Your Name: Lieutenant John Doom. Your Mission:
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: JohnnyDoom - let's fighting love
Big update time.
-Added new nash tilting code, mouse stuttering should be gone now. If not, you can always enable vsync to get rid of tearing. You can also turn it on and off in JD options if you don't want it.
-Reworked the multikill code so that it's not running nonstop, but still works the exact same (this is potentially a big speedup for those with less than current hardware).
-Fixed bug that made you able to move during fatalities in a lot of mapsets for some reason.
-Suped up fatalities in general to make them trigger and end very smoothly and quickly, also fixed camera so that it doesn't follow the pitch your mouse is aiming at so you end up with the camera way high in the air. Also also, you can aim your body during a fatality so when it ends you'll be pointing where you wanna be pointing.
-Fixed bugs people mentioned.
-Added score acknowledgements, every 5k points you rack up (to 50k) you get a message and then some of my favorite guitar solos will play.
-Rifle secondary is now triple burst, and the rifle and shotgun sound more beefy.
-Powerups are now stackable. I've been playing a bunch of slaughtermaps lately and the points pile up quick so why not?
-Finishers can now trigger fatalities, not sure why I had them not do that originally.
-Realized there's another combo, PKPPK, so I added that to the FAQ.
Slax and deathrunner123, if this mod is ever going to play smoothly for you, this update is gonna be the one to do so. Fingers crossed! Also I took Pompous Seed's retro shader from Doom with Sprinkles and made it standalone because it's awesome work. I'll add that to the OP.
-Added new nash tilting code, mouse stuttering should be gone now. If not, you can always enable vsync to get rid of tearing. You can also turn it on and off in JD options if you don't want it.
-Reworked the multikill code so that it's not running nonstop, but still works the exact same (this is potentially a big speedup for those with less than current hardware).
-Fixed bug that made you able to move during fatalities in a lot of mapsets for some reason.
-Suped up fatalities in general to make them trigger and end very smoothly and quickly, also fixed camera so that it doesn't follow the pitch your mouse is aiming at so you end up with the camera way high in the air. Also also, you can aim your body during a fatality so when it ends you'll be pointing where you wanna be pointing.
-Fixed bugs people mentioned.
-Added score acknowledgements, every 5k points you rack up (to 50k) you get a message and then some of my favorite guitar solos will play.
-Rifle secondary is now triple burst, and the rifle and shotgun sound more beefy.
-Powerups are now stackable. I've been playing a bunch of slaughtermaps lately and the points pile up quick so why not?
-Finishers can now trigger fatalities, not sure why I had them not do that originally.
-Realized there's another combo, PKPPK, so I added that to the FAQ.
Slax and deathrunner123, if this mod is ever going to play smoothly for you, this update is gonna be the one to do so. Fingers crossed! Also I took Pompous Seed's retro shader from Doom with Sprinkles and made it standalone because it's awesome work. I'll add that to the OP.
Last edited by johnny on Sat Apr 20, 2019 8:53 pm, edited 1 time in total.
- thedeathrunner123
- Posts: 149
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Re: JohnnyDoom - beer, meat, big tits, fast cars
THANK YOU! I will test this out IMMEDIATELY!
- thedeathrunner123
- Posts: 149
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- Location: Somewhere in my mind
Re: JohnnyDoom - beer, meat, big tits, fast cars
TESTED! It is ALOT better, it still has the beginning map slowdown, but after 6 or 7 seconds of ripping and tearing, it smoothens out quite a bit. except on some later levels (playing scythe 2 btw).
EDIT: On even early levels (map2-map32) will take up to 60 to 80 full seconds to smooth out.
EDIT: On even early levels (map2-map32) will take up to 60 to 80 full seconds to smooth out.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Stuttering on map load has to do with caching resources. You can turn on Precache from within the OpenGL options menu. If you're running any increased resolution mods or upscaling assets it will require much longer to cache. From the sound of it your system is quite poor if it takes a full minute to smooth out and I doubt any game settings will help you but it's an option.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Is the respawning mechanic intentional? It kind of takes away the punishment death has when you can just respawn back at the start with all your guns and ammo and can trudge back to where you died.
Last edited by a1337spy on Sun Apr 21, 2019 12:48 am, edited 1 time in total.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Roses are red
Johnny is a guy, witty
Just five minutes before, i left the bed
Here goes my sunday productivity
Johnny is a guy, witty
Just five minutes before, i left the bed
Here goes my sunday productivity
Re: JohnnyDoom - beer, meat, big tits, fast cars
Cutscene support ain't working, and moments where the game freezes and the camera goes between the player and enemy is sorta broken.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Yep. Do you ever use saves? I never do, ain't nobody got time fo dat. 99% of the time I cheat resurrect myself so I figured this was a good compromise.a1337spy wrote:Is the respawning mechanic intentional? It kind of takes away the punishment death has when you can just respawn back at the start with all your guns and ammo and can trudge back to where you died.
What does cutscene support mean? The camera works just beautifully, are you sure you're not using some other mod with cutscenes that is breaking the JD camera?EddieMann wrote:Cutscene support ain't working, and moments where the game freezes and the camera goes between the player and enemy is sorta broken.
Right on! Glad I could help your grandpa pc make it happen lolthedeathrunner123 wrote:TESTED! It is ALOT better, it still has the beginning map slowdown, but after 6 or 7 seconds of ripping and tearing, it smoothens out quite a bit. except on some later levels (playing scythe 2 btw).
EDIT: On even early levels (map2-map32) will take up to 60 to 80 full seconds to smooth out.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Hey Johnny, will you eventually fix the crosshairs? Bullets go higher on your custom crosshairs, and lower on forced default crosshairs. It is a bit odd.
- thedeathrunner123
- Posts: 149
- Joined: Fri May 18, 2018 1:07 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10 Pro
- Graphics Processor: nVidia with Vulkan support
- Location: Somewhere in my mind
Re: JohnnyDoom - beer, meat, big tits, fast cars
Precache gl textures option did nothing for the map start lag.Rowsol wrote:Stuttering on map load has to do with caching resources. You can turn on Precache from within the OpenGL options menu. If you're running any increased resolution mods or upscaling assets it will require much longer to cache. From the sound of it your system is quite poor if it takes a full minute to smooth out and I doubt any game settings will help you but it's an option.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Nah. Check a few pages back. I decided since the scaling option effectively allows you to place the crosshairs exactly where the bullets come out, I’m gonna leave it so you yourself can position it correctly rather than have it wrong one way or wrong the other way.affandede wrote:Hey Johnny, will you eventually fix the crosshairs? Bullets go higher on your custom crosshairs, and lower on forced default crosshairs. It is a bit odd.
Just to be clear dude, that is nothing to do with JohnnyDoom, that’s 100% you doing something wrong or your pc being not powerful enough. I’ve done all I can do.thedeathrunner123 wrote:Precache gl textures option did nothing for the map start lag.Rowsol wrote:Stuttering on map load has to do with caching resources. You can turn on Precache from within the OpenGL options menu. If you're running any increased resolution mods or upscaling assets it will require much longer to cache. From the sound of it your system is quite poor if it takes a full minute to smooth out and I doubt any game settings will help you but it's an option.
By the way happy Easter boys!
Re: JohnnyDoom - beer, meat, big tits, fast cars
For me personally, I still think it ought to be fixed. The position of the GZDoom crosshair is a long known case, and I'd much rather be able to control the size of the crosshair rather than have that alter it's position too. If it is just the offsets in the crosshair sprites then it might be that I can fix it myself (if anyone can give me a hint as to what would need to be changed, that is), though I've found that using the 0 value scaling option gives a decent size and position crosshair for me, but this may not be the case for everyone if they use resolutions other than 1920x1080.johnny wrote:Nah. Check a few pages back. I decided since the scaling option effectively allows you to place the crosshairs exactly where the bullets come out, I’m gonna leave it so you yourself can position it correctly rather than have it wrong one way or wrong the other way.affandede wrote:Hey Johnny, will you eventually fix the crosshairs? Bullets go higher on your custom crosshairs, and lower on forced default crosshairs. It is a bit odd.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Hmmm well you make a strong case and you’re not the only one who thinks this so I’ll go ahead and fix it tonight. It’s pretty easy. The xhairs are in the graphics/screen folder I think if you wanna do it yourself. Dang I wish crosshair scaling wasn’t a thing, they were perfect before!Korell wrote:For me personally, I still think it ought to be fixed. The position of the GZDoom crosshair is a long known case, and I'd much rather be able to control the size of the crosshair rather than have that alter it's position too. If it is just the offsets in the crosshair sprites then it might be that I can fix it myself (if anyone can give me a hint as to what would need to be changed, that is), though I've found that using the 0 value scaling option gives a decent size and position crosshair for me, but this may not be the case for everyone if they use resolutions other than 1920x1080.johnny wrote:Nah. Check a few pages back. I decided since the scaling option effectively allows you to place the crosshairs exactly where the bullets come out, I’m gonna leave it so you yourself can position it correctly rather than have it wrong one way or wrong the other way.affandede wrote:Hey Johnny, will you eventually fix the crosshairs? Bullets go higher on your custom crosshairs, and lower on forced default crosshairs. It is a bit odd.
Re: JohnnyDoom - beer, meat, big tits, fast cars
I am on a 1366x768 laptop and crosshairs are broken either way, as I said. Scaling doesn't help either because it is like a bathtub faucet; turning it left just a bit freezes you, and turning it right burns you. There is surely a sweet spot but maybe I am a dumbass.
Re: JohnnyDoom - beer, meat, big tits, fast cars
Actually, what would be really amazing is if GZDoom had an option not only for crosshair scaling but also vertical positioning. Then this would be a non-issue as the user could then fully control the size and vertical position to their own preference. I don't know if this would be possible, though, as it would somehow have to alter the offsets based on the user selected value.johnny wrote:Hmmm well you make a strong case and you’re not the only one who thinks this so I’ll go ahead and fix it tonight. It’s pretty easy. The xhairs are in the graphics/screen folder I think if you wanna do it yourself. Dang I wish crosshair scaling wasn’t a thing, they were perfect before!