I think this tells something else: https://my.mixtape.moe/wfhtuc.aviDrPyspy wrote:If I'm calculating it correctly, 1360x768 is 16:10. I will add support for 16:10 to solve this issue.
[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
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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.
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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.
- QuakedoomNukem Cz
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
16:10 would be 1360x850. 1360x768 is actually quite close to 16:9 (a perfect 16:9 ratio would be 1360x765).
- demo_the_man
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Can i use some screenshots of the HUD for a presentation at my university. Im using it as an example of a concept im working on to prevent VR motionsickness
- SpooferJahk
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Just went through Episode 1 with the test version and honestly, aside from the issues raised by the other members, this mod plays pretty dang well and gives Doom a different feel. Feels more like an old school iD game now than the behemoth we got that revolutionized the FPS genre as we know it, and that is not a bad thing at all. The helmet HUD is really cool, the different characters are fun to play with, and of course the new weapons are REALLY fun to play with.
Should also mention that I am playing this in ZDoom and it runs fine, though I did try it on GZDoom and it did lag on my end as well like mentioned before.
Should also mention that I am playing this in ZDoom and it runs fine, though I did try it on GZDoom and it did lag on my end as well like mentioned before.
- DrPyspy
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Interesting. Not sure what to do in this situation, then.Gez wrote:16:10 would be 1360x850. 1360x768 is actually quite close to 16:9 (a perfect 16:9 ratio would be 1360x765).
Sure! If you could post some screenshots of what it looks like in VR here, that'd be really cool!demo_the_man wrote:Can i use some screenshots of the HUD for a presentation at my university. Im using it as an example of a concept im working on to prevent VR motionsickness
Yeah, GZDoom seems to be most affected performance-wise. I don't know why, unfortunately. I do know that there are some frame drops in ZDoom, but it doesn't have as large of an effect.SpooferJahk wrote:Just went through Episode 1 with the test version and honestly, aside from the issues raised by the other members, this mod plays pretty dang well and gives Doom a different feel. Feels more like an old school iD game now than the behemoth we got that revolutionized the FPS genre as we know it, and that is not a bad thing at all. The helmet HUD is really cool, the different characters are fun to play with, and of course the new weapons are REALLY fun to play with.
Should also mention that I am playing this in ZDoom and it runs fine, though I did try it on GZDoom and it did lag on my end as well like mentioned before.
- armymen12002003
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
I realize this is still in wip but one thing I'd love to see this compatible with alando1 doom tribute project mod
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
I've got the wrong version of GZDOOM (Being v1.8.04) and I can't really upgrade since I'm using a pre-GL2.0 potato laptop, will try to play in latest version of ZDOOM
- demo_the_man
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
I am going to use it as an example of how a all around the screen static HUD would work, which is my concept to make fps games in VR cause less nausea. That and ill see if i can get it to work in gzdoomVR.DrPyspy wrote:Interesting. Not sure what to do in this situation, then.Gez wrote:16:10 would be 1360x850. 1360x768 is actually quite close to 16:9 (a perfect 16:9 ratio would be 1360x765).
Sure! If you could post some screenshots of what it looks like in VR here, that'd be really cool!demo_the_man wrote:Can i use some screenshots of the HUD for a presentation at my university. Im using it as an example of a concept im working on to prevent VR motionsickness
Yeah, GZDoom seems to be most affected performance-wise. I don't know why, unfortunately. I do know that there are some frame drops in ZDoom, but it doesn't have as large of an effect.SpooferJahk wrote:Just went through Episode 1 with the test version and honestly, aside from the issues raised by the other members, this mod plays pretty dang well and gives Doom a different feel. Feels more like an old school iD game now than the behemoth we got that revolutionized the FPS genre as we know it, and that is not a bad thing at all. The helmet HUD is really cool, the different characters are fun to play with, and of course the new weapons are REALLY fun to play with.
Should also mention that I am playing this in ZDoom and it runs fine, though I did try it on GZDoom and it did lag on my end as well like mentioned before.
- SpooferJahk
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
I have noticed a wee bit, but no lower than the 50-60 range on my end. If anything it is still smooth compared to the game's default 30 FPS cap.DrPyspy wrote:Yeah, GZDoom seems to be most affected performance-wise. I don't know why, unfortunately. I do know that there are some frame drops in ZDoom, but it doesn't have as large of an effect.
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Just asking if there are any plans for the SMG, whether as a separate weapon or reskin for the chaingun much like the lost soul.
- DrPyspy
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
There are some plans for it to appear as an alternative weapon that shows up in place of the Chaingun, much like the Dark Claw and Unmaker (although it would be reversed, with the Chaingun being the "second-tier" to the Machine Gun.) One of the main factors preventing it from happening is finding a way to fit it into the helmet HUD's weapon list, since that is pretty much full. I have thought about having it take the slot of the SSG on the weapon list (not the actual weapon slot) if the mod is being played in Doom 1, but considering how much more content there is for Doom 2, it'd rarely see use outside of the default IWAD and mapsets that use it. I will try to find other ways, though.XLightningStormL wrote:Just asking if there are any plans for the SMG, whether as a separate weapon or reskin for the chaingun much like the lost soul.
- DrPyspy
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
Frame rate issues with the minimap have been improved, let me know if you experience any odd issues. There are still some frame-hitching issues in GZDoom, still trying to find out if I can fix it. Additionally, the sprint speeds of the different characters have been altered, let me know if you experience any issues with them.
Here is the download to the new gameplay testing version.
Here is the download to the new gameplay testing version.
- The Zombie Killer
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
This is... amazing, holy shit. Nice work.
I love all the little subtle things, the minimap, everything.
I love all the little subtle things, the minimap, everything.
- Captain J
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
This is really good and amazing, just what i expected! But is it intentional that the mod has no complete HUD screen at all? Also many weapons except rocket launcher creates no decal, too.
- DrPyspy
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Re: [WIP] Doom Delta - A delicious mix of Alpha and Beta
The lack of decals is intentional. Could you elaborate on that first part, though? I'm having trouble figuring out what you mean by complete HUD screen.Captain J wrote:This is really good and amazing, just what i expected! But is it intentional that the mod has no complete HUD screen at all? Also many weapons except rocket launcher creates no decal, too.