Lighting System

[Open Assets] Lighting System v1.1

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GLide KS

Sometimes I sprite "things"
GLide KS submitted a new resource:

Lighting System - What if coronas were made in Lua?

Lighting System is an addon for Sonic Robo Blast 2 heavily inspired from an ancient but beloved feature of SRB2 Final Demo 1.09.x, the Coronas. Intended to be loaded in a dedicated server or locally loaded with an SRB2 custom build.

View attachment 185960View attachment 185962View attachment 185964

Lights are object based and defined per MT_ Object to spawn with. Light objects are made to be lightweight as possible to not cause any major...

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i did the solution for making lights look proper with bright colors... youll just have to wait for this release to catch up 😼
 
GLide KS updated Lighting System with a new update entry:

Lighting System v1.1 | Better than ever

Yo! Been a long wait right? I just decided to come in asap to update this finally released addon in the Message Board. And this is quite a big one.

I would like to present y'all, **v1.1**. Here's A LOT of changes since v1.0 and y'all might be interested.

---------- Changelog -----------------

## Core changes

- Major refactor, reorganization, clean ups, and code optimizations
- Tweaks to all vanilla definitions. this makes the coronas look even better), and also MT_SPARKLE has...

Read the rest of this update entry...
 
THE LIGHTS, THE LIIIIGHTS!!!!
edit: I'm just gonna say this now, I missed out on so much in SRB2. One of the reasons I wish I was born sooner. ;-;
 
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i've always wanted to see srb2 have better lighting as an option, and I gotta say, this REALLY delivers!

this also kinda inspires me to try to port the shadows from SRB2CB (SRB2 Wiki page in case you don't know what it is) into 2.2 as well. and if i do, I'll add some support for this addon to make the coronas not have shadows (along with a tag for custom objects to prevent it from having shadows)

Some of my currently developed mod's objects have proper support for this, and... it just works too well (and looks fabulous)!
 
i've always wanted to see srb2 have better lighting as an option, and I gotta say, this REALLY delivers!

this also kinda inspires me to try to port the shadows from SRB2CB (SRB2 Wiki page in case you don't know what it is) into 2.2 as well. and if i do, I'll add some support for this addon to make the coronas not have shadows (along with a tag for custom objects to prevent it from having shadows)

Some of my currently developed mod's objects have proper support for this, and... it just works too well (and looks fabulous)!
Good luck and thanks! Yes I perfectly know what are those shadows (I've been around SRB2 since Final Demo).

Many things are possible with what we have today on SRB2 v2.2.15, however, if it's a thing that applies for all the objects, it's quite hard to make it perform very well with SRB2 limitations, just as I did with Lighting System.

I developed Lighting System on a 2008 processor PC with the recommended settings I stated, so it should perform quite good.
 
Many things are possible with what we have today on SRB2 v2.2.15, however, if it's a thing that applies for all the objects, it's quite hard to make it perform very well with SRB2 limitations, just as I did with Lighting System.
I think what I'll do is have a custom settings setting (via SOC) let you enable 1 of 4 settings for this idea:

OFF: If you want them completely off for some reason. Should be the default for addons that include the addon within it, with maybe a message at start to let them know it's available.
SOME: Specifically chosen objects that should have shadows (I make the list, but addon makers can add more to the whitelist). Like the player, large objects, and statues.
MOST: More objects have shadows. Only very common objects (like rings or common scenery, like flowers) won't have shadows.
ALL: Every object except specially defined ones will have shadows. The best ones to force them off are translucent, light/bright, and maybe older objects from srb2 (like a ring from srb2 the past)

And also render distance specifically for the shadows. Will use the same distances for the pre-existing distance settings.

So then those with weaker devices can still have them, just with less detail so it plays fine.

I'll definitely make a WIP post on the MB that will include my many other ideas (my brain comes up with so much, but i sort out unrealistic ones.)

EDIT: I forgot the final example on ALL.
 
I test it out on Software mode... and it has the same performance as OpenGL?
I'm not the developer, and i didn't make this mod, but I have seen what happens in software because I was curious.

The main issue comes from from the software renderer being very... strange, to say the least. Mainly, if you go up close to a corona on the floor, in some positions, it will basically duplicate across the entire screen. However, this Is NOT an issue on GLide KS's side, as the software renderer is naturally finicky due to it's rendering method. Another Software issue, because of the 256 color limit, the area behind any and all coronas appear weirdly colored, though this also happens when Palette Rendering is enabled in OpenGL settings.

Yet again, this is something the developer can't fix, and the software renderer may never fix such issues in 2.3 (though Sonic Team Jr. could surprise us, GZDoom/UZDoom does have a truecolor software renderer, so it could be implemented).
 

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