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johnny
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Re: JohnnyDoom - The Return of The Titlescreen

Post by johnny »

Marisa Kirisame wrote:Is it normal that blood splatters can appear in the sky? (e.g.: TNT map02)
lol yeah. The blood on ceiling actor doesn’t discriminate between sky and roof. If the ceiling/sky is low enough and the blood shoots high enough, it’s gonna stick up there and look all goofy. I bet there’s some fancy way of checking what the ceiling texture is before deciding whether to splatter, but that is far outside the realm of my coding abilities. Despite the fact that this mod exists, I actually only barely know what I’m doing
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affandede
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Re: JohnnyDoom - The Return of The Titlescreen

Post by affandede »

-claims that he barely knows what he is doing
-creates the most satisfying to use shotguns in gaming history
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johnny
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Re: JohnnyDoom - The Return of The Titlescreen

Post by johnny »

affandede wrote:-claims that he barely knows what he is doing
-creates the most satisfying to use shotguns in gaming history
hahaha I super appreciate that buddy. Ya know I wonder... would it be considered bad form to ask to pay somebody to look over my ACS scripts and make sure there's no other slowdowns or bad shit in there stopping JD from running as smooth as it could? YEARS worth of struggle could have been mitigated if I had done that originally with the bad while loop that Loku found. I'd love to venmo some ACS guru 20 or 30 bucks to take a quick look through them and let me know. No need to rewrite it for me or anything like that, just tell me what's wrong and point me in the right direction and I'd take it from there. I want to make a thread in the scripting forum about it but I feel like that would be lame.
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affandede
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Re: JohnnyDoom - The Return of The Titlescreen

Post by affandede »

I think You-Know-Who might help you. For free, even. He did some sick optimization thing to v21.
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wildweasel
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Re: JohnnyDoom - The Return of The Titlescreen

Post by wildweasel »

johnny wrote:
Marisa Kirisame wrote:Is it normal that blood splatters can appear in the sky? (e.g.: TNT map02)
lol yeah. The blood on ceiling actor doesn’t discriminate between sky and roof. If the ceiling/sky is low enough and the blood shoots high enough, it’s gonna stick up there and look all goofy. I bet there’s some fancy way of checking what the ceiling texture is before deciding whether to splatter, but that is far outside the realm of my coding abilities. Despite the fact that this mod exists, I actually only barely know what I’m doing
Check to make sure that the blood projectiles do not have +SKYEXPLODE on them; if they do, remove or unset that flag, so that they vanish when they reach the sky instead of entering their death state.
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BROS_ETT_311
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Re: JohnnyDoom - The Return of The Titlescreen

Post by BROS_ETT_311 »

Absolutely LOVE the inclusion of the blaster rifle! Always a sucker for throwbacks to Dark Forces.
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Velaron
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Velaron »

Sadly, it's kinda unplayable for me. After entering the second map in a WAD, it begins to freeze every second or so. Tried latest GZDoom both vintage and not, playing only Ultimate Doom and JohnnyDoom.
Dwailing
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Dwailing »

Velaron wrote:Sadly, it's kinda unplayable for me. After entering the second map in a WAD, it begins to freeze every second or so. Tried latest GZDoom both vintage and not, playing only Ultimate Doom and JohnnyDoom.
Are you using the Bloom postprocessing effect? It's bugged right now and causes stuttering.
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Trusty McLegit
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Trusty McLegit »

Fuck yeah, love this mod!

Is there a particular reason this only works with the vintage edition?
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Gorec
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Gorec »

i have stuttering too and maybe shadows cause this,no bloom no voxels no fancy torches low graphics turned on and still lagging,tried on vintage 3.7.0 and 3.7.2
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Korell
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Korell »

Trusty McLegit wrote:Fuck yeah, love this mod!

Is there a particular reason this only works with the vintage edition?
I think it is something to do with the new font that GZDoom now uses in the menus, so it should work but menus won't appear as expected. However, as GZDoom 4.0.0 will not be having a vintage edition, and with no plans to ever have another vintage edition, I'd hope that something can be done to resolve this for JohnnyDoom.
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Kinsie
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Kinsie »

It works fine in the modern version.
Dwailing
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Dwailing »

The Dark Imp with the purple fire seems to transform briefly into a regular Imp during one of its pain animations. It's probably missing a sprite for a pain frame or something like that.
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Velaron
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Velaron »

Dwailing wrote:Are you using the Bloom postprocessing effect? It's bugged right now and causes stuttering.
Nope, I have almost every graphical feature disabled as I don't like them. And other mods don't have such problems...
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Graf Zahl
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Re: JohnnyDoom - The Return of The Titlescreen

Post by Graf Zahl »

Korell wrote:However, as GZDoom 4.0.0 will not be having a vintage edition, and with no plans to ever have another vintage edition, I'd hope that something can be done to resolve this for JohnnyDoom.

Actually, we'd like to do another one. But with all those recent changes, from some internal code cleanup, the Vulkan render backend to all the localization work, it's going to take some time to get it sorted out. Even then, if it gets sorted out, it will most likely have the new menu font as well. But this whole episode clearly shows that the vintage build's days are numbered. It's just not economical anymore to continue maintaining it.

So essentially doing things that depend on the 3.x menu layout and don't get an adjustment, will inevitably be left behind.
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