Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4

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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby TaporGaming » Thu Aug 30, 2018 10:05 pm

And why Star Shooter's Primary Projectile sprite something wrong?. Offsets?
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Batandy » Fri Aug 31, 2018 3:35 am

TaporGaming wrote:And why Star Shooter's Primary Projectile sprite something wrong?. Offsets?


Uh, sorry i didn't quite catch your question. What's wrong with those sprites?
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Koopliss » Sat Sep 01, 2018 5:25 am

Is there a list of where each music in the soundtrack originate from? there are quite a few songs i really want to know the origins off, such as the shrine of the deep.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Batandy » Sat Sep 01, 2018 7:17 am

Koopliss wrote:Is there a list of where each music in the soundtrack originate from? there are quite a few songs i really want to know the origins off, such as the shrine of the deep.


Sorry, but i don't have a list ready for non-ost music. Shrine is Super Metroid's Maridia
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby TaporGaming » Mon Sep 03, 2018 6:50 am

It's kinda Soaring Comet is like DOOM's Ultra-Nightmare?
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby chowbar » Mon Sep 03, 2018 7:21 pm

Hey Batandy, really loving the mod so far! I'm sure you've heard this plenty but the platforming feels great!

Will you consider performance options for potato PCs? I'm currently on level 13 and I'm getting sub-30 frames on the very first fight of the level. I tried turning off dynamic lighting (which helped make some levels more playable), but it doesn't seem to be much help once levels get bigger.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Batandy » Tue Sep 04, 2018 2:48 am

chowbar wrote:Hey Batandy, really loving the mod so far! I'm sure you've heard this plenty but the platforming feels great!

Will you consider performance options for potato PCs? I'm currently on level 13 and I'm getting sub-30 frames on the very first fight of the level. I tried turning off dynamic lighting (which helped make some levels more playable), but it doesn't seem to be much help once levels get bigger.

I'm afraid i can't do anything about that without changing the structure of the whole level. Gzdoom doesn't like open, detailed maps, but luckily it's one of the few occasions where you'll experience drops.
Try setting resolution scale to 0.75 (or even 0.50), you should get a fps boost.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Mav3rick » Tue Sep 04, 2018 8:47 am

Oh yeah about that, is there a way to turn off the fog? like totally?
and can be possible to ad the name of the world in the world map as u travel? it will be in the upper part and center... "world 1... fap-y gardens"... "world 2... dirty deserts"... etc ;)
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Batandy » Tue Sep 04, 2018 11:01 am

Mav3rick wrote:Oh yeah about that, is there a way to turn off the fog? like totally?
and can be possible to ad the name of the world in the world map as u travel? it will be in the upper part and center... "world 1... fap-y gardens"... "world 2... dirty deserts"... etc ;)


You can, but i wouldn't recommend it. In most levels if there's fog it's because it's part of the artstyle, without it levels may not look as i intended them to be.
Regarding the second question I didn't think that was needed.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Randumb » Thu Sep 06, 2018 11:10 am

Even in V1.3, there are a few problems found on Soaring Comet mode.

-The buffed Imps instantly disappear when gibbed, but still die, give points, and drops a coin.
-The buffed Cacodemons do NOT drop coins.
-I've encountered an UNbuffed Cacodemon in W3-1 and W5-2; yeah, they're red and lack their 'Bad Breath' attack.
-Some enemies, as well as bosses, do not have their buffed variations. Probably intentional, though.
-In addition, gibbing the 'Spike-ball throwing imps' (Both on Soaring Comet and easier) will cause their corpses to disappear when their death animation finishes.

Issues aside, I'm currently on Mount Mirror on Soaring Comet mode.
Last edited by Randumb on Fri Sep 14, 2018 3:22 pm, edited 1 time in total.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby TaporGaming » Fri Sep 07, 2018 4:14 am

Hey.

I took that its Text to Golden Souls 2:
http://www.mediafire.com/file/pocyxxlpc ... ouls+2.pk3

I made after Text to Doom installment.

Requires Swifswaf's Text to Doom:
http://www.mediafire.com/file/ai8ts61d9 ... o+Doom.zip

Batandy. You really sure Swifswaf is kind of using Speakonia and Balabolka?
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Gez » Fri Sep 07, 2018 4:43 am

TaporGaming wrote:Batandy. You really sure Swifswaf is kind of using Speakonia and Balabolka?

What?
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Batandy » Fri Sep 07, 2018 7:46 am

Gez wrote:
TaporGaming wrote:Batandy. You really sure Swifswaf is kind of using Speakonia and Balabolka?

What?

Exactly. Dude, could you please be more clear? I only understood that you somewhat made a version of text to doom for GS2.

Edit: I was told that you're asking me which program was used for the text to speech. Honestly, i'm sorry but i don't know as i didn't make text to doom, you'd better ask its author.
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby TaporGaming » Tue Sep 11, 2018 5:44 am

Hey Batandy. You know Soaring Comets is similar than Ultra-Nightmare from DOOM 2016?
because higher damage
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Re: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.3

Postby Captain J » Tue Sep 11, 2018 8:54 am

TaporGaming wrote:Batandy. You really sure Swifswaf is kind of using Speakonia and Balabolka?
Please be responsible for what you're saying. And if i can answer you, maybe that's really the Speakonia thing.
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