Relighting Doom v3.31b [Updated 4/8/22]
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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]
Amazing work. Good to see you back.
I was tweaking this behind the scenes to squeeze some extra performance out of it but good to see the master has returned to his work progress and that progress is looking spectacular to say the least.
I was tweaking this behind the scenes to squeeze some extra performance out of it but good to see the master has returned to his work progress and that progress is looking spectacular to say the least.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I expect dialed down this will work on a potato.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
I guess I'll be testing that. Look forward to, as the most recent version lags my game to a crawl even on small maps.Hey Doomer_ wrote:I expect dialed down this will work on a potato.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Another teaser:
https://i.postimg.cc/3xyDdRqS/map08.gif
Example of performance with multiple shadows in the same player view.
Getting closer to a release.
https://i.postimg.cc/3xyDdRqS/map08.gif
Example of performance with multiple shadows in the same player view.
Getting closer to a release.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
can you fire a light over a room just PACKED with enemies? or run through a dynamic light nightmare of a hallway? (obviously the pack would be ideal for normal situations, just curious)
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Wow awesome!
Is it possible to have the shadow always underneath the sprite? It's great but looks a bit funny on that pile of gibs
Is it possible to have the shadow always underneath the sprite? It's great but looks a bit funny on that pile of gibs
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Qualified yes depending on settings. Cvars include which entity groups have shadow-generators, how many, how powerful, and how far away they work. All these affect performance.Dan_The_Noob wrote: ↑Fri Oct 21, 2022 6:30 am can you fire a light over a room just PACKED with enemies? or run through a dynamic light nightmare of a hallway? (obviously the pack would be ideal for normal situations, just curious)
Only shadows the player sees respond; most generators are ignored. Obviously this situation varies, but generally it's big generators such as missiles that fire shadow code.
Dynamic lights are somewhat irrelevant here. Shadow-generators are added to objects in gldef lumps and ignore dynamic lights. Dynamic lights added to a map as decoration will not generate sprite shadows.
Still early in testing and tweaking.

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Re: Relighting Doom v3.31b [Updated 4/8/22]
These look awesome ! Relighting already works great on deltatouch with shader patch. Can't wait for this update.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
What are good maps to test this with? (other than Nuts
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Re: Relighting Doom v3.31b [Updated 4/8/22]
oh i just meant overall performance, like. can you get a gif on nuts? for science
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Re: Relighting Doom v3.31b [Updated 4/8/22]
More progress, more teasers. Accounting for modern effects in Brutal & Beautiful Doom, all default settings:
https://i.postimg.cc/Vvc9N1sV/brutal-E1-M1.gif
https://i.postimg.cc/7LdMp0FD/brutal-MAP01.gif
https://i.postimg.cc/wvNcH3zN/beautiful-E1-M2.gif
https://i.postimg.cc/htGLv2gc/beautiful-MAP10.gif
https://i.postimg.cc/Vvc9N1sV/brutal-E1-M1.gif
https://i.postimg.cc/7LdMp0FD/brutal-MAP01.gif
https://i.postimg.cc/wvNcH3zN/beautiful-E1-M2.gif
https://i.postimg.cc/htGLv2gc/beautiful-MAP10.gif
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Re: Relighting Doom v3.31b [Updated 4/8/22]
hey, enough teasing. when do we get a busted version to complain about here?










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Re: Relighting Doom v3.31b [Updated 4/8/22]
Still working on optimizing and testing. Should have a video soon.Dan_The_Noob wrote: ↑Sat Oct 22, 2022 7:07 am hey, enough teasing. when do we get a busted version to complain about here?![]()
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This seems compatible with all modern gore effects, explosions, etc. The shadows are still sprite based however. I'm also working on accounting for different geometry, and I have not tested this with 3D floors. Etc. So soon.

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Re: Relighting Doom v3.31b [Updated 4/8/22]
Flashlight shadows - pretty cool.
https://i.postimg.cc/PJpr8n18/flashlight-shadows.gif
Also fixed the wall angles to account for positive or negative deltas... Lots of little stuff.
https://i.postimg.cc/PJpr8n18/flashlight-shadows.gif
Also fixed the wall angles to account for positive or negative deltas... Lots of little stuff.
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Re: Relighting Doom v3.31b [Updated 4/8/22]
Looks pretty cool, will it have an option to soften shadow edges? Pick transparency?Hey Doomer_ wrote: ↑Sat Oct 22, 2022 2:28 pm Flashlight shadows - pretty cool.
https://i.postimg.cc/PJpr8n18/flashlight-shadows.gif
Also fixed the wall angles to account for positive or negative deltas... Lots of little stuff.