Relighting Doom v3.31b [Updated 4/8/22]
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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: Relighting Doom v3.31b [Updated 4/8/22]
Can you point out all the settings that are performance-intensive? This mod used to work decently, but now I get way too much lag and I'm not sure which ones to turn off or adjust.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Still running into "cannot read from zero" error.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
What happens right before you get that VM abort?SLON wrote:Still running into "cannot read from zero" error.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
It's looking great atm i tried it with sigil and some levels look awesome.
However i'm lagging
Not sure why though.
However i'm lagging

Not sure why though.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Just to report that after skipping some of the last versions I've downloaded this one and I must say that these new light effects are super awesome but performance wise, it's worse. It plummets my fps to 25~30 in worst case scenarios.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Running an modified map 13.kalensar wrote: What happens right before you get that VM abort?
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I tried just running Relighting3.31B and had zero problems on map13 of Doom 2.SLON wrote:Running an modified map 13.kalensar wrote: What happens right before you get that VM abort?
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Are there any kind of presets for standard maps used here? This may be causing the problem. Or maybe this is due to already added GL lighting sources to the map...
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Fixed this shader for delta touch, it used to crash the game because gles does not like mismatched intergers and floats
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Disabling dynamic light in settings helped...SLON wrote:Are there any kind of presets for standard maps used here? This may be causing the problem. Or maybe this is due to already added GL lighting sources to the map...

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Re: Relighting Doom v3.31b [Updated 4/8/22]
this is really cool but more complex maps seem to just crash starting it up?
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I've noticed occasionally entering rooms that are completely dark, but have sprites in them that have brightmaps and are quite visible. Was wondering if there's a plan to treat sprights with brightmaps / fullbright properties similar to the flats and walls that are treated as lightsources (or, if they're meant to be already, if I've done something wrong?)
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I'm not sure if they are still active on this forum, but there are some brightmap options available that might do what you want. brightmaps plus, sbrightmaps etc.DarkkOne wrote:I've noticed occasionally entering rooms that are completely dark, but have sprites in them that have brightmaps and are quite visible. Was wondering if there's a plan to treat sprights with brightmaps / fullbright properties similar to the flats and walls that are treated as lightsources (or, if they're meant to be already, if I've done something wrong?)
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I mean, what's unique about this mod is that it "distributes" the light, to a degree, across adjacent sectors. I'm not looking for just brightmaps, or for brightmaps to be a dynamic light separate from this. My expectation was that like... if a blue lit wall lights up the adjacent sector, etc, that a blue glowing object would do the same thing. I'm guessing from the response that that's just not a feature of this, which is fine. I just wanted to make sure I wasn't doing anything wrong, because the sector lighting with this mod looked really good until you got somewhere where there's a lamp sprite in absolute darkness, or similar.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Hey uh pal? The download link no longer works. It just redirects to this page: download/file.php?id=43490. Can you check it again, see if you can reactivate the link? Thanks pal.