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Lemon Curdistan posted:Dumb gzdoom question: does anyone have any idea why the first instance of light/fire particles in any map reduces my framerate to like, five frames per second? This only happens the very first time I make something explode, every subsequent particle effect runs perfectly normally. By any chance are you using HQ4X or some other texture resizer? Especially at 4x resolution, they require insatiable amounts of VRAM and processing time and can only process graphics called for rendering. Rocket Pan fucked around with this message at 23:50 on Jan 6, 2016 |
# ? Jan 6, 2016 23:47 |
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# ? Jun 4, 2024 06:28 |
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Cat Mattress posted:Are you using some fancy particle effect replacer? That there's no further slowdown shows that the particles don't cause any problem by themselves once they're in cache, but accessing them in the first place does. I'm not! Rocket Pan posted:By any chance are you using HQ4X or some other texture resizer? Especially at 4x resolution, they require insatiable amounts of VRAM and processing time and can only process graphics called for rendering. I am! I had another Google and it looks like the issue was caused by applying HQ4X to sprites instead of just textures. Disabling it for sprites solves the issue. Thanks! e; Guncaster's guns are very dumb and very fun. What are some other fun arsenal replacement mods? Lemon-Lime fucked around with this message at 00:17 on Jan 7, 2016 |
# ? Jan 6, 2016 23:59 |
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Lemon Curdistan posted:
DoomRLArsenal, Demonsteele, Aeons of Death
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# ? Jan 7, 2016 01:33 |
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Russian Overkill
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# ? Jan 7, 2016 01:48 |
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These are all good. So is Project MSX and Psychic.
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# ? Jan 7, 2016 01:53 |
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Lemon Curdistan posted:e; Guncaster's guns are very dumb and very fun. What are some other fun arsenal replacement mods? Don't play Aeons of Death, it's janky and ugly and a thematic mess. Try: Diaz v3 Nazis! v2 Accessories to Murder The Trailblazer Modes of Destruction () Xaser and Eriance's Eriguns mods
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# ? Jan 7, 2016 03:09 |
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Aeons of Death isn't meant to be thematic. It's meant to be a hilarious clusterfuck and it does that quite well.
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# ? Jan 7, 2016 03:19 |
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Also, Necrodoom, Doomstorm and Contra Doom, although not sure if they're still in weapon replacement territory as those change gameplay in order to simulate another game.
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# ? Jan 7, 2016 03:48 |
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Woolie Wool posted:Try: Zero Tolerance is p cool too
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# ? Jan 7, 2016 03:48 |
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There was a mod I played a long time ago called Satanic that I remember being kinda cool with this neat grayscale effect,l and some sort of spellcasting and gunplay, but it was hard af. Might be worth looking into?
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# ? Jan 7, 2016 05:24 |
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The new issue of Game Informer has a lengthy article about Doom 4. I'm unsure about the rules re: magazine scans here, so I'll just give a brief summary:
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# ? Jan 7, 2016 05:55 |
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Aeons of Death is loving stupid in the best way possible. As long as you don't take it seriously (and maybe ditch sobriety while playing), it's a clusterfuck of goofy fun.
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# ? Jan 7, 2016 05:57 |
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Whoa whoa whoa, there's a Doom mod called Golden Souls that's basically Mario 64-themed? Goddamn that's cool. Was trawling youtube for a walkthrough and found it. Outside of Pirates, Batman, Aliens, Army of Darkness, the unfinished Ghostbusters mod, and a scattered amount of Star Wars mods am I missing any other licensed property mods that cross over with Doom? I'm a sucker for TCs that convert another property into Doom somehow.
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# ? Jan 7, 2016 06:41 |
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Bizzarly, no ones done a warhammer 40k mod, which seems like a no brainer to me.
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# ? Jan 7, 2016 06:44 |
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If I'm mainly interested in single-player, should I go with GZDoom over Zandronum?
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# ? Jan 7, 2016 06:47 |
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If you're playing by yourself you can use whatever you want. Zandronum works better on lovely/old/AMD computers though, since it has an older OpenGL renderer. GZDoom has more pretty effect support and if you download the SVN versions you can use more fancy mods.
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# ? Jan 7, 2016 06:56 |
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Narcissus1916 posted:Whoa whoa whoa, there's a Doom mod called Golden Souls that's basically Mario 64-themed? Goddamn that's cool. Was trawling youtube for a walkthrough and found it. https://www.youtube.com/watch?v=eBRoneC4dvc
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# ? Jan 7, 2016 06:59 |
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The Kins posted:The new issue of Game Informer has a lengthy article about Doom 4. I'm unsure about the rules re: magazine scans here, so I'll just give a brief summary: I wonder if the inclusion of the subweapons/upgrades/keys will mean that levels will be oriented towards open-exploration instead of being a series of setpieces strung together by linear corridors. Either way it looks like id's at least making a token effort towards making Doom a different experience compared to most AAA FPS titles.
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# ? Jan 7, 2016 07:19 |
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The Kins posted:Secrets and coloured keycards are back, encouraging players to backtrack to those suspiciously locked doors they passed earlier to get equipment and upgrades they normally wouldn't find until later.
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# ? Jan 7, 2016 08:31 |
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Finding keycards hidden in some dumb part of a maze is the worst part of Doom, don't act like you liked it.
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# ? Jan 7, 2016 08:32 |
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I was always under the impression that the point (or maybe the defense) of key-cards was that they contributed to non-linear level design. This isn't totally related to keycards, but one of the things I noticed while playing through Duke 3D a while back is that a lot of the levels 'loop' back to earlier parts of the level. Like in E1M1 of Duke, as you work your way through the movie theater, the walls explode, and they lead back to the lower floors of the theater (Not to mention that the level exit is above the alleyway where you enter). There are a few other levels where the same thing happens. I thought that was an interesting way to design levels (though I wonder if it was done because some of the levels were intended for deathmatch). Max Wilco fucked around with this message at 09:03 on Jan 7, 2016 |
# ? Jan 7, 2016 09:00 |
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Alright, thanks for all the recs. I guess it's time I checked out DoomRLArsenal, too, since I've been meaning to for a while.dis astranagant posted:Aeons of Death isn't meant to be thematic. It's meant to be a hilarious clusterfuck and it does that quite well. Yeah, I don't care about balance in this case. My only two requirements are a) pretty gun sprites and b) ludicrous/fun guns. I wish Guncaster's Longhorn and Demonsteele's Charon were in vanilla Doom.
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# ? Jan 7, 2016 10:02 |
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A guy on Tumblr called "duke3dmaps" linked me to a goldmine. Here's a couple of snippets from it: TRAILER!ZONE. https://www.youtube.com/watch?v=d3ZiXCTDIAw https://www.youtube.com/watch?v=thkD5yUmdXI https://www.youtube.com/watch?v=eKyqGBnMZH4 https://www.youtube.com/watch?v=82DKY3pdfZU Half-Life was an unfortunate mess until like six months before release. Here's a glimpse of some of its less glorious moments. https://www.youtube.com/watch?v=5Wavn29LMrs
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# ? Jan 7, 2016 11:18 |
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haha, those ancient wizardworks trailers are really a doozy.
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# ? Jan 7, 2016 11:41 |
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dis astranagant posted:DoomRLArsenal, Demonsteele, Aeons of Death I'm currently using DoomRLA + Oblige randomly generated episodes to do a daily ironman challenge. It's loving great fun and every run has ended with a "oh gently caress" moment where I've stupidly gotten myself killed or died to a new enemy I didn't treat with enough respect or just wasn't cautious enough. The challenge at the moment is making sure a successful run is under an hour but also providing enough difficult that a success is rare.
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# ? Jan 7, 2016 11:44 |
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DoomRLA works really well with some carefully tweaked Oblige settings, which makes sense since it's designed after a rogue-like.
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# ? Jan 7, 2016 11:45 |
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Elliotw2 posted:DoomRLA works really well with some carefully tweaked Oblige settings, which makes sense since it's designed after a rogue-like.
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# ? Jan 7, 2016 11:50 |
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Elliotw2 posted:DoomRLA works really well with some carefully tweaked Oblige settings, which makes sense since it's designed after a rogue-like. Yeah. The main frustration is the crafting basically requires me to have the wiki open at all times. I think hiding the information behind recipes you pick up ingame doesn't really work for this and I'd love a cheat code that unlocks them all so I don't need to keep checking an external source.
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# ? Jan 7, 2016 11:53 |
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This is what I got right now for my tastes, it'll spit out 12 maps that get bigger as you go farther with the size/length settings I have picked out.
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# ? Jan 7, 2016 12:11 |
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I found that Episodic/Progressive size quickly became a slog. I can't imagine how much more of a slog it'll be with More & Harder monsters!
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# ? Jan 7, 2016 12:30 |
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I set mine like that because I feel that with DoomRLA I get really overpowered too quickly with the default monster settings .
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# ? Jan 7, 2016 12:32 |
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If you want to have some better weapon variety, for whatever reason chainguns on the map have a much higher chance of getting promoted to superior and unique weapons. Fully 1 in 7 of them become random superior weapons so turn them up if you want to check those out.
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# ? Jan 7, 2016 12:36 |
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Elliotw2 posted:I set mine like that because I feel that with DoomRLA I get really overpowered too quickly with the default monster settings . If you get something like the Nuclear BFG while playing demo then it certainly feels that way. Didn't stop me dying though! In all honesty I think it's just because I'm playing Ironman and trying to get a condensed experience every day (DoomRL is called a coffee break roguelike for a reason!) that I don't want the ever-increasing size of the episode. I've not yet successfully completed an episode without dying but it's only been a week. A few days ago I was 2 hours in and was getting seriously fatigued by it.
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# ? Jan 7, 2016 12:40 |
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Someone mentioned Contra Doom. I looked it up. Now I need it, thanks. https://www.youtube.com/watch?v=nK3TI-HwKNo Unless they REALLY fixed it up for the final release, this was terrible, and I love all things RE4/Mercenaries-related. (EDIT: Ok, well, after watching this video, it looks like a LOT has improved. When I played, there wasn't even an aiming reticle, which is necessary for a mod like this) Max Wilco posted:I was always under the impression that the point (or maybe the defense) of key-cards was that they contributed to non-linear level design. I have to say that Duke's E1M1 is one of my favourite all-time FPS levels ever period. Rupert Buttermilk fucked around with this message at 14:27 on Jan 7, 2016 |
# ? Jan 7, 2016 14:21 |
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Narcissus1916 posted:Outside of Pirates, Batman, Aliens, Army of Darkness, the unfinished Ghostbusters mod, and a scattered amount of Star Wars mods am I missing any other licensed property mods that cross over with Doom? Rupert Buttermilk posted:Someone mentioned Contra Doom. I looked it up. Now I need it, thanks.
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# ? Jan 7, 2016 15:40 |
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david_a posted:Have you played the original Action Doom by Scuba Steve? It's heavily Metal Slug/Contra inspired. It even has branching level progression, although not as much as Action Doom 2. This is why I love this goddamned thread Going to check out Action Doom 2 some time this week, thanks!
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# ? Jan 7, 2016 16:00 |
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Elliotw2 posted:Finding keycards hidden in some dumb part of a maze is the worst part of Doom, don't act like you liked it. Not if the level designer was competent (i.e. not Sandy Petersen). The sprawling interconnected layouts pioneered by Romero are a pretty essential part of what makes Doom Doom.
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# ? Jan 7, 2016 16:23 |
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I'm playing with Oblige + DoomRLA... and realizing that Oblige is a better level designer than I am. Sobering thought.
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# ? Jan 7, 2016 16:26 |
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Rupert Buttermilk posted:This is why I love this goddamned thread Going to check out Action Doom 2 some time this week, thanks!
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# ? Jan 7, 2016 16:54 |
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# ? Jun 4, 2024 06:28 |
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I'm having some trouble with the Going Down map Demonology. I can't figure out how to get the skull in the bedroom. I've triggered all the others and killed everything, so I've been reduced to blindly running around humping the walls to no avail. Even watching this playthrough on Youtube doesn't make it obvious what triggers the wall to open.
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# ? Jan 7, 2016 17:18 |