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Fast Doom
Posted: Wed Jul 13, 2016 7:00 am
by Rowsol
Small mod I made just for the hell of it.
Halved the tic duration of all monster and weapon states. Doubled projectile speed. Things are twice as fast basically. Can you survive? I couldn't.
http://www.mediafire.com/download/hyd9g ... stdoom.pk3
Re: Fast Doom
Posted: Wed Jul 13, 2016 8:01 am
by ZioMcCall
2 FAST 4 ME
Re: Fast Doom
Posted: Wed Jul 13, 2016 11:46 am
by Big C
But are all the sound effects sped up to chipmunk levels, too?
Re: Fast Doom
Posted: Wed Jul 13, 2016 11:54 am
by Rowsol
It's only 7kb, try it. BTW, might wanna turn off "always run".
Re: Fast Doom
Posted: Wed Jul 13, 2016 12:51 pm
by NeuralStunner
I've always thought that mods like this should include a tweaked xlat that doubles door/plat/etc speeds.
I hope you also made sure to double up weapon switching, too.
Re: Fast Doom
Posted: Wed Jul 13, 2016 1:02 pm
by Rowsol
For sure, as well as bobbing. No idea how to do xlat but if someone cared enough to do it I'd throw it in the mod.
Re: Fast Doom
Posted: Wed Jul 13, 2016 4:42 pm
by Somagu
This stacks with -fast. Someone send help.
Re: Fast Doom
Posted: Wed Jul 13, 2016 5:15 pm
by NeuralStunner
Rowsol wrote:No idea how to do xlat but if someone cared enough to do it I'd throw it in the mod.
As I suspected, it's as simple as changing the speed defines.
Here you go!
Somagu wrote:This stacks with -fast. Someone send help.
You knew what forces you toyed with, mortal.
Re: Fast Doom
Posted: Wed Jul 13, 2016 6:49 pm
by Big C
Somagu wrote:This stacks with -fast. Someone send help.
JESUS TAKE THE WHEEL!
Re: Fast Doom
Posted: Wed Jul 13, 2016 6:54 pm
by NeuralStunner
Jesus wrote:You're on your own, kid.
One other thing: Does this account for odd-numbered tic amounts? I'm wondering how much accuracy is maintained here.
Re: Fast Doom
Posted: Wed Jul 13, 2016 11:53 pm
by Rowsol
Somagu wrote:This stacks with -fast. Someone send help.
Yea, doubled the fastspeeds too.
NeuralStunner wrote:As I suspected, it's as simple as changing the speed defines.
Here you go!
Is this file not plug and play? I got numerous errors on map01 so I warped to map02 where I got no errors but I couldn't flip the first switch.
NeuralStunner wrote:One other thing: Does this account for odd-numbered tic amounts? I'm wondering how much accuracy is maintained here.
I used random() in place of odd numbers, so yes, perfect accuracy assuming the wiki is correct and you're okay with some variation in the speed.
Re: Fast Doom
Posted: Thu Jul 14, 2016 3:30 am
by Ethril
Oh boy now I can have the TurboCharged ARCADE! experience anywhere I want!
Re: Fast Doom
Posted: Thu Jul 14, 2016 4:46 am
by ZikShadow
Honestly, all we're missing here is just white gloves for Doomguy.
Re: Fast Doom
Posted: Thu Jul 14, 2016 7:25 am
by 4thcharacter
Tried it, meddled with the chaingun. Still not fast enough. But then I set sv_fastweapons to 3. I never loved the chaingun this much.
Re: Fast Doom
Posted: Fri Jul 15, 2016 2:45 pm
by NeuralStunner
Rowsol wrote:Is this file not plug and play? I got numerous errors on map01 so I warped to map02 where I got no errors but I couldn't flip the first switch.
Huh, I had an errant comma in there. No idea why it worked fine when I tested it.
I just reuploaded it with a fix, so it should be alright.