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Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Jul 21, 2018 6:03 am
by Zen3001
I'm surprised how well these jumping puzzles work with doom
and I rewrote the batch file here...
Code: Select allExpand view
if EXIST gzdoom-DEX-%username%.ini ( goto start )

copy gzdoom-DEX.ini gzdoom-DEX-%username%.ini

:start
start ..\gzdoom.exe -config gzdoom-DEX-%username%.ini -file DEX_1_1.wad %1 %2 %3 %4 %5 %6 %7 %8 %9

this one requires you to create another folder in your gzdoom directory and put the files in there, it allows the user to use 9 parameters(better than nothing), it creates a user ini just like gzdoom does with it's gzdoom.ini so overall it's better organized and doesn't turn your main gzdoom directory into a mess of wads, batch and ini files

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Jul 21, 2018 11:20 am
by Roarke
Arvy, your mod made me dizzy on
Spoiler:
:) wich adds to the atmosphere of the game.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Jul 21, 2018 10:08 pm
by Mr.Enchanter
Could you make a version without the reflective floors, they look nice but kill performance on older builds.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Jul 21, 2018 11:22 pm
by _mental_
Mr.Enchanter wrote:Could you make a version without the reflective floors, they look nice but kill performance on older builds.

Just do gl_plane_reflection 0 in console if you want to disable reflections.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sun Jul 22, 2018 5:18 am
by Mr.Enchanter
Thanks mental.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sun Aug 12, 2018 4:18 pm
by PFL
This was perfect, including the missing door sound :)

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Thu Aug 23, 2018 11:12 am
by Tormentor667
This is fucking awesome! When do I get a sequel?

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Fri Aug 24, 2018 5:03 am
by Midnight_King
Would it perhaps be possible to use the textures provided as Doom 2 vanilla replacements? I love them.

This level is great. It felt like it could be part of a total conversion. More proof maping and modding can be an artform.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sun Sep 02, 2018 10:25 am
by Bezhael
I like that fact that you named it OniCorp as an Oni is a type of Japanese demon. I can imagine the demons using this as a front to try and creating a corporation large enough to compete against the UAC.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Wed Oct 03, 2018 8:44 am
by Gzegzolka
I love that level, it's fun and visual are great. I wish to play more levels with those textures :)

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Oct 06, 2018 8:38 am
by LOZ_98
a visually impressive looking level with ton of optional areas to explore, the pacing is good too, I never played Deus EX games myself but I really like the way this level plays, crawling vents, It's clear that a lot of effort went into making this, Great looking and fun level, Good job.

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Thu Oct 03, 2019 7:45 pm
by YasuoProjectX
The secret Rooftop with Soulsphere will makes me dying always

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Fri Oct 04, 2019 1:36 am
by Kuleshoff
Wonderful job! Design, graphics, music, gameplay - I liked everything!

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Oct 19, 2019 7:45 am
by TaporGaming
I just lagging myself is there a way with lowres textures?

Re: [GZDoom] Diabolus Ex v1.1

PostPosted: Sat Oct 19, 2019 8:02 am
by _mental_
TaporGaming wrote:I just lagging myself is there a way with lowres textures?

Just out of curiosity, how did you figure out that low performance is caused solely by textures?