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I tried this mod yesterday and the first impression was awesome, but I ran into some serious performance issues after some 10 minutes of play.
At first, everything seemed to work smooth and fast. I was blasting demons and having a lot of fun exploring the mod. Nothing seemed amiss.
Then I turned on chase cam briefly to see the player model, since the 3d model guns got me curious if the player was 3d too. However as soon as I did that, it took a good 1-2 minutes of game freeze / lag before the game was running smoothly again and I could see the player model again.
After that, I started noticing 3-7 second game freeze / lag delays when I was switching weapons. Prior to this, there was no delay but suddenly now it did.
Upon getting close to completing the first level of an oblige mapset - which had about 100 monsters in total - the game started lagging. Seriously lagging.
There was one last zombie on the level, I switched to the pink pistol to shoot it down, but as soon as I pulled the trigger I had a 3 minute game freeze before it fired. After that, I switched to the yellow pistol to finally kill it, but there too was lag during switching and during firing.
After everyone was dead, I was getting concerned if the performance issue lag was not just a temporary hiccup, but something more serious. Before hitting the exit switch on the level, I went around to collect items and guns I missed. Then I remember the mod had some sort of ingame menu thing, so I pressed that hotkey to open it. However now the lag was completely freezing the game. Esc was not responding, alt-f4 didn't work, ctrl-shift-esc didn't respond.
Finally ctrl-alt-del got me to the task manager - very slowly - and there I saw that the gzdoom was eating 6.4gb of ram at the time - all of it. I was getting seriously concerned there could be damage to the computer if this keeps up, so I shut it all down. Now I'm deeply concerned in trying to play the mod again. No other mod has ever had this kind of performance issue ever show up, no matter how big of a map and how much other lag I managed to accumulate otherwise.
Since the mod is using 3d models, I think its probably something to do with them or some other unique code that is causing it.
These are expected issues of 4.4.2 (memory leaks, slow UE1 model loading). Devbuilds are recommended for now until the next version comes. (LZDoom 3.87 can be used too, though it has some issues with menu text cutting off)
Marisa Kirisame wrote:These are expected issues of 4.4.2 (memory leaks, slow UE1 model loading). Devbuilds are recommended for now until the next version comes. (LZDoom 3.87 can be used too, though it has some issues with menu text cutting off)
Ok, I guess that means the mod uses some sort of cutting edge experimental features that still have some rough edges to fix / stabilize. Didn't think it was an issue with GZDoom itself, my bad.
FINALLY thanks to the most recent LZDOOM I can play this gem. Its great, the weapons alone got me in an instant but the menu interface with the loads and loads of lore, got me hooked as well the notes and the end of the weapons and items entries made me chuckle, the guns are in my opinion in the range of firepower of Russian Overkill guns but no in the extreme and utter craziness of RO but the feeling of wielding ludicrous weapons never gets old.
Had to disable many features in order to play as smooth as possible, such as damage numbers, casings, debris, etc yet it lags quite often but mostly because of my potato, nevertheless I enjoyed a lot this gem. I know that this was build with GZDOOM in mind, but in future updates more options for making it more LZDOOM compatible, now that the latest version CAN run this mod, could be possible? I really liked the mod but the lagging because of some effects disrupt the flow of my game, but again that didnt stopped me for having a blast, this is your best work so far Marisa! Looking foward for more! Cheers!
Starting from 0.9.11b the mod will have to be distributed in PK7. As it turns out, there are so many files now that the PK3 format is incapable of holding it all in, so the mod simply fails to load.
One of them is a zip, the other is a 7z. The format is far more modern and better suited for... modern numbers. There's parts of the zip format that are still 16-bit.
Just want to warn everyone in advance that the 0.9.11b release will target GZDoom 4.5 once it comes out. This can already be noted by the fact the latest pk7 no longer works with 4.4.2 and requires devbuilds instead.
I always wanted to do a Doom robot reskin that didn't change a thing about gameplay, but explained things like the 70mph run speed, center positioned weaponry, inability to bypass waist-high-barriers, etc. It was going to be basically an R2D2 looking thing on a single large rollerball (to account for the Doom ice-physics) and a vaccum skirt (for why you pick up items without pausing to reach down and pocket them) and a Dr Sbaitzo voice to emotionlessly say "Proceeding to Rip And Tear." But I'm lazy and don't know a thing about coding. Folks like you and Batandy freak me out because geniuses are just amazing to encounter during their own lifetimes. Tell me you do something amazing for a living and don't just bend the GZDoom engine over a barrel with your talent.
On subject, this mod is awesome. I love mods that modify movement, and having a wall-kick and a dash are just the kind of thing I like to see. Flying's a bit much, but that just means I don't use it unless I don't have a choice, so I wouldn't change that at all. I also absolutely require a quick-melee, because I'm not wasting a second shotgun shell on 1 hit point, and you *get* that. Awesome. My only actual gripe is that the Explodium gun, while fun, causes damage in close quarters (as do all but like 4 of the other weapons. Unless you have the wrong payload, then-ouch-I-shot-you). I guess I should be judging my need to melee more effectively, but still man, the starting base weapon causing self harm just makes me sad. I know that won't change so whatever, I'll just git gud.
Last, most people who include boatloads of lore in their games end up ignoring the gameplay and just dumping their OC-Don't-Steal universe on the world unasked and mid-game, but you did a good job organically developing it, and had the class to hide it in the library section for viewing at the player's leisure. I salute you. I kinda wish Dr. Saya wasn't so angry about everything and such a potty mouth, but she's not my character, so whatever (they're a she, right? Don't know why I think that, suddenly). Nothing wrong with Nerd Boy naming a new technology after a Simpsons reference. Lots of tech is named after pop-culture Miyamoto, lighten up.
Anyway, TL;DR, Mod's Awesome, You're Awesome, Wish My Guns Didn't Hurt Me, Rock On.
One last note, I can't code for carp, but if there's anything I can do to make a Strife port of this doable, I'll learn. Tell me what's needed. I've played that game since it was new because I'm old, but even then I could see it was kinda lame.