[minimods] IDCLEVer Starter, Armament Tuning, Laser Sight...

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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby Beezle » Sat Apr 13, 2019 8:41 am

m8f wrote:Thanks for the heads up!
Laser dot isn't visible when you point to the sky by design. The beam is fixed now.

Minor updates.

Ha every time you post there's an update. I know this was in the last update but really love how IDClever is able select through the names of maps of pwads as well as iwads, thanks m8f! :D
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby DabbingSquidward » Sun Apr 14, 2019 1:23 am

@m8f

Ultimate Custom Doom? You mean a port of Lud's to ZScript? :D
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Sun Apr 14, 2019 10:16 am

@DabbingSquidward

Exactly. It will be available later.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Fri Apr 26, 2019 11:15 am

Small update to IDCLEVer Starter (v0.5.3 now). Changes:

- fixed displaying MAP01-03.

Edit: also, I found that Level Menu is not compatible with Wadsmoosh yet.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby mrtaterz » Tue Apr 30, 2019 3:20 am

Your Level Menu should just be a part of GZDoom and should get integrated like Divide & Conquer did. Level Menu would be good for testing and debugging/quick access in many situations.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Tue Apr 30, 2019 10:14 am

Level Menu is half hacks and half hard-coded stuff. It won't be accepted to the engine. The code quality should rise with new features, not fall through the floor :)

Also, note that it is trivial to make a non-universal version of it for any desired level set.
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby DabbingSquidward » Thu Jul 11, 2019 7:23 am

Armament Tuning doesn't like Abysm - Dawn of Innocence for some reason. The latter mod's JPHUD_START actor, which looks like this:
Code: Select allExpand view
Class JPHUD_Start : Actor
{
   Default
   {
      +NoBlockMap
      +NoInteraction
   }
   
   States
   {
      Spawn:
         TNT1 A 1 A_RadiusGive("JPHUD_SetHealth", 26383.0, RGF_Players|RGF_Monsters|RGF_Objects|RGF_NoSight, 1);
         Loop;
   }
}

causes my FPS to drop from the default max of 200 to as low as 40, increasing the latency from 5ms to 20, whenever Armament Tuning is loaded. Summoning 2 to 3 more JPFHUD_STARTs locks up the game with 250+ ms. Any ideas?
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Postby m8f » Thu Jul 11, 2019 8:14 am

Armament Tuning contains pretty heavy work in WorldThingSpawned, and JPHUD_Start looks like it spawns lots of JPHUD_SetHealth.
This heavy work in can be optimized significantly by ruling out FindCVar.

I created an issue at the repository to not forget, but I won't revisit Armament Tuning (and my other minimods) for a while. I want to concentrate on something bigger this time (Doom-related, too).
Thanks for reporting!
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