Search found 24 matches

by CzudakCzudak
Thu Aug 10, 2023 1:42 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Unregret wrote: Thu Aug 10, 2023 4:46 am Hello, DoomRLA EXTENDED is updated to 1.1b, with 2 new classes!!
Awesome! When are you going to update the fork at GitHub, then?
by CzudakCzudak
Sun Jan 01, 2023 11:11 am
Forum: Gameplay Mods
Topic: Wrath of Cronos RPG V3A
Replies: 1035
Views: 237419

Re: Wrath of Cronos RPG V3A

However there also a version called 3.1.4 that updates several bugs and it a considerably improvement. Who made that version is mystery as no one even seems to know if was made by Thetis or not. It was compiled by Thetis himself on 19.09.2020, and he uploaded it to https://allfearthesentinel.net ...
by CzudakCzudak
Sat Oct 22, 2022 12:36 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]

Regarding suggestions from the previous comments: I would strongly recommend *NOT* giving the "Magnetize" a third level where it can grab all items from all over the map. This will make it a 100% obligatory skill, bloat the player's power level far too quickly (even if the resulting Energy cost ...
by CzudakCzudak
Sat Oct 15, 2022 3:19 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Nice, thanks! What is absolute monster limit? I see this in difficulty settings. I don't know too what is room or floor constraint for monsters spawns. And i liked the option to expand monsters from 100% to 200% amount limit per map and the option to not follow the map spawner, so if i understand ...
by CzudakCzudak
Mon Sep 26, 2022 4:34 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

This is the why i'm sad to see performance dropping in low end machines. But i know, the big percentage of players have an Core i3 or superior. This is the why i'm happy to see you will see possibilities to expand the performance. I just made some optimization updates. Please check it out and give ...
by CzudakCzudak
Mon Sep 12, 2022 12:19 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

I'll see what I can do about that in my spare time. Lol, just kidding. If you don't want to use them or only use selectively, then it's OK either; after all, I can simply make them into a new package to load with the other mods for my personal use. EDIT: Also, I noticed that many some brightmaps in ...
by CzudakCzudak
Sun Sep 11, 2022 2:15 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

I decided to wrap those medicals' sprites up today. This time I paid attention to as many details as possible and even made the properly aligned brightmaps with the fake grayscale instead of just white that somehow "spills" onto the neighboring pixels with their base blended color when I have anti ...
by CzudakCzudak
Sun Sep 11, 2022 2:27 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

@Lucker42 Why don't you mention that switching the preferred renderer to Vulkan in the options might considerably boost framerate even on older graphic cards (starting at Radeon HD 7000 and GeForce 600/700; they are from late 2011/early 2012) in the first post of the thread? With the newest drivers ...
by CzudakCzudak
Sun Sep 11, 2022 1:46 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

@Lucker42 Why don't you mention that switching the preferred renderer to Vulkan in the options might considerably boost framerate even on older graphic cards (starting at Radeon HD 7000 and GeForce 600/700; they are from late 2011/early 2012) in the first post of the thread? With the newest drivers ...
by CzudakCzudak
Sat Sep 10, 2022 1:36 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

The original Doom's medicals look better, of course, but it was them that stood out in the general crowd, in comparison to Strife's and Duke Nukem 3D's stuff (plus Strife had a really weird pseudo shading and irregular shapes added [including the three different red cross marks on their surface ...
by CzudakCzudak
Fri Sep 09, 2022 2:17 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

Yes, the brightmaps has to be adjusted; I just did that now, including the new brightmaps for the new sprites for Doom's stimpack and medikit.

The medicals' brightmaps: https://mega.nz/file/El1ixQ7b#hqQ4LYpVl ... I84R8il_08
by CzudakCzudak
Fri Sep 09, 2022 10:58 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA Extended build]

After so many attempts to emulate Doom style, I decided to make a uniform collection of Duke Nukem 3D style sprites, to actually have anything to present. I removed the random noise coloring, random shading, random shadows, made the red cross' size the same on all samples, and several other tweaks ...
by CzudakCzudak
Sat Aug 20, 2022 3:01 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Thank you for your diligent work. No prob. Also, I would like to attempt to make health pickups more uniform/unified in appearance (preferably in Doom's one). However, I have no idea where to look for them; I tried to read the code of any files I could open in Notepad++, but I Wan't able to ...
by CzudakCzudak
Wed Aug 17, 2022 10:15 am
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

Hey. I just read the (G)(Z)Doom and SLADE documentation sections on sprites. Now, this Mark III "FINAL" package has the sprites in: - 8 bits (as it should be; you were correct) - the same brightness as the originals - correct offsets (I used SLADE to achieve this) This is the final final final ...
by CzudakCzudak
Tue Aug 16, 2022 12:32 pm
Forum: TCs, Full Games, and Other Projects
Topic: DoomRPG Rebalance [DoomRPG + DoomRL Arsenal Extended build]
Replies: 291
Views: 127240

Re: DoomRPG Rebalance [DoomRPG + DoomRLA build]

I edited those "half ammo" sprites, so the whole collection should now fit the general layout of smaller/less potent ammo drop, while indeed looking like something that provides less compared to the original. This is the final revision, already suitable with the names you assigned to them in the ...

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