Jalaso doom, a mod made specifically to overhaul certain lighting aspects of doom 1. Certain areas that lack shadows to make the scene more realistic, this mod fixes. Some areas like the first level of doom 1 lack alot of shadows that would appear in modern remakes of this game in different engines. This mod doesn't cheat by modifying the engine in anyway. infact, Jalaso doom will work with any engine port of doom for any machine that supports it, so no additional modification is needed. Shadows and lighting adjustment will be made using in engine tools already available to us.

Description

A small demo demonstrating most of whats been completed, i'll continue more in the readme.txt file that comes with this

Preview
Jalaso Doom | Demo
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hoover1979
hoover1979

I'm sure you can legally remake episodes 2, 3 and 4 (and the full set of Doom 2, Plutonia and TNT levels) by only including the lighting enhancements so the original IWADS are still a requirement for play (IE: remaking the level structure but not including the base textures, sprites, patches or SFX/Music that are contained in the IWAD). As long as your mod requires the IWAD to run, you won't get in trouble with Bethesda/Zenimax (who own id software and their IP's).

However, if you remake the levels entirely, include the textures, sprites, patches, sounds and music, and the IWAD is no longer needed to play the full version of Doom, you would be taken to court and made an example of, and US companies are known for suing for extraordinary amounts of money, so sticking to the maps would mean you're golden.

Are you going to add dynamic lighting to the maps, so that texture packs that use PBR materials will really pop? Reinchard is working on PBR textures and I have a couple of guys making PBR materials for my texture pack, but the effects won't show on normal Doom levels as there aren't dynamic lights to hit the textures and show the effects. Or are you just planning on sector-based lighting changes?.

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unhealthygrapejuice Author
unhealthygrapejuice

First, i'd like to apologies for replying way to late. I sometimes forget to check moddb

I'd love for that to be a simple workaround, making my mod just an attachment to the original doom wads, but i'm way to inexperienced to know how to do it that way.

No, i won't be implementing any dynamic lighting or PBR shader support. This is just vanilla doom with major lighting adjustments using the already existing tools. Sorry to disappoint :(

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Hereticnic
Hereticnic

Wow, it's surprising to me that I had little desire to explore the possibilities of improved Lighting and Shadows in Doom before, it makes the game look so nice, and some levels become menacing once again.
I would recommend trying the mods called Relighting and DarkDoomZ to experience some of this new lighting techniques. Relighting is an interesting one that it calculates lighting and shadows at the moment the map loads, to replicate "real time" with less CPU cost. Not quite Ray Tracing, but pretty close in terms of pure CPU code. Here's a demonstration I recorded of it.

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Hereticnic
Hereticnic

DarkDoomZ has a different technique for lighting, but it is nice in the fact it gives multiple options for lighting models to use, from "less" to "more", with adjustments and also gives options for multiple types of flashlights to use. Surprisingly, I haven't found so far a decent Torch mod to use (I want a flickering light to simulate the light coming out of a fire Torch, to use in Hexen and Heretic mods, and also make the lighting look Amber/Yellow... So I'm making my own mod for that, but I'm struggling to get the Zscript code right... Decorate is easier to program, but that would mean I need to specify a new PlayerClass for it, which is not universal like Zscript)

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