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thedeathrunner123
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Re: JohnnyDoom - let's fighting love

Post by thedeathrunner123 »

where exactly do i find the vintage builds? i used to have an old 2.7 build of gzdoom somewhere (might've deleted it.) all the builds on the drd forums still give me laggy water levels (although more playable lag)
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Slax
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Re: JohnnyDoom - let's fighting love

Post by Slax »

My bad on that one. That's what I get for not reading the thread.
Not the first time this has happened.
Image

Post-test edit: Well, Vintage just seemed to run slower overall so I don't know. Guess I'll stick with modern and suck it up. Not like there's anything gamebreaking going on.
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johnny
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Re: JohnnyDoom - let's fighting love

Post by johnny »

https://devbuilds.drdteam.org/gzdoom-vintage/

You have to kind of hunt for it, it’s on the sidebar under vintage. But yeah, I didn’t change anything major for this last update besides giving a few enemies more pain states, all the ACS is identical to the version before so any slowdowns won’t be different from that. Actually I stopped the CVAR acs check scripts from occurring 35 times a second (took it out of the weapon realready state) so there’s even less shit going on. What are you guy’s system specs? Decent? I built my pc back in year of our lord 2014 and it chugs along at like 120fps almost always unless I’m blowing up ten barrels at once.
Korell wrote:
johnny wrote:The title screen is only broken if you’re trying to play it in the modern/4.0.
What's broken with it? It plays fine for me and I'm using 4.0.0 (x64).
Idk, last time I tried it it didn’t even come close to syncing. After the jets fly over and the fireworks start, the music is extremely delayed and it all falls apart. The titlemap is verrrrrry rudimentary and is basically held together with duct tape, some hope, and a prayer.
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Re: JohnnyDoom - let's fighting love

Post by johnny »

Whoah wrote:I'll have to check in a moment, as I've turned off the extra enemy variants. I also noticed that the grenade boxes don't have a sprite. At least I'm pretty sure. I just know there have been times where I'm blasting my way through a bunch of demons, and I randomly get 10 grenades from a box. I'll tell you if I notice anything else, and if the imp issue has persisted when I return to my computer!

Edit: Fatalities seem to jerk my camera up so I'm looking directly down on the animation as it plays. Not too bad, since I can just quickly look back down, but still a teensy bit inconvenient

Edit 2: This may be intentional, but I seem to just respawn at the beginning of the level when I die, even when I'm not playing on Metal Slug X difficulty

Edit 3: Nevermind, the grenade box does have a sprite, it's just tiny. But the pinky variants are spawning standard pinky arms upon dismemberment, and Hell Knight heads phase in and out of reality after being forcefully detached from their bodies. Cyber Hell Knights also seem to be unaffected by explosive headshots

Guess what? Edit 4: Hell Noble deaths across the board are kinda buggy. Corpses and gibs seem to just kinda disappear pretty often
FYI I’m not ignoring you buddy I just haven’t had a moment to check these out, I went straight to the casino after work yesterday
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Slax
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Re: JohnnyDoom - let's fighting love

Post by Slax »

Oh yeah. Links lead to different versions in the first post. Mega's the older one.
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Re: JohnnyDoom - let's fighting love

Post by Whoah »

johnny wrote:FYI I’m not ignoring you buddy I just haven’t had a moment to check these out, I went straight to the casino after work yesterday
Oh yeah I figured. All good, man
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Re: JohnnyDoom - let's fighting love

Post by thedeathrunner123 »

still getting slowdowns on vintage build gzdoom-x86-g3.8vpre46-338-gba9cc1b9a

my specs are "8gb ram, 64 bit, intel core 2 quad cpu 2.84 ghz q9550, Radeon R7 ati."
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Korell
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Re: JohnnyDoom - let's fighting love

Post by Korell »

johnny wrote:
Korell wrote:
johnny wrote:The title screen is only broken if you’re trying to play it in the modern/4.0.
What's broken with it? It plays fine for me and I'm using 4.0.0 (x64).
Idk, last time I tried it it didn’t even come close to syncing. After the jets fly over and the fireworks start, the music is extremely delayed and it all falls apart. The titlemap is verrrrrry rudimentary and is basically held together with duct tape, some hope, and a prayer.
I've not really noticed it being that out of sync. It's only when the gorilla picture shows up that he seems to be slightly out, but even then he speeds ahead by a beat or so and it still syncs back up to the return to Mel Gibson at the start of the chorus.
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Re: JohnnyDoom - let's fighting love

Post by johnny »

Slax wrote:Oh yeah. Links lead to different versions in the first post. Mega's the older one.
Fuck!
thedeathrunner123 wrote:still getting slowdowns on vintage build gzdoom-x86-g3.8vpre46-338-gba9cc1b9a

my specs are "8gb ram, 64 bit, intel core 2 quad cpu 2.84 ghz q9550, Radeon R7 ati."
I don’t know then my dude. I have a similar setup actually but with an R9. Are you running any other mods in conjunction? Try starting with a fresh ini file and see if that does anything. Bloom is bugged right now apparently btw. I don’t wanna make any big changes and end up breaking something. I played underhalls 2 days ago without issue. Tonight I’ll redownload the version I have in the link right now and see if it happens
Korell wrote: I've not really noticed it being that out of sync. It's only when the gorilla picture shows up that he seems to be slightly out, but even then he speeds ahead by a beat or so and it still syncs back up to the return to Mel Gibson at the start of the chorus.
Lol welp hm, that’s awesome to know it’s only on my end then. How is it that this runs so differently on every person’s pc? I must have some settings enabled somewhere that I shouldn’t.
Last edited by johnny on Wed Apr 17, 2019 3:14 pm, edited 2 times in total.
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Korell
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Re: JohnnyDoom - let's fighting love

Post by Korell »

johnny wrote:
Korell wrote: I've not really noticed it being that out of sync. It's only when the gorilla picture shows up that he seems to be slightly out, but even then he speeds ahead by a beat or so and it still syncs back up to the return to Mel Gibson at the start of the chorus.
Lol welp hm, that’s awesome to know it’s only on my end then. How is it that this runs so differently on every person’s pc? I must have some settings enabled somewhere that I shouldn’t.
I tried to get a video capture of it, but GZDoom doesn't seem to like the Windows Game Bar very much.
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johnny
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Re: JohnnyDoom - let's fighting love

Post by johnny »

How about you Korell? Do you experience any slowdowns or lags?
Last edited by johnny on Wed Apr 17, 2019 3:28 pm, edited 2 times in total.
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Korell
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Re: JohnnyDoom - let's fighting love

Post by Korell »

johnny wrote:How about you Korell? Do you experience any slowdowns or lags?
I've only played a couple of levels on Ultimate Doom with it, and I've not noticed any slowdown yet.
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Re: JohnnyDoom - let's fighting love

Post by Rowsol »

Okay, I'll chime in.

I played through the first 2 levels of doom 2 with both the lagfix version posted by Loku on p81 and the final version on p1 from dropbox.

I'm using gzdoom 3.7.2, not a vintage build so take this as you will.

I experienced no slowdown on either version. The only bug I experienced was with the new final version. My screen would randomly stutter. The only other time this has happened was when Nash first released his Tilt mod, if you ran it without vsync enabled the screen would stutter. I enabled vsync and it didn't change anything.

I want to note that the last time I played this mod was pre-jpoints. I remember the headshot hitboxes being the thing that was most improved over brutal doom. That's not the case anymore. In either of these recent versions I'm constantly shooting through their heads.

I don't like the fact that the keybinds are unique to the mod. Why don't the weapons just reload with the default reload key?
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thedeathrunner123
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Re: JohnnyDoom - let's fighting love

Post by thedeathrunner123 »

I'm using the mega version, could that be the issue?
Edit: NOPE, Even with just JohnnyDoomFINAL and a vintage build it still doesn't work right...
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johnny
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Re: JohnnyDoom - let's fighting love

Post by johnny »

Just downloaded a fresh gzdoom, then downloaded from both links. Both files are 100% identical lol ya'll are NUTS, there aren't two different versions out there. I also played through the first four maps of doom2, no slowdowns whatsoever, steady 131ish fps. It's your pc fellas :( Try using regular gzdoom 3.7.2, and make sure bloom is off. I just tried that and got a steady 180+ fps.
Rowsol wrote:Okay, I'll chime in.

I played through the first 2 levels of doom 2 with both the lagfix version posted by Loku on p81 and the final version on p1 from dropbox.

I'm using gzdoom 3.7.2, not a vintage build so take this as you will.

I experienced no slowdown on either version. The only bug I experienced was with the new final version. My screen would randomly stutter. The only other time this has happened was when Nash first released his Tilt mod, if you ran it without vsync enabled the screen would stutter. I enabled vsync and it didn't change anything.

I want to note that the last time I played this mod was pre-jpoints. I remember the headshot hitboxes being the thing that was most improved over brutal doom. That's not the case anymore. In either of these recent versions I'm constantly shooting through their heads.

I don't like the fact that the keybinds are unique to the mod. Why don't the weapons just reload with the default reload key?
I get the stutter if I don't have vsync on but vsync fixes it for me. But oooooOOOOOO, I didn't know nash redid his tilt mod, I will definitely pop his new version in there if that gets rid of the stutter, that is great news. Headshot hitboxes are lifted 100% untouched from OG BDJ by the way, pre-jpoints, so they're the same. I just replayed underhalls and got one shot headshot kills on every single zom without much effort. The Loku version apparently had messed up headshots though. I did not use his fix in this newer version. The weapons don't reload with the default key because they were already coded that way when I originally started, and I didn't go back and recode it because eh, if it ain't broke don't fix it. You're not the only person to say something about that actually, but I don't want to go back and redo it all when it works fine in its current state.
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