Re: The City of the Damned : Apocalypse | Remaster | Dev

Clownman wrote:I always wanted to see some sort of remaster/remake of this, The weapons in the original version of this mod were particularly what always kept bugging me. Also, I think you finally answered the longtime question I had wether or not this was supposed to be set in the Blood Universe or if the player was supposed to be Caleb.
What were the problems you had with the weapons? Generally my goal was to make them not too powerful. It should feel more dangerous and less like an action shooter.
Nash wrote:Alright, sorry to say but initial tests aren't so good. With literally nothing else loaded (-noautoload), I am getting frame rate drops with the remaster. Just by standing at the campfire at the start (where the revolver is), I am losing a lot of framerates.
This is certainly strange, I am having slowdowns with BoA sometimes on intense maps but I absolutely have no problem running TCotD2. I just downloaded the latest version and also added a new beta, maybe it runs better for you if you update GZDoom and the beta as well: https://www.mediafire.com/file/87xcqkl8 ... 2.zip/file (btw I also fixed and improved the portals ingame, maybe that was the problem)
Tesculpture wrote:If I could make a suggestion; I always found the price of not reaching a shelter when the alarm sounds...Spoiler: contains spoilers about the plot for those who haven't played before
That's definitely a good idea and I thought about something like this back than - but I found it more scary somehow to have some invisible deadly ghosts running around instead. We have all these zombie apocalypse games and movies around, people know this kind of scenario already and it's not that scary anymore - I always liked the different approach for TCotD2 a bit more
