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Re: SIREN | v0.25 (Testers Needed)

PostPosted: Mon Jun 22, 2020 1:59 pm
by DoomwithaView
Thanks for the feedback. Updated to 0.26. Not a massive update. Fixed a number of bugs with the weapon switch animations, errors with weapons and ammo in general. Added a bit of garnish to the level.

Re: SIREN | v0.26 (Testers Needed)

PostPosted: Tue Jul 21, 2020 4:10 pm
by DoomwithaView
I couldn't find a suitable zombie enemy for the mod, so I've been stitching this thing together. I wanted a true mindless zombie. A bit of a bullet sponge unless you aim for the head. I think some of the frame durations may need tweaking but the overall feel is getting there. I'm finding custom damage types triggering specific death animations a bit hit-and-miss...


Re: SIREN TC | v0.29

PostPosted: Sat Aug 01, 2020 5:09 pm
by DoomwithaView

Re: SIREN TC | v0.29

PostPosted: Mon Aug 03, 2020 12:10 am
by Captain J
Very spooky, dynamic and lovely mod, this is! I also love the weapon graphic and the sound effect. They have teeth, a sharp one! And it's impressive that you can kill some enemies in one pistol shot if you shoot them in the head. Gives the tactical feel to it.

Anyway i genuinely got stuck at the MAP01 because the map itself just does not tell me where i suppose to go. It's very small, yet complicated. Also fists plus knife are very OP because i can swing quickly and the enemy just can't reach me.

Also i wonder why they could hurt me from a short distance while leaping. And both enemy and i can hurt each other when we are too close to the window, at the cell.

Re: SIREN TC | v0.29

PostPosted: Mon Aug 03, 2020 1:17 pm
by DoomwithaView
Captain J wrote:Very spooky, dynamic and lovely mod, this is! I also love the weapon graphic and the sound effect. They have teeth, a sharp one! And it's impressive that you can kill some enemies in one pistol shot if you shoot them in the head. Gives the tactical feel to it.

Anyway i genuinely got stuck at the MAP01 because the map itself just does not tell me where i suppose to go. It's very small, yet complicated. Also fists plus knife are very OP because i can swing quickly and the enemy just can't reach me.

Also i wonder why they could hurt me from a short distance while leaping. And both enemy and i can hurt each other when we are too close to the window, at the cell.



Hi, thank you for playing and thank you for the feedback.

The ability to hurt each at close range at the cells should be an easy fix, thanks.

The knife was a late addition to this build so is very unfinished. I can hopefully work out issues with that.

Thankyou for the valued feedback on the level. I think there's a number of points in the map that could be made clearer as to points of progression - or just what action that switch has performed...

I really love to see how people play this, so I can figure out what works, logically and what is too obscure. Thanks again.

Re: SIREN | v0.26 (Testers Needed)

PostPosted: Mon Aug 03, 2020 6:14 pm
by Ferretmanjcdenton
[quote="DoomwithaView"]I couldn't find a suitable zombie enemy for the mod, so I've been stitching this thing together. I wanted a true mindless zombie. A bit of a bullet sponge unless you aim for the head. I think some of the frame durations may need tweaking but the overall feel is getting there. I'm finding custom damage types triggering specific death animations a bit hit-and-miss...
:!:

Mindless zombie mode ?

Have you tried hunk enemies ?

Also I have these here

https://www.dropbox.com/s/v7d9y000ti17m ... 3.pk3?dl=0


https://www.dropbox.com/s/cj8drx1uac2hf ... l.wad?dl=0


And extremely important for.me is ; could you make a version which doesn't use these reflections on the ground or use different ones less demanding for GPU ?
Since I play only on smartphone (Delta touch) and even my strongest phone (sd855) has big problems in this hall due to lag it would be really nice if you could create a fix file which deactivates them ..
I don't know how to Programm mods but I think it should not be extremely hard (at least I hope so )

Also I'll upload the newest version video later ..it's awesome..

Some items don't get loaded in this version is that normal ?
In the room with all the zombies (that one from the thumbnail above this post ) has some explanation marks above the tables...is that cause I did something wrong or is it cause it's still heavily WIP ?

thanks a lot for this amazing mod

Re: SIREN TC | v0.29

PostPosted: Mon Aug 03, 2020 7:07 pm
by Ferretmanjcdenton
PS. The zombies are awesome .. especially the animation when they 'explode ' would be nice to get even more such animations

Re: SIREN | v0.26 (Testers Needed)

PostPosted: Tue Aug 04, 2020 1:50 pm
by DoomwithaView
Ferretmanjcdenton wrote:Have you tried hunk enemies ?

Also I have these here

https://www.dropbox.com/s/v7d9y000ti17m ... 3.pk3?dl=0


https://www.dropbox.com/s/cj8drx1uac2hf ... l.wad?dl=0



Those zombie mods look great but are perhaps of a different visual style to this mod.

Thanks for those resources, I'm away right now, but I'll take a look. I recognize some of the sprites and they may be what I've already used. I've edited a monster called 'quake zombie' that was in a mod called 'Shades' (and maybe others), and the Doom archvile to make this zombie.

Ferretmanjcdenton wrote:And extremely important for.me is ; could you make a version which doesn't use these reflections on the ground or use different ones less demanding for GPU ?
Since I play only on smartphone (Delta touch) and even my strongest phone (sd855) has big problems in this hall due to lag it would be really nice if you could create a fix file which deactivates them ..

I'll do my best to make it performance friendly on lower hardware, and can definitely take out the reflective floors (I thought I could get away with it in smaller areas 😆) but will probably upload those builds at more significant milestones. This is a bit of an experimental build just to test out some of the monsters.
There's a good chance it still might struggle due to some semi-complex rooms, but I've seen you play some pretty impressive mods that seem to run OK, so there's hope.


Ferretmanjcdenton wrote:Some items don't get loaded in this version is that normal ?


It's nothing you're doing wrong, it just means I've made a mistake somewhere. Damn it!

It turns out I really enjoy making the death animations so there will be more!

Thanks for playing!

Re: SIREN TC | v0.29

PostPosted: Wed Aug 05, 2020 2:10 am
by Ferretmanjcdenton
Awesome ..thanks a lot for your response ..

Is it possible you give me the link to the SHADES mod ?

and yeah ..if total chaos and BDBE don't play with hell work you definitely have the chance to get it less demanding ..

What would be the ABSOLUTELY BEST variant is you implement a menu for your mod where you can switch on and of some Graphic features ..

Re: SIREN TC | v0.29

PostPosted: Wed Aug 05, 2020 10:13 am
by DoomwithaView
Ferretmanjcdenton wrote:
Is it possible you give me the link to the SHADES mod ?


'Shades of Doom'

There must be every monster sprite ever created in there.



https://forum.zdoom.org/viewtopic.php?f=43&t=57310

Re: SIREN TC | v0.29

PostPosted: Fri Aug 07, 2020 6:17 am
by TiberiumSoul
getting major Dead Space vibes from this but that could be because some of the enemies use sounds (i heard divider spawn noises in the video >.>) and that is perfectly fine because the world needs more dead space while we wait for Negative Atmosphere to drop.

Re: SIREN TC | v0.29

PostPosted: Sat Aug 15, 2020 11:09 am
by wolf00
cpu i-3 2120 3.3ghz 6 gigabyte of ram,amd 8350 gpu,some kind of smok efect totaly slow gameplay,to unplayble level

Re: SIREN TC | v0.29

PostPosted: Wed Aug 26, 2020 9:25 am
by DoomwithaView
wolf00 wrote:cpu i-3 2120 3.3ghz 6 gigabyte of ram,amd 8350 gpu,some kind of smok efect totaly slow gameplay,to unplayble level


Thanks for the feedback!

I've been working on improving performance. The smoke monster could drop FPS even on powerful machines. I've tweaked the decorated to reduce the amount of times certain actions are called and this has seen a great improvement in that regard.

Next is the big hall that has been causing a lot of slowdown.

This room features a lot of what are considered to be GZdoom's more demanding features. There's a few 3D floors, slopes, animated textures and, sat right in the middle is a portal to the room underneath. There's also a lot of lines/sectors for detailing and shadows. I've seen Graf state that using these features in moderate amounts shouldn't be an issue.

A piece of information gleaned from BridgeBurner (Bastion of Chaos) is that sound traversing through the level can have a detrimental effect on performance. I *think* I've managed to block sound between the portals, (as well as tightening up other sound zones). This seems to have improved performance on an 15-4300u, 4gb ram.

Turning off post processing features in GZDoom gave me a large boost.

This should be played with GZDoom 4.4.2

Here's a link to the lastest test build.
https://drive.google.com/file/d/1Z-9hac ... sp=sharing

Re: SIREN TC | v0.29

PostPosted: Wed Aug 26, 2020 11:48 am
by Ferretmanjcdenton
Wouldn't lzdoom work better from a performance perspective?

Re: SIREN TC | v0.29

PostPosted: Sat Sep 19, 2020 10:12 pm
by Leglock
So far I didn't have any performance issues.

I found this missing textures:

Spoiler:


I am using GZDoom 4.4.2

Spoiler:


Ok, maybe it was intentional (?

1) Randomly I cannot switch to melee, nor even pressing the asigned key (1). Also "quick kick" doesn't work (unknown command).

2) If you step in the opposite way of that signal, you lose health per second. At first I thought it was the Smoke, but no, it seems in that specific spot has an invisble hazard.
Spoiler:



3) This is a serious one, probably game breaking: if you insert the cards in the last point where you need the 3 of them but you need to open some door with them, you cannot get them back. So you are locked.

After using the 3 cards and porgessing through, you can find some other glitches:

4) There is a part where it is supose to be water, but you can't swim right away in all the water, just a part of it, the other part behaves as normal ground, you can walk, jump and there is no "Air" meter.

5) The smoke can get hard locked in a textrure between a door and the floor, you cannot harm it but it can harm you, BUT it won't move from there as long as you don't activate the switch from the other side of that door (which conects a large narrow tunel). This happens when you get one of the other paths and you get to said tunnel, the door will be locked because you need to open it from the other side, passing through that corridor will activate a scripted sequence where the smoke chases you. I think it gets locked with all these steps.

6) Some IMPS are completely inmune, this is game breaking I guess. Not sure what makes this happens and need further test.