Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
There are a few sky holes that aren't instakill in Tower Rewot.
You can easily see them on the automap as the instakill sectors are surrounded by the teleport line color.
A few oddities of plant/fungus things floating in thin air in Damp Depths:
You can easily see them on the automap as the instakill sectors are surrounded by the teleport line color.
A few oddities of plant/fungus things floating in thin air in Damp Depths:
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
LOVING this mod!
2 questions:
1. What are other mods people would recommend adding to this one? (ie. i'm playing with the ketchup MOD for a little more violence)
2. I'm having a hard time setting the graphic options in gzdoom optimally for this game ( fonts either look blurry or over aliased); what are recommended openGL settings?
2 questions:
1. What are other mods people would recommend adding to this one? (ie. i'm playing with the ketchup MOD for a little more violence)
2. I'm having a hard time setting the graphic options in gzdoom optimally for this game ( fonts either look blurry or over aliased); what are recommended openGL settings?
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Both of those will be patched, thanks!Gez wrote:There are a few sky holes that aren't instakill in Tower Rewot.
You can easily see them on the automap as the instakill sectors are surrounded by the teleport line color.
A few oddities of plant/fungus things floating in thin air in Damp Depths:
1) Only supported mods, ketchup might work fine but i believe it messes with the enemy coin drops? I'd recommend Pywheel which has official support for GS2.Skrell wrote:LOVING this mod!
2 questions:
1. What are other mods people would recommend adding to this one? (ie. i'm playing with the ketchup MOD for a little more violence)
2. I'm having a hard time setting the graphic options in gzdoom optimally for this game ( fonts either look blurry or over aliased); what are recommended openGL settings?
2)you need to go in texture options under opengl settings and change the texture filtering to none, if you want sharp pixels. For some reason that ugly antialiasing filter is the default option in Gzdoom.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Which kind of filtering are you specifically referring to?Batandy wrote:Both of those will be patched, thanks!Gez wrote:There are a few sky holes that aren't instakill in Tower Rewot.
You can easily see them on the automap as the instakill sectors are surrounded by the teleport line color.
A few oddities of plant/fungus things floating in thin air in Damp Depths:
1) Only supported mods, ketchup might work fine but i believe it messes with the enemy coin drops? I'd recommend Pywheel which has official support for GS2.Skrell wrote:LOVING this mod!
2 questions:
1. What are other mods people would recommend adding to this one? (ie. i'm playing with the ketchup MOD for a little more violence)
2. I'm having a hard time setting the graphic options in gzdoom optimally for this game ( fonts either look blurry or over aliased); what are recommended openGL settings?
2)you need to go in texture options under opengl settings and change the texture filtering to none, if you want sharp pixels. For some reason that ugly antialiasing filter is the default option in Gzdoom.
1. Texture Filter Mode
2. Anisotropic Filter
3. High Quality Resize Mode
4. Resize Textures
5. Resize Sprites
6. Resize Fonts
etc ...
- The Ultimate DooMer
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Update on the coin situation: I stocked up on potions during zone 7 and recovered it all fairly quickly (mainly due to the hundreds of coins in the blue palace).
I nearly ran out of shots during that zone (I'd also exhausted the supplies left behind in previous maps), but was soon up to reasonable levels again after the last two maps. (so I continue to avoid having to buy ammo or use the whip/energy gun/fiery fists)
Currently in zone 8, still hovering above 1800 coins despite a little more frequent trips back to the shop for health/armour.
I nearly ran out of shots during that zone (I'd also exhausted the supplies left behind in previous maps), but was soon up to reasonable levels again after the last two maps. (so I continue to avoid having to buy ammo or use the whip/energy gun/fiery fists)
Currently in zone 8, still hovering above 1800 coins despite a little more frequent trips back to the shop for health/armour.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Yes, the bridge does not allow to jump there.Have you tried to jump on to the platform colored purple?
- Wivicer
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
For the custom music, what did you use to make it?
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Yeah that happened to me often. I couldn't waste all of my coins in the shop so i used long ranged weapons, with no ammo limitation like Energy pistol and a whip. And frankly, that's probably the effective way to handle the monsters when you have zero-shot situation. I mean, energy pistol is heftily powerful enough. Hard to snipe, but the recharging speed is quick and deals good damage when fully charged. But i guess some maps needs more amount coins, eh?The Ultimate DooMer wrote:Update on the coin situation: I stocked up on potions during zone 7 and recovered it all fairly quickly (mainly due to the hundreds of coins in the blue palace).
I nearly ran out of shots during that zone (I'd also exhausted the supplies left behind in previous maps), but was soon up to reasonable levels again after the last two maps. (so I continue to avoid having to buy ammo or use the whip/energy gun/fiery fists)
Currently in zone 8, still hovering above 1800 coins despite a little more frequent trips back to the shop for health/armour.
Also here's one tip; When you happen to kill monsters upclose, be quick and grab those dropped coins before they disappear! Also use pistol often, its ammo is very cheap and accurate.
Last edited by Captain J on Sun Jul 08, 2018 8:38 am, edited 1 time in total.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Happy Gardens: is it exactly the first map from Golden Souls 1?
- Zhs2
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Well alright, I 100%'d version 1.0. There were a handful of instakill pits I kept falling into beyond the first world (Sunny Hills Simulation I must have fallen off of the back of the cliff like four times confronting that Spiny Elemental between the plateaus with the killer plant and the connection to the I-beams), but for the most part I was highly appreciative of the good number of levels that did not incorporate them as a feature. I didn't experience ammo problems like some other people have mentioned, there were points where I know ammo was tightened but I always had enough to do the job (and the backpack came real late, too). I hope you enjoyed spending four years on this, because I enjoyed playing through it.
Some fun tips to think about:
- If you have an overlay watch for the player pressing the fire button during the cowboy shotgun's reload state, and jump to the fire state as appropriate, it could be so much more responsive. Right now you have to wait for that magical check in order to be able to fire off a shot and defend yourself with it. (Also people have mentioned that, for the golden version, its reload state is never exited if you don't have enough shells to load it full.)
- The player shadow could be made super smooth by spawning only one and having it keep the player as a pointer to warp with interpolation to (at floor height, of course).
- This skull jewel in MAP42 is untouchable without the use of NOCLIP.
- The point you need to fly to in the second segment of Overgrown Brambles could be made a little more obvious, I think. Perhaps with coins? Or an indicator?
Also, I would like to know where the custom SPC D_STEAMG is from. I thought it might have been from one of the edutainment titles for the SNES (Mario is Missing or Mario's Time Machine), but it's from neither, and it's only tagged "Ghost House Super Mario World (ported by Wakana)". Is it a composition from SMWCentral?
Some fun tips to think about:
- If you have an overlay watch for the player pressing the fire button during the cowboy shotgun's reload state, and jump to the fire state as appropriate, it could be so much more responsive. Right now you have to wait for that magical check in order to be able to fire off a shot and defend yourself with it. (Also people have mentioned that, for the golden version, its reload state is never exited if you don't have enough shells to load it full.)
- The player shadow could be made super smooth by spawning only one and having it keep the player as a pointer to warp with interpolation to (at floor height, of course).
- This skull jewel in MAP42 is untouchable without the use of NOCLIP.
- The point you need to fly to in the second segment of Overgrown Brambles could be made a little more obvious, I think. Perhaps with coins? Or an indicator?
Also, I would like to know where the custom SPC D_STEAMG is from. I thought it might have been from one of the edutainment titles for the SNES (Mario is Missing or Mario's Time Machine), but it's from neither, and it's only tagged "Ghost House Super Mario World (ported by Wakana)". Is it a composition from SMWCentral?
- Captain J
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Actually, i got this skull without typing NOCLIP. There's a small gap above it. But it's very, very small, it's barely possible to fit in and get the skull.
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
The outdoors water texture in MAP45 totally tanks my FPS all the way down to 15-30. MSI Afterburner confirmed that the GPU usage goes nuts with it. I've tried changing/disabling every OpenGL setting with no success, putting resolution down helped, but just a bit. (It is a GTX980)
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
That's weird, i can run it just fine and i have a GTX 760. There is a small drop because of the open design of the map, but from my tests it's nothing major.pagb666 wrote:The outdoors water texture in MAP45 totally tanks my FPS all the way down to 15-30. MSI Afterburner confirmed that the GPU usage goes nuts with it. I've tried changing/disabling every OpenGL setting with no success, putting resolution down helped, but just a bit. (It is a GTX980)
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
Almost! I spent more than 30 seconds to get it...This skull jewel in MAP42 is untouchable without the use of NOCLIP.
Not only the water texture, but (especially in some other maps) very large numbers of sprites, e. g. trees or grass.The outdoors water texture in MAP45 totally tanks my FPS all the way down to 15-30
Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.1
MAP04 (Oriental Garden) has a very tough platforming sections, no ideas to simplify it? Such challenges are approproate for later maps (30..40), but not for MAP04.