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