Search found 211 matches
- Wed Jul 27, 2022 7:24 pm
- Forum: Gameplay Mods
- Topic: PooP: Fartyguns - V1.08 released
- Replies: 62
- Views: 18103
Re: PooP: Fartyguns - V1.08 released
They need to bring the mockaward back.
- Fri May 13, 2022 6:52 am
- Forum: Scripting
- Topic: How to Optimize Performance?
- Replies: 5
- Views: 1297
Re: How to Optimize Performance?
Happy to say that pre-initializing the actors worked wonders. Seems like most of my issues have been solved. 
- Fri May 13, 2022 5:02 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Enigmatic Worlds (Commercial) - [Demo out, feedback appreciated!]
- Replies: 46
- Views: 19034
Re: [WIP] Enigmatic Worlds!
I've always been a fan of your work, as it tends to stand out from more traditional projects. Different stuff is always fun to dig into. Really interested to see where this goes!
- Fri May 13, 2022 4:48 am
- Forum: Scripting
- Topic: How to Optimize Performance?
- Replies: 5
- Views: 1297
Re: How to Optimize Performance?
Hmmm... batches of 10 didn't make much of a difference, but a 1-tic delay between each A_SpawnItemEx helped a bunch. It doesn't quite give the desired effect this way though. Maybe I can just spawn the actors at the start of the level, and then modify their velocities/gravity when I want them to ...
- Thu May 12, 2022 1:48 pm
- Forum: Scripting
- Topic: How to Optimize Performance?
- Replies: 5
- Views: 1297
Re: How to Optimize Performance?
Do you really need that many debris actors when maybe fewer larger ones will do? I've thought about it, but I don't believe there's any way to accomplish this without making things look awkward. The reason there's so many actors is because I want to give the illusion of the sprite crumbling to ...
- Fri May 06, 2022 6:23 pm
- Forum: Scripting
- Topic: How to Optimize Performance?
- Replies: 5
- Views: 1297
How to Optimize Performance?
I have an actor that spawns a bunch of other actors after a time. The problem however, is that there's a huge dip in performance once all the actors spawn. Everything works as it should, but the sudden performance dip is jarring and doesn't look pleasant at all. I understand that spawning a bunch of ...
- Mon Apr 25, 2022 5:39 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2152758
Re: The WIP Thread
OH MY GOD YES
- Sun Apr 10, 2022 7:41 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2152758
Re: The WIP Thread
That looks so sick!
- Fri Mar 04, 2022 10:09 am
- Forum: Gameplay Mods
- Topic: LOLAttack: every monster uses every attack!
- Replies: 6
- Views: 2417
Re: LOLAttack: every monster uses every attack!
We need more gameplay mods from Nash.
- Thu Feb 10, 2022 10:56 am
- Forum: Graphic/Audio Patches
- Topic: CBLOOD Ultimate Edition! [2025 Update for GZDoom 4.14.1]
- Replies: 35
- Views: 34500
Re: CBLOOD Ultimate Edition!
Here's everything I'm using: https://www.mediafire.com/file/u29cmfhgvdnzz65/mods.zip/file Just extract the archive. Edit: also, I believe load order plays a factor as well. If loading CBLOOD first, then there doesn't seem to be any issues. Edit Edit: scratch that last edit, it seems to occur ...
- Wed Feb 09, 2022 5:26 pm
- Forum: Graphic/Audio Patches
- Topic: CBLOOD Ultimate Edition! [2025 Update for GZDoom 4.14.1]
- Replies: 35
- Views: 34500
Re: CBLOOD Ultimate Edition!
I'm using this with nashgore, and for whatever reason, sometimes the hell knights/barons of hell bleed blue blood. I find that it happens most often after loading a saved game.
- Wed Feb 09, 2022 5:20 pm
- Forum: Graphic/Audio Patches
- Topic: GZSprFix 2.0 (Revenant100's sprite fixes repacked for GZDoom)
- Replies: 16
- Views: 17057
Re: GZSprFix (Revenant100's sprite fixes repacked for GZDoom
Bookmarked. :3
- Sun Jan 16, 2022 10:12 am
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2152758
Re: The WIP Thread
Whoa, I've been following this on Twitter and it's looking better with every update!
- Wed Nov 24, 2021 12:33 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates
- Replies: 250
- Views: 86253
Re: Doom: The Golden Souls 3 - Demo 2 out | Story Trailer ou
Ah yes, wiping the config did the trick. Thank you!
- Wed Nov 24, 2021 9:29 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls 3 - Important update at p.17, follow me on https://twitter.com/Batandy_ for project updates
- Replies: 250
- Views: 86253
Re: Doom: The Golden Souls 3 - Demo 2 out | Story Trailer ou
I'm having significant lag issues. Changing the rendering API, render mode and resolution scale didn't affect anything. I have the rendering quality set to "speed" in the hardware rendering options, and I'm also not using any post-processing effects, multi-sampling or anti-aliasing. The strangest ...