Search found 13 matches

by DefectiveByDesign
Sat Jul 29, 2023 7:55 pm
Forum: General
Topic: "I Can't Find This WAD" thread
Replies: 61
Views: 33704

Re: "I Can't Find This WAD" thread

The other mod was some high quality gzdoom mod where you come high out of a cave on a cliff, there are wooden bridges you follow, an elevator that's locked from the bottom for backtracking, you snake around to reach the bottom and there's a castle style gate. I know this was a doom wad, but can't ...
by DefectiveByDesign
Thu Jul 27, 2023 11:33 pm
Forum: General
Topic: "I Can't Find This WAD" thread
Replies: 61
Views: 33704

Re: "I Can't Find This WAD" thread

Yeah, the first one has to be hedon then. I don't remember what the second one is, but I know it's a doom wad.
by DefectiveByDesign
Sun Jul 23, 2023 7:43 pm
Forum: General
Topic: "I Can't Find This WAD" thread
Replies: 61
Views: 33704

Re: "I Can't Find This WAD" thread

I have two mods I can't remember. One had a level where you drop into a pit of gold coins, you collect some spawning coins like breadcrumbs to spawn a boss?. Some sort of puzzle element to get out. There is a side room of pickups. Not sure if this was doom or a retro game like hedon. The other mod ...
by DefectiveByDesign
Sun Apr 24, 2022 7:37 pm
Forum: Levels
Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
Replies: 118
Views: 67264

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

It's not about not having new features, it's about modders overpowering the engine with no warning how inefficient that is. Maybe have like a faq about how many elements can run acceptably. So some people can stick to performance guidelines, maybe use a HUB system to transfer between zones. That ...
by DefectiveByDesign
Sun Apr 24, 2022 8:28 am
Forum: Levels
Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
Replies: 118
Views: 67264

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

It is very obvious that you have no *fucking clue* about the whole thing. The engine can only be as efficient as the maps being thrown at it and if maps get too large there is simply no way to keep up. Doom is very hard to optimize because there is no static mesh that can be used to reduce the ...
by DefectiveByDesign
Sat Apr 23, 2022 11:44 pm
Forum: Levels
Topic: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
Replies: 118
Views: 67264

Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no

Just out of curiosity, what video card should be the minimum requirement for this not becoming a powerpoint? Just to have an idea... :( Anything that can run GL or Vulkan. It's not the GPU slowing the game, it's the CPU, and the engine is causing the bottleneck. If gzdoom is going to lift technical ...
by DefectiveByDesign
Sun Apr 03, 2022 2:31 am
Forum: TCs, Full Games, and Other Projects
Topic: SIREN | v0.86
Replies: 182
Views: 150285

Re: SIREN TC | v0.6 - Demo

Hi, can something be done about nerfing the smoke monster? This thing ruins the mod for a number of reasons. I watched a youtuber play this mod, which got me interested, and there was NO smoke monster in his 30 minutes of playthrough. I try this mod though, and the monster appears right after the ...
by DefectiveByDesign
Sat Aug 07, 2021 5:48 pm
Forum: Graphic/Audio Patches
Topic: Project S.I.D.E. - A Complete Overhaul PLUS Upscale
Replies: 79
Views: 78734

Re: Neural Smooth Doom (Update L IV E)

Some alternative files for neural smooth doom: SmoothDoom_HiRes.pk3 and SmoothDoomHudWeap4XUP.pk3 there's also hiresdoomfont.wad that's floating around out there too. edit: seems like SmoothDoom_Pallete does have hires, but it's more like a extended edition, and I prefer the more vanilla one. I'd ...
by DefectiveByDesign
Sun Jun 27, 2021 4:58 pm
Forum: Graphic/Audio Patches
Topic: Reikall's Voxels.
Replies: 105
Views: 57390

Re: Reikall's Voxels.

Hi, I'm using the smoothdoom version of these voxels, and they look great, but performance tanks massively on large maps like Eviternity. Can someone make a LOD patch that turns off voxels at far distances? You can't tell at long range anyway, and it makes maps unplayable without a culling mechanism ...
by DefectiveByDesign
Thu Jun 24, 2021 8:07 pm
Forum: Technical Issues
Topic: gzdoom massive slowdowns
Replies: 0
Views: 343

gzdoom massive slowdowns

Help, gzdoom running horribly slow. Video card downclocks to 200Mhz, which I thought was a driver issue, but it's not. I found a way to force clocks up, but it doesn't help much, and supposedly it does this when the game isn't using the graphics enough. I'm using gzdoom 4.6, smoothdoom, voxels, with ...
by DefectiveByDesign
Thu Oct 08, 2020 11:39 pm
Forum: Gameplay Mods
Topic: kMinimap - Universal minimap mod
Replies: 31
Views: 21658

Re: kMinimap - Universal minimap mod

Release it as a separate add-on from the mod that doesn't contain the map mod. Then people can just chain load it, and you're not "taking credit" for his mod.
by DefectiveByDesign
Wed Oct 07, 2020 3:33 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 668219

Re: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]

Can someone fix the incompatibility with smooth weapon and Neural upscale mods? https://www.doomworld.com/forum/topic/114076-vanillasmoothdoom-onscreen-weapons-4x-upscale/?tab=comments#comment-2121975 https://www.doomworld.com/forum/topic/99021-doom-neural-upscale-2x-v-10/ The smooth weapon mod only ...
by DefectiveByDesign
Mon Oct 05, 2020 12:01 am
Forum: Graphic/Audio Patches
Topic: Doom 64 Retribution PBR Materials : Vaseline Edition
Replies: 31
Views: 20142

Re: Doom 64 Retribution PBR Materials : Vaseline Edition

Does this work with brutal doom 64? The atmosphere and lighting is much better in that mod. That said, I prefer version 1b for having the least nonsense, as brutal doom mods seem to get progressively annoying with version updates.

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