Adds dynamic sprite shadows, baked texture lighting, dynamic sector lighting, and more. Works with GZDoom. Any mod, any map, any game.

Description

Maintenance release with bug fixes. Also includes rlassets that can create blurred shadows to work with sprites and/or models, including Voxel Doom.

Preview
relighting v4.0165b
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kalensar
kalensar - - 401 comments

Keep up the good work! I've loved the progress on this for a long time.

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MasterZeroFlash
MasterZeroFlash - - 40 comments

I have a small problem when playing Doom 2, I want to turn off the pickup shadows because I think it looks a bit ugly on for example Pistol Clips, but if I do, the nice, green glow around the Armor Bonus pickup also disappears, easily seen in the first room of Doom 2, to the right, where there is such a bonus in view (looks like a Helmet), and no amount of fiddling seems to be able to get rid of just one and not the other, also, I would preferably like to be able to only disable shadows for pickups that spawn during the course of the game (for example ammunition drops from dead enemies) but be able to still have shadows for the stationary pickups that are placed there by the map-maker (medkits, spheres etc), is there a way to do this and I'm just dumb?

And two side-notes: I turned off the Missile Shadows in the "Sprite Shadows Added to Spawns" menu since they seemed to wreck havoc on my framerate when firing a Rocket in an enclosed space with lots of different lightning and shadow spots like the Circle part of the Map "'O' of Destruction", also, for me Missile shadows just seemed to create this sort of subtle cone-shaped variance in the lighting just around the projectile as it was moving, which I thought didnt look very good and also the built in / other light effects still do plenty, so Im not sure if Im doing something wrong or if that is just how it looks with graphics this old.

And now two proper side-notes (>_<): Even though I have turned off Player Shadows, sometimes Doomguys shadow still appears on walls, and turning off shadows from corpses seems a bit wonky too, did I miss a setting or what is happening?

When just screwing around with the settings to test them I realized I can for the life of me not get shadows from certain things to disappear (like the standing, green lanterns), no option I choose seem to get rid of said shadow (which in that stair situation mentioned before do propagate both on the wall properly, but also on the air behind the pillar, where the floor would be, had said floor continued), I dont know what is up with this either, which brings me to my last question, which I feel a bit embarrassed to have to ask, but still: Am I supposed to manually disable any and/or all of GZDooms built in Shadow and Lighting options while using Relighting? (I am asking because sometimes I feel like turning off some options doesn't do much/enough).

Also, I feel like the Reflection code could probably use a bit of work as Water (for example in Underhalls, Doom 2, Map2) looks very Marble-like with the default Reflection setting, but maybe this is just a limitation that arises when using an automtic filter to create an advanced visual aspect, but applying it to the not-so-advanced base textures and the result being something of a mind-screw for the perception, or maybe changing something would risk screwing it up when using it with whatever custom graphics might be part of another mapset? I'm imagining the simple answer is that should just turn down the reflection value in general and stick with it, no?

I wasn't planning on making such a long post, but (as you can see) there was a bunch of things I wanted to say and ask, and I was contemplating if it would matter if I made a comment or not (aka I was being lazy), so now that I finally decided to take the time to comment, it was better to put as many things in there as I could think of, especially if it turns out Im just a dumb and some of it is really easy to solve, heh >_<

That being said: This mod is amazing! <3

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MasterZeroFlash
MasterZeroFlash - - 40 comments

EDIT2: I also realize there are performance presets for most of the categories of options (very nice with categories and descriptions now), but when my problem lies just with one (or a few) things, they are a bit overkill.

Also realized something else to ask: I know that things that need a restart to take effect do so when starting a New Game, but if I then load a save, does those settings not apply properly to that save then because things in that map where already spawned etc, or am I doing it right? (I would think I am, but wanted to ask to make sure, since I am having trouble discerning what exactly some of the settings do sometimes, there is no test map to show off a visual example of each subtle or non-subtle change that a setting has on the visuals as far as I know, this is NOT to be taken as a "Why haven't you made a test map yet?", just that lighting and shadow effects etc are sometimes very subtle and it is not often that any random spot in any random map makes me stop for a moment and go "Oh, hey, this looks different", even if I'm looking for it >_<)
EDIT3: Turns out my hunch was right, oof, no wonder I had such a hard time seeing changes sometimes then!

I hope you can stand my wall of text, I'm sure most people dont care or are pedantic enough to let some of these things bother them, but here we are, lol.

...now to play some Doom! XD

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MasterZeroFlash
MasterZeroFlash - - 40 comments

Just did some more testing, I'm not a hundred percent on this, but I think something with the Ghost Lights function causes flickering on my screen.

Yup, again using Doom 2, the first room of the first map has a Ghost Light to the left and to the right of the opening (with the iconic pyramid staircase) and something with it or something interacting with it makes it flicker on my screen, which is a G-Sync screen btw, that might have something to do with it, it often is.

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MasterZeroFlash
MasterZeroFlash - - 40 comments

Also, I seem to get a framerate smoothness problem each time there is a lot of certain lamps in a close proximity (I think it is the green sort of standing lanterns doing it) and no setting seems to do much (the problem is seen for example at the part connecting to the beforementioned circle in "O of Destruction" where there is the staircase leading up to the Arachnotron and up the further stairs to a Keycard and an Archvile, the first set of steps has standing green lanterns on the bottom left and right and top left and right of it and especially when traversing to the top of the stairs from the area above there seems to be a dip in framerate.
THOUGH: I don't know if this is actually Relightings fault, I have not tested that particular thing much yet, it was a long time since I played a lot of Classic Doom, but I seem to remember it not happening with other or no mods but it could be something going on with GZDoom for all I know. (EDIT: I tried another mod and also Vanilla Doom 2 and went to the same places and had no problems at all at this place so I do think there is something in Relighting, bug or not, that makes my computer protest a bit.)

EDIT2: Did some more testing and setting the Lights Added to Spawns preset to "Performance" seems to have fixed about 85-90% of the issue, a bit of a shame, but eh, what can you do, and it wouldnt be the first game where I had to turn down dynamic light-sources. Question solved, I guess >_<

Missile lights are awesome and the most important in that category anyway though, so :)

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MasterZeroFlash
MasterZeroFlash - - 40 comments

OK, Ignore basically everything else that I have said, it would seem that the real culprit is mostly actually reflections, turning them off did most of the trick, even as far as make me able to enable all the "Lights Added to Spawns" again without any major hiccups. Reflections are kinda cool, but I was also kind of whining how it usually just makes things look like they are made of marble (even grass and water), so I should probably be glad it seems to be the reflections in the end. (Oh, and the Ghost Lights, which seem to screw something up for my graphics card and end up flickering for some reason, kind of in the same way that some things start flickering when I turn on TAA in ESO, so it honestly probably is something on my end again)

So now I guess my only real issue is that some shadows (like the shadows of the standing green lanterns mentioned in the previous post) seem unable to decide what light-source to latch onto, and end up cycling through a bunch of different angles (imagine the shadow being one of the arms on a clock and that it rapidly ticks from 12 to 3 before jumping back to 12 and so on), but it only happens when I am standing in certain positions, so Im trying to figure out if there is another setting that makes the shadows go bonkers, but it is more annoying than anything affecting the game.

...watch me go another 45 minutes before I come back with a "..hmm, now theres a problem with the settings I spoke of before, but 'x' new setup seems to work so maybe 'y' was actually the thing causing problems" or something x.x

EDIT: Nope, that seems to have done the trick for the most part, am playing Doom 2: The Way We Remember It with Beautiful Doom, Relighting and a Doom 3-ish Texture pack and I havent had any major issues yet :)

EDIT2: Said combo lags like all hells when trying to play that version of Barrels o Fun though, and turning off or limiting Solid sprite Shadows solves it, though then it also removes some extra glow from the barrels that look really nice so I wouldnt want that, fiddling with the settings I got to no satisfying conclusion, I tried tweaking the shadow sizes etc but nothing changed much. It is not like every map has as many barrels though, so eh, Ill have to suffer through it for this one level XD (Though one wonders what causes said extra barrel lights to tank the FPS so much and if there is a setting that would help)

EDIT3: Apparently the culprit this time is Death Lights in the "How Lights Interact With Shadows" category.

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Hereticnic
Hereticnic - - 229 comments

In this new version 4.01 how could I manually edit the file on Slade to give the mod a "Minimum Sector Light allowed" like there was in the older 3.3.1 version?
For that reason I always keep the older 3.0 version on disk, some maps look better on that version, although it takes a bit longer to load some maps.
The majority of maps look better on this newer version though.
Is it possible to manually change the code to raise the value for "Minimum Light"? Unfortunately I've found that light 128 works ok for most things to avoid too dark corridors.
I have a Flare-Torch mod for emergency situations but it breaks immersion.

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Hereticnic
Hereticnic - - 229 comments

The mod is a mystery to me, sometimes it works brilliantly and other times these dark corridors stay completely in the dark unable to see.
I just finished Requiem with this mod, excellent experience thanks to the mod, for the first maps map1 through map5 working brilliantly, and then for the later maps (Hell themed) it didn't work quite right, more than often too dark.

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Hereticnic
Hereticnic - - 229 comments

as of latest version 4.0165b shadows are not working with Voxel Doom2... is there a chance that it only works with the original Voxel Doom1?

(testing now...)
No, it doesn't work even with DOOM1.WAD loaded with VoxelDoom1

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