relite_Events.WorldLoaded at relite_0.6.0a.pk3:zscript/hd_relite_events.zs, line 29
]

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
]
Loading what map? Of this mod?

Offhand this sound like a sector used for some effect.
cosmos10040
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Re: ReLite

Post by cosmos10040 »

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.
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Re: ReLite

Post by Hey Doomer_ »

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'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).

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! :)
IDDQD_1337
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Re: ReLite

Post by IDDQD_1337 »

By the way, will it be possible to add support for More Lights? [viewtopic.php?t=72206], I really like this combination
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Hey Doomer_ wrote: Mon Oct 09, 2023 4:29 am
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'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).

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! :)
Here is another crash with no rest for the living

VM execution aborted: division by zero.
Called from hd_shadow.Tick at relite_0.6.0a.pk3:zscript/hd_shadowactors.zs, line 268
]

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