luisgph wrote:this mod its impressive, well is some simple scripts and with that is created something awesome thank you sunbeam: for getting this mods simple but awesome
luisgph wrote:this mod its impressive, well is some simple scripts and with that is created something awesome thank you sunbeam: for getting this mods simple but awesome
TDRR wrote:Here's a link to the Zandronum forums post, with a fixed version: https://zandronum.com/forum/viewtopic.php?f=58&t=10255
TDRR wrote:EDIT: The version I posted previously is broken, forgot that double vars passed to ACS scripts get cast to plain ints (no decimal at all), so as the distance calculated in the script was in fixed point, it was WAY off (like 65536 times off).
Kazudra wrote:I'm kinda torn on this one;
On one hand, the ambience and atmosphere of a soundscape of PSX/N64 Doom is enhanced (especially with Dead Marine), The uneasy emotion is driven down to precise it's unmistakable.
On the other hand, It's REALLY wonky with Vanilla sounds and music; A lot of rooms sound too hollow and one's ears bleed when low health and Invincibility. (But the effects are soooo good)
I find it essential for a more slow-paced experience but the faster-paced experience really suffers. Maybe a slider or option that reduces the Reverb strength across the board would be the best thing so that the player can find their own sweet spot.
Skrell wrote:This mod is utter genius in it's execution and impact on gameplay!! They only flaw, and I mean ONLY flaw, is the reverb doesn't take Windows in a room into account. Is it at all possible to add this distinction when calculated the amount of them?
nightsidez wrote:How to leave the reverb effect when picking up the invincibility item permanently, without having to pick up the item? Is there a way to edit and leave it like this?
Sunbeam wrote:Skrell wrote:This mod is utter genius in it's execution and impact on gameplay!! They only flaw, and I mean ONLY flaw, is the reverb doesn't take Windows in a room into account. Is it at all possible to add this distinction when calculated the amount of them?
Thanks!
Well it DOES take windows into account. Play for example Doom2 map 01 and take a look at the room with the large window.
However everything the mod does is an approximation and therefore not all room shapes provide realistic results.
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