Description

Bug fixes, pitched and directional wall shadows, and window lights.

Preview
relighting v4.0156b
Comments
MasterZeroFlash
MasterZeroFlash - - 41 comments

Don't know exactly what you did but Im seeing much smoother frame-rates in areas where I used to have minor stutters before (probably because of combining with BeautifulDoom and adding a lot of fancy visuals XD). Thumbs up!

EDIT: Nevermind, got the same thing but in different places this time, so probably something to do with the monsters or my particular combination of mmods. EDIT2: (Yup, Monster Shadows and Dual Shadows mainly.)

EDIT2: Played around with some settings and it seems that no matter what I do, if I have Beautiful Dooms "Enhanced Gibs & Death" option enabled, Relighting applies shadows to the gibbed parts, even when Monster shadows, Other shadows etc are turned off, and if theres a lot of gibs, it tanks the performance >_<'

AFAIK Beautiful Doom doesnt do anything with the shadows so I was wondering, would it be possible to add an option to disable all the non-wall/floor/"furniture" shadows (for debugging if nothing else), or is this most likely just a case of the two mods being quirky when used together?

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HeyDoomer Author
HeyDoomer - - 73 comments

I did make changes in shadow generation to allow for states with a TNT1A0 sprite (that is of zero height); I also allowed for other properties that indicate the object is not a shadow spawner. I didn't check Beautiful Doom's gore, and I see there is a BD_Blood class that has a height of 12. I'll check that out, thanks.

In the meantime tweaking shadow distance, "Other Shadows" Max, and Min Sprite Size may help.

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MasterZeroFlash
MasterZeroFlash - - 41 comments

Setting Other Shadows Max to 1 seems to have done it (I cant believe I didnt think of that >_<), wondering though, what does the Solid Shadows and GLDEF Shadows under the Other Shadows category do? (Wondering since Im already playing with Pickup Shadows set to off and I cant easily discern if anything apart from the gib shadows go away when setting the Max to 1)

EDIT: Ah, it seems to also remove the shadows from for example the Lamps (added by Beautiful Doom I think), shadows which didnt look all that good to be honest, though I kinda liked the wall shadows), is there any other potential "losses" of shadows other than those?

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HeyDoomer Author
HeyDoomer - - 73 comments

I don't know how proficient you are with ZScript editing, but you can also try editing hd_relighting.zs and add this around line 1811 in the WorldThingSpawned override function:

if (e.thing.GetRenderStyle() == STYLE_Translucent) return;

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MasterZeroFlash
MasterZeroFlash - - 41 comments

I might have done it wrong but I tried it a bunch of ways and didnt really see a difference, what is this addition supposed to do?

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HeyDoomer Author
HeyDoomer - - 73 comments

Many states begin with a TNT1A0 placeholder sprite, which in previous versions could eliminate a shadow caster from casting a shadow. I've added those back in, but there are still exceptions. One of these is the BD_Blood object as you note. I'm working on this for the next version to avoid a list of exceptions. Excluding translucent actors will eliminate some of the non-shadow casters.

"Other" shadows are anything not monster or missiles. I haven't differentiated inventory pickups, for example.

EDIT:
In tracking TNT and non-TNT shadow casters in Beautiful Doom and after tracking what and when objects cast shadows, some performance issues appear unrelated to shadows. In other words, I'm seeing some dips in framerate without any new shadows generated.

For the next version I've added a check in the shadow code for the sprite, so performance should be improved.

Thanks for the interest and comments!

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MasterZeroFlash
MasterZeroFlash - - 41 comments

Ooh, Ill keep an eye out for the new version then!

Also no problem, Im relieved to hear that you appreciate the comments, I was about to apologize for being too intense >_<

You are doing some stellar work in any case :)

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