[INACTIVE] Doomzone v1.8.1

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Re: Doomzone (v1.8 Released!)

Postby Someone64 » Wed Apr 11, 2018 3:38 pm

It seems throwing a sticky mine over a moving platform (even if it's not sitting ON the platform... as long as it's over it) causes EXTREME lag even after the platform has stopped moving.
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Re: Doomzone (v1.8 Released!)

Postby ShockwaveS08 » Wed Apr 11, 2018 4:32 pm

Just dropped by to say that you did amazing work with overall code optimization, as well as the added performance options! I found that v1.8 works exceptionally well on my phone's Delta Touch app (GZD3.3.0dev), and, barring a few minor slowdowns when butting my head up against the wall in-game, the framerate is far more consistent than any other mod I've played on my phone, and that's saying a lot. :D
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Wed Apr 11, 2018 5:50 pm

SiFi270 wrote:If you're making compatibility patches, then I'd really like to see one for Dimension of the Boomed, because it should go without saying how much fun that would be with the Slipgater.

I'd love to, but there doesn't seem to be a link to the alpha build anymore. That seems to have been removed as of January 5 in favor of a beta build that has yet to be released, but I don't see any thread activity since January 6. I'll keep an eye on the project thread, and once there's a final release, I'll work on a patch for it (if required). Kinda curious to see it anyway, since it claims to use some of my music.

Someone64 wrote:It seems throwing a sticky mine over a moving platform (even if it's not sitting ON the platform... as long as it's over it) causes EXTREME lag even after the platform has stopped moving.

I can't seem to reproduce this problem, as it seems to work fine for me. Is there a particular map or lift that this happens with?
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Re: Doomzone (v1.8 Released!)

Postby Clocky » Wed Apr 11, 2018 8:58 pm

Dreams come true...

The railgun ejects the Railgun Slugs, just like in QuakeStyle...

And specific ammo for the Railgun, too? Ohoho, new animations for... The Gauss Cannon!?

I just can't wait to throw this at my GZdoom, and play it until it stops working.

No, but, seriously, the Railgun ejecting the Slugs was a very nice addition.
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Re: Doomzone (v1.8 Released!)

Postby Someone64 » Thu Apr 12, 2018 2:00 am

In the map The Crusher, the Revenant section where there's a lowering platform surrounding a key in the middle. Throw the bomb at the wall using the Samurai. It lags already but when the platform starts lowering the framerate dips to less than 8. I haven't tried sticking it to the ceiling or floor yet. Just the wall directly over the floor.

I tried it on the lift tester area on Kinsie's test map and it didn't work. Still, if it's not moving floors that are the case it MUST have something to do with the sticky mines because once I blew the mines up the lag immediately stopped.
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Thu Apr 12, 2018 9:23 am

Someone64 wrote:In the map The Crusher, the Revenant section where there's a lowering platform surrounding a key in the middle. Throw the bomb at the wall using the Samurai. It lags already but when the platform starts lowering the framerate dips to less than 8. I haven't tried sticking it to the ceiling or floor yet. Just the wall directly over the floor.

I tried it on the lift tester area on Kinsie's test map and it didn't work. Still, if it's not moving floors that are the case it MUST have something to do with the sticky mines because once I blew the mines up the lag immediately stopped.


It might have to do with the way I'm checking for actor proximity, as the mine spawns a bunch of invisible tracers in random directions. Once one of the tracers is disturbed, the mine goes off. I couldn't find any other way to do it, and tried multiple different methods before finding one that worked. Here's the code for that, if you'd like to look at it.

(Actually, truth be told, this is the code for the Proxy Mine, but the Sticky Bomb is implemented the same way, just with higher damage and different sprites.)

Spoiler:


Weird thing is, I just spent the last hour trying to reproduce the problem in that spot in MAP06, and still wasn't able to. It works fine for me. :(
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Re: Doomzone (v1.8 Released!)

Postby Gorec » Thu Apr 12, 2018 10:15 am

doesnt happens to me either,i use latest stable gzdoom,also nice f.e.a.r. reference its my favourite game :3:
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Re: Doomzone (v1.8 Released!)

Postby 0mrcynic0 » Thu Apr 12, 2018 11:09 am

Thanks for finally disabling weapons that can't be used by other classes.
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Re: Doomzone (v1.8 Released!)

Postby 7HEPOW » Fri Apr 13, 2018 11:29 am

Just in time for the weekend :) I was about to ask if you got an estimate for release... XD Thanks!
I'll let you know of weird stuff a "normie" might find ;)
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Re: Doomzone (v1.8 Released!)

Postby Someone64 » Fri Apr 13, 2018 10:10 pm

I can confirm that it's the method you use that causes the extreme lag for proximity mines and stuff. Though there are times it lags more than other for some reason and I wonder why other mods' implementations of it don't lag at all (PB, CD, etc).
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Re: Doomzone (v1.8 Released!)

Postby Gideon020 » Sat Apr 14, 2018 1:03 am

Remind me, vanilla power cells are a pickup for some of the energy weapons in this, right? Otherwise I probably need to update my devbuild.
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Re: Doomzone (v1.8 Released!)

Postby epiccolton26 » Wed Apr 18, 2018 6:25 pm

Excellent update! I think one of my biggest favorites of this release was the changes done to the weapon spawning. At first I thought it was just me getting lucky with the good ol' RandomSpawner. Then I tried it again and again, and realized it was an intentional change. Now I don't have to go through a WAD with only 2 weapons picked up for the Slipgater class. :D
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Re: Doomzone (v1.8 Released!)

Postby Someone64 » Wed Apr 18, 2018 10:35 pm

Speaking of which, now that you've fixed the weapon spawning you should probably rebalance the ammo. Before, you would always have way too little ammo but now you always have way too much for every single weapon.
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Re: Doomzone (v1.8 Released!)

Postby insightguy » Thu Apr 19, 2018 6:36 am

I was just wondering, after the protagoinsts of doom, Quake, shadow warrior, and F.E.A.R. Who is next?
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Thu Apr 19, 2018 6:39 am

insightguy wrote:I was just wondering, after the protagoinsts of doom, Quake, shadow warrior, and F.E.A.R. Who is next?

I was kicking around the idea of a HL1 themed class. Though for right now, I think I want to work on another project for a bit. I've been working on Doomzone for almost six years, so I want to do something new and then come back to it.
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