Brütal Doom v0.18

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Marnetmar
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Marnetmar »

That's what I like to see! :)
Vict
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Vict »

Zombieguy wrote:Most PCs these days have an NVIDIA, or ATI integrated graphics chip. If not one of those, then most likely an intergrated Intel chip. Brutal Doom in most cases will run just fine on those types of chips. I can't take it when mods worth my time get an unnecessary down-grade just because it might cost a tiny performance hit.
You and I both that that's not always the case. A PC built or purchased in the last few years maybe, but what about the people still running ATI 9000s and such that cannot compete with modern day integrated graphics, memory, and processing power?

Also, why is optimization a bad thing?
Anyway, the problem I have with it is that it just looks kind of silly and unnecessary. That's just my opinion on it and no one has to make any permanent changes to appease me, but I'm just tossing my 2 cents into the jar.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Zombieguy »

Vict wrote:Also, why is optimization a bad thing?
It depends on what features the creater of the mod is optimizing.
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drfrag
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by drfrag »

It's cpu horsepower what matters and not the graphics card.
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ChronoSeth
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by ChronoSeth »

Actually, both are equally important in this case.
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Armaetus
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Armaetus »

The zombie sounds are going to be removed in V17, which I have no qualms for since either work for me. It's quite possible to make yet another optional addon that lets users use the V16 zombie sounds if they want.
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armymen12002003
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by armymen12002003 »

no please don't get rid of the zombie sounds
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Abba Zabba
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Abba Zabba »

armymen12002003 wrote:no please don't get rid of the zombie sounds

He's most likely not. He's going to get rid of them in the next update (I think), but he's going to add another add-on for the sounds.

Don't worry.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Armaetus »

Also I have a proposal for extra zombie sounds that blend well with the id originals..

http://www.mediafire.com/?5kdpkwoulekhe5w

Feel free to fire up a map with zombies to check it out, without Brutal Doom of course.
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-Ghost-
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by -Ghost- »

My only real issue with the current zombie sounds are that they're a bit too loud and drag on too long. The original Doom sounds can also be kind of annoying if you get an Imp or zombie into a wounded state, since they keep making that generic pain sound quickly.
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drfrag
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by drfrag »

ChronoSeth wrote:Actually, both are equally important in this case.
Trust me, they are not, i'm a computer technician. I like the new zombie sounds by the way.
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ChronoSeth
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by ChronoSeth »

drfrag wrote:Trust me, they are not, i'm a computer technician.
First, I'd like to point out that this is an incredibly pretentious thing to say, especially on the internet.

Second, please explain to me why you think that special FX actors rely entirely on the CPU. Maybe you'll convince me forgive you. :P

Edit: I may be acting a bit harshly, but I really hate when people say "no, I'm right" with no explanation when someone tries to argue something they said.
Last edited by ChronoSeth on Thu Jun 28, 2012 5:29 am, edited 1 time in total.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by XutaWoo »

ChronoSeth wrote:Second, please explain to me why you think that special FX actors rely entirely on the CPU. Maybe you'll convince me forgive you. :P
There you go.

While stuff like dynamic lighting spamming and its ilk may require a good graphics card, rendering a bunch of 2D images over some more 2D images isn't really going to cause anything not made before the DOS era to choke. Meanwhile, the CPU has to constantly do checks on every actors on the map. Even stuff like this, it has to constantly apply gravity and check the thing's position, as well as set the thing's velocity to 0 if it collides with something it's possible to collide with. To do this, the CPU has to go through every actor and the map, see if it's possible to collide with them, and then check if it is colliding with them. The latter two may be reversed, but it's the same effect. That's not even mentioning when it actually has velocity; it has to do that several times in a tic.

I'm hyperbolizing, since ZDoom has checks to do not do thing when they're not appropriate, but it'll cause lag regardless if a person doesn't have a good CPU..
Last edited by XutaWoo on Thu Jun 28, 2012 5:34 am, edited 1 time in total.
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ChronoSeth
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by ChronoSeth »

The CPU handles actor behavior, but it doesn't handle rendering the graphics used (at least, it really shouldn't).

I actually have a computer handy which has a weak GFX card but processor equivalent to my normal desktop, and it lags more than my desktop in a similar situation.
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drfrag
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by drfrag »

I meant i knew what i was talking about :oops: , i'm a programer as well. But there's no need of explanations, maps with tons of monsters run incredibly slow and when you type 'kill monsters' at the console the game freezes even if you're looking at a wall. And with my integrated card the game runs slightly slower than with my ati 1 gb card. I'd could also say that the algorithms used by the original doom engine are not efficient, they are cuadratic if i remenber right so maps with lots of stuff run very slow even on powerful computers. By the way i'm on a single core with a fast ati graphics card and many levels run slow. :|
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