ReLite

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Hey Doomer_
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ReLite

Post by Hey Doomer_ »

relite_logo_zdoom.png

ReLite is a bare-bones, no-limits fork of Relighting. It has the following:
  • Baked texture lights
  • Bias sector lighting
  • Colored sector lighting based on flat and sky textures
  • Colorized textures
  • Color bleeding shader
  • Dynamic colored lights attached to textures
  • Directional light and shadow
  • Ceiling and floor reflections
  • More decorative lights
  • Dynamic sprite shadows (optional blurry shadows / shadows for Voxel Doom must by created using included Python script)
  • Quake-style camera panning and stats at the end of each level
The mechanics of shadow generation are similar to Relighting with the exception that light sources are also attached to textures with dynamic lights.

Blurry sprite shadows (these work with Voxel Doom and many model assets) are created using a Python script that does all the work and adds them to this mod. (Really, it's easy and takes a few seconds.)

Requires GZDoom 4.10+

Previous Release:
relite_0.7.2b.pk3
Current Release:
relite_0.7.3b.pk3
announcement
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Last edited by Hey Doomer_ on Sat Oct 05, 2024 9:01 am, edited 45 times in total.
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Airehnr66
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Re: ReLite

Post by Airehnr66 »

Looking forward to trying this out! Relighting looks great and I’m curious to see what this bare-bones fork can achieve. Camera panning at the end of a level is a nice addition as well!
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BerserkerNoir
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Re: ReLite

Post by BerserkerNoir »

Hype!!
The Features promise a lot!
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Ivan951236
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Re: ReLite

Post by Ivan951236 »

Oh hey a new fork that's a WIP is gonna replace relighting! The thing i gonna say about this project is, How does ReLite look like with comparsion with Relighting? I understand you have to do some coding but do your best and show two Images between two Folks, ReLite and Relighting as both of these change lighting, so if you do tell me what they look like with comparsion with other mod, then of course i will download the mod if it does release for public download once i make my choice, Also Quake-Style like stuff is a nice addition to the ReLite as well!
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ReLite alpha release progress

Post by Hey Doomer_ »

Alpha release progress

Everything in the title post bullet list is done. I've corrected dozens of bugs - some serious - from previous versions. Many routines have been drastically simplified. Generally on canonical maps performance is excellent. As promised there are no limits - all sectors and lines are affected by light baking, for example.

However I am puzzled by random spikes in VM calls that I can't predict, reproduce, or find any reason for related to this mod. This creates a stuttering effect; I can see the fps ms level spike up/down from 3-5 to 70+ when it happens (normally ms is stable around 3-5). After 10-15 seconds the spike corrects itself. If I reload the level it doesn't happen again. Sometimes I don't notice it at all for some time - which has made me think I've solved the problem a few times! - but I can't make it happen. I've tried, too.

I have monitored performance by looking at thinkers and various stats. When this happens the only thing noticeable right off is spiking VM calls (up and down) and everything else I look at appears unchanged. I've no idea what else to look at, so help on where to start with this is appreciated. ReLite is doing way less with far fewer lights than RL, and I can't make this happen... so I'm puzzled by this.

Screenshots

e1m1
e1m2
e2m1
e2m4
e2m8
map10
map18

These show off texture lighting and pretty much speak for themselves. This is loaded with the bmplus_textures mod. Lights added are upper- and mid-texture lights, ceiling flat lights, and ceiling spotlights. The effect is to light much of a map with attenuated sector lights. (Note MAP10, for example.) Areas of maps that were invisible in RL are now lit more or less correctly.

I've added enhancements to the Python blurred assets script to create a pk3 of blurred assets and update ReLite itself with corrected ZScript files. These are needed for sprite shadows.

Alpha release "soon."

Edit

Just had a thought as I've been testing without an fps cap. Is that the problem I wonder? Testing with 150 cap.

Edit

More screenshots showing areas that highlight the new lighting (combination of wall light baking with attenuated lights)

e2m2
e2m7
Last edited by Hey Doomer_ on Tue Sep 19, 2023 4:19 pm, edited 3 times in total.
Skrell
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Re: ReLite

Post by Skrell »

Looking great!!! Can't wait to test this out!
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Hey Doomer_
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ReLite alpha release progress

Post by Hey Doomer_ »

Finishing alpha testing.

Here are two more screenshots:

e3m5
map06

I've added stacked texture lighting. Added fluid lighting. Tested blurred assets with Brutal Doom (there are some funky spawns I'd forgotten about that will have to wait), tested various ways to "smooth" sidedef lighting (nothing so far works perfectly!), and mitigated sector lighting specials as much as possible. There is variable performance with dynamic lighting; the game isn't designed to be lit in this way and of course all lighting is 2D, which can make some of the lighting look unrealistic. Depending on geometry there are areas where dynamic lights stack horizontally and cause a big fps drop. In other areas (depending on texture) an area is lit far too brightly. (I've not read the brightmaps, only linked textures for color.)

Release very soon, possibly tomorrow. 8-) I keep finding bugs, some serious, some of which exist in Relighting.
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Re: ReLite

Post by QuakeSlayer »

Oh yes I am going to enjoy the ReLite release!!
Skrell
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Re: ReLite

Post by Skrell »

OMG can't wait!
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Re: ReLite

Post by Skrell »

Still chance of a release today?
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ReLite 0.5a

Post by Hey Doomer_ »

Posted ReLite 0.5a

I've tested this with flashlight_plus_plus. At this point that's the only compatible flashlight mod. I've also tested with GZDoom "lights" and "brightmaps" files. Finally I've tested using "bmplus_textures" although "Sbrightmaps" has about the same effect.

Blurry assets created with Relighting will work here as well. ZScript files hd_initsprites and hd_crosswalk need to be copied to the root folder of ReLite. The sprites folder can be copied or zipped to a pk3 and run alongside the mod. Otherwise to get sprite shadows you'll have to run the rlassets utility. I have not allowed for generic sprite shadows in this version. However, as with Relighting using blurred assets means sprite shadows work well with Voxel Doom.

Menu options can be customized per game or map. I haven't played around a lot with changing these, although they work as intended. It's possible, for example, to make a map somewhat brighter or darker. The first parameter is the map name. Defaults generally work well for all maps, but note that these settings don't affect dynamic lighting at all.

This mod also uses the last palette loaded, and so adjusts itself according to any palette mods that might be used.

This required GZDoom 4.10+
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Having some issues running the mod, no other mods added.

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 449:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 472:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 540:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 566:
Unexpected '['
Expecting identifier
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Hey Doomer_
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Re: ReLite

Post by Hey Doomer_ »

cosmos10040 wrote: Sun Sep 24, 2023 10:52 am Having some issues running the mod, no other mods added.

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 449:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 472:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 540:
Unexpected '['
Expecting identifier

Script error, "relite_0.5a.pk3:zscript/hd_relite_events.zs" line 566:
Unexpected '['
Expecting identifier
What version of GZDoom? Any particular map? I get no errors at all.

Edit

I get no errors on the latest dev version. I do get the same errors using 4.10.0
cosmos10040
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Re: ReLite

Post by cosmos10040 »

Hmm im using delta touch, so probably using 4.10.0 i dont thinn dtouch has updated newest gzdoom yet.
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mamaluigisbagel
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Re: ReLite

Post by mamaluigisbagel »

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.

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