Brütal Doom v0.18

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: Brütal Doom v0.15a Hotfix

Postby thief666 » Mon Mar 19, 2012 9:09 am

Hey Mr Chris,

Regarding imp jumping distance- thats fine i know how to do it by myslef. Still if you are willing to share your edited files I would love to try them
(maybe not only me)
The best way to do it would be export this edited.txt files (winrar, winzip i guess even SLADE can do that) and then pack them back I guess for uploading. It souldnt take more than 2 minutes.

In any case thx for sharing your experience.
thief666
 
Joined: 09 Sep 2011

Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Mon Mar 19, 2012 10:01 am

Cyanosis wrote:I figure it should be pretty duh obvious if you play at a high res and with this mod and all it's FX and you're on HR style levels you're going to suffer SOME kind of lag due to the core engine limitations being pushed more than what it was designed around.

I play at 640x480 on a shitty on-board Intel currently with half the RAM I used to have since my other comp went kaput and I'm quite surprised at how well optimized Brutal Doom is when playing, with minimal choppiness that doesn't harm gameplay performance. Then again I did do runs on all IWADs only (via UV). I forgot how well Go 2 It from Plutonia ran though.

Evidently if I were to replicate that video I'd get just as nasty a lag as you did if not worse thanks to my specs.


I have some decent specs and I don't know why Skulltag (and quite possibly GZDoom too) chugs or turns into a slideshow with so many monsters as seen in my test videos. It definitely has to do with their "Active" state or the constant spawning of the headshot actor since when idle the framerate isn't all that bad/tolerable.

@thief666: Just dissect the "Tame" PK3 I uploaded and posted a page or two back. Pretty much almost all monsters have been altered, the shotgun drop ammo has been restored and the minigun slightly stronger, atop a few other miscellaneous changes (No captured marine in place of blursphere, for example)
User avatar
Mr. Chris
Ask me about Oblige
 
Joined: 13 Mar 2009
Location: Suffolk County, NYS

Re: Brütal Doom v0.15a Hotfix

Postby thief666 » Mon Mar 19, 2012 11:39 am

Hey Mr. Chris
I didnt noticed that you uploaded it already THANKS a lot!!! gonna test it as sson as I get back home! :cheers:
thief666
 
Joined: 09 Sep 2011

Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Mon Mar 19, 2012 6:00 pm

Mr. Chris wrote:
Zombieguy wrote:I too, had noticed this problem back when I had my 9400 GT. I play at 1280x800, 16:10, and this problem is no longer an issue for me with my new GTS 250.


Go to http://oblige.sourceforge.net then go to the forums and download the 4.23 WIP version, produce a regular sized Nuts!/Crazy level and tell me if you have severe frame rates as seen later in my videos, namely if you come across with a room packed with monsters like that.

Yep, I had severe frame-rate issues after building a regular sized Nuts map. :/

Anybody else have this problem?

EDIT: It's not the monsters, It's all of the smoke/effects/gore on your screen all at once. I produced a regular sized Nuts map again, but this time, I used - "notarget", "fly", "iddqd", and "idkfa" to compare the performance between vanilla doom, and brutal doom. There was no difference in performance while looking at all of the monsters on the screen, but, all of those effects at one time, caused extreme frame-rate drops.

It's kinda like how Minecraft would act on an XBox 360 if it had infinite worlds, and a far view distance.
Zombieguy
 
Joined: 24 May 2010
Location: C:\Earth>

Re: Brütal Doom v0.15a Hotfix

Postby thief666 » Mon Mar 19, 2012 7:10 pm

hey regarding the performance issue
I indeed played doom2 map18 with lots of IMPS (40-ish or so) and I had slight performance decrease
When I edited imps.txt and removes somke and fire tracers from imp fireballs it was much better and
screen was more "clear" I could see enemies better.
thief666
 
Joined: 09 Sep 2011

Re: Brütal Doom v0.15a Hotfix

Postby Zero X. Diamond » Mon Mar 19, 2012 7:45 pm

Zero X. Diamond wrote:I've got the day off tomorrow, so if nobody objects I think I'm gonna sit down and try to record some new vocals for the player. Gonna go over the ones that we've already got and then go through the Doom comic for some of the better one-liners in case Sergeant wants to go with the earlier suggestion of putting in some kind of taunt system or something.

Image
I think I did pretty good with this. There's a little bit of sound clipping here and there and very first FUCK YOURSELF isn't up to par with the later Doom comic stuff I did, but that has some additional FUCK YOURSELFs on the end of it. Also I have no idea what in the hell SALUTE is supposed to be so that's the weird kind of confused grunt thing that's somewhere in the middle of the mess. If you guys like the stuff, I can cut out whatever you think the best takes are from the original source files and turn 'em in.
User avatar
Zero X. Diamond
Nyet.
 
Joined: 22 Dec 2009

Re: Brütal Doom v0.15a Hotfix

Postby Gothic » Mon Mar 19, 2012 7:52 pm

hahaha, nice
User avatar
Gothic
Vandalism is wrong, Marcy
 
Joined: 16 Jun 2011
Location: Chile

Re: Brütal Doom v0.15a Hotfix

Postby Paul » Mon Mar 19, 2012 9:15 pm

quite a few of those grunts sound like he is sneezing, which is actually awesome and hilarious if you think about it in the context of doom.

A guy running around sneezing and alerting the monsters...
Paul
 
Joined: 03 Mar 2012

Re: Brütal Doom v0.15a Hotfix

Postby Zero X. Diamond » Tue Mar 20, 2012 1:54 am

Sneezing? What? That's not what I was going for at all!
User avatar
Zero X. Diamond
Nyet.
 
Joined: 22 Dec 2009

Re: Brütal Doom v0.15a Hotfix

Postby SladeEXE » Tue Mar 20, 2012 7:16 am

Oh my God that's Awesome. Though you sound like Serious Sam but it fits the absurd nature of Brutal Doom.
User avatar
SladeEXE
 
Joined: 30 Jun 2010

Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Tue Mar 20, 2012 12:01 pm

If I've not mentioned before, the minigun brutalization death of the chaingunner and one of his fatalities looks almost identical. The belphegor's projectile explosion sound comes after it strikes something, not at the same time. It also tends to cause infighting among the barons and knights as well.
User avatar
Mr. Chris
Ask me about Oblige
 
Joined: 13 Mar 2009
Location: Suffolk County, NYS

Re: Brütal Doom v0.15a Hotfix

Postby Jumprex1996 » Wed Mar 21, 2012 7:02 am

I created an alt-fatality for arch-vile. what do you think? it could be used in the next version?
Attachments
Arch-vile.png
Jumprex1996
 
Joined: 14 Nov 2011

Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Wed Mar 21, 2012 1:07 pm

I can't seem to access the thread that goes to the Skulltag forum topic on BrutalDoom, I get "This topic does not exist". Did it just have so many replies it borks the forum software?
User avatar
Mr. Chris
Ask me about Oblige
 
Joined: 13 Mar 2009
Location: Suffolk County, NYS

Re: Brütal Doom v0.15a Hotfix

Postby Se7eNytes » Wed Mar 21, 2012 1:10 pm

Seems to have disappeared. :shock:

EDIT: It looks like every(?) topic made before April, 2011 that isn't in the news section disappeared.
User avatar
Se7eNytes
that's nice, wow
 
Joined: 02 Mar 2010
Location: Las Vegas, NV

Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Wed Mar 21, 2012 2:15 pm

Not to mention many people's registration dates are December 31st, 1969.

Also, more 0.16 feature preview goodness..

User avatar
Mr. Chris
Ask me about Oblige
 
Joined: 13 Mar 2009
Location: Suffolk County, NYS

PreviousNext

Return to Projects

Who is online

Users browsing this forum: Xanirus, Yandex [Bot], zygo and 6 guests