Kyle873's Doom RPG Mod [0.10.0 Beta]

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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

RastaManGames wrote:Use SSD-Drive as files storage.
For regular Programs and Games use HDD.
I've been doing just the opposite, it's so nice to have your games load up faster. Is there a reason to avoid this?
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

TTK_86 wrote:I've been doing just the opposite, it's so nice to have your games load up faster. Is there a reason to avoid this?
There's a significant handful of games that don't expect to be loaded from an SSD, resulting in extremely long load times compared to being run from a hard drive.
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

wildweasel wrote:
TTK_86 wrote:I've been doing just the opposite, it's so nice to have your games load up faster. Is there a reason to avoid this?
There's a significant handful of games that don't expect to be loaded from an SSD, resulting in extremely long load times compared to being run from a hard drive.
I assume that this is a problem only with older games?
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wildweasel
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

Oh, no, much newer games, too. I've been told Deus Ex: Human Revolution and Far Cry 4 suddenly balloon their load times into several MINUTES if they are not running from an HDD.
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

wildweasel wrote:Oh, no, much newer games, too. I've been told Deus Ex: Human Revolution and Far Cry 4 suddenly balloon their load times into several MINUTES if they are not running from an HDD.
That is so weird. Thanks for the info, now there is one more trick on my sleeve if a game refuses to cooperate =)
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by edward850 »

Should be noted that ZDoom isn't specifically optimized for HDD loading (simply it doesn't care), so it shouldn't matter where it is. You could load files from anything from a RAM drive to a Samba share to a SCSI RAID.
From an educated guess (seeing as this can't be debugged without having physical access to your system), what's likely happening is that something is silently locking file access to ZDoom. Anti Virus is the likely suspect, and mixing that with an "optimizer" is only going to make things significantly worse. Not so much freezing as it is waiting indefinitely for a file to become accessible.
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TTK_86
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by TTK_86 »

edward850 wrote:Should be noted that ZDoom isn't specifically optimized for HDD loading (simply it doesn't care), so it shouldn't matter where it is. You could load files from anything from a RAM drive to a Samba share to a SCSI RAID.
From an educated guess (seeing as this can't be debugged without having physical access to your system), what's likely happening is that something is silently locking file access to ZDoom. Anti Virus is the likely suspect, and mixing that with an "optimizer" is only going to make things significantly worse. Not so much freezing as it is waiting indefinitely for a file to become accessible.
I play with antivirus turned off, so we can count that out. Freezing was a bad choice of words because the music continued to play, so your guess about the file access should be correct. It was not my fault, the computer did it :D
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Jake Crusher
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Jake Crusher »

Guys, help.

Everytime I'm trying to go into the shop while playing DOOM Barracks Zone v8c - GZDoom crashes.
At the same time, if I am teleporting to the UAC Outpost and going to the shop there - everything is fine.

Tried DBZone's early versions - same problem.
Can anyone help solve this?
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hitmanx
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by hitmanx »

Hello, I hadn't tried this mod + Doom RLA before

I'm glad I did, it's quite excellent,

One thing though. Is there any option to turn off the monsters randomly teleporting next to you, I've been insta killed while shopping this way which is most annoying.

Is it tied to difficulty? I'm playing on nightmare
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by wildweasel »

It is tied to difficulty; it doesn't happen on Hard or below.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Kyle873 »

AdmiralAjax wrote:Too much work than anyone is going to want to do, especially since Kyle quit for the most part.
I haven't quit, just stepped back from interacting on the forums and such as much and let others who can speak better talk for me.

Also I'm developing an IRC bot for the purposes of helping out players with in-game information such as assemblies, armor and weapon information. If you want to hang out and make use of it while playing, feel free to hop in. Just a few things I need to clarify though, because I've kicked out quite a few people as of late:

1. Don't start shit with people in the channel. Some people just come in and love to get into arguments with everybody and I'm not having it anymore.
2. Don't expect an immediate response if the channel is quiet, sometimes we just aren't around at the time. Stick around and someone will eventually pop up to help you out.
3. If you're coming in to report a bug, please make sure you're running both the latest versions of GZDoom, DRPG (and DRLA). Tons of issues have been resolved in about 3 seconds just because someone was running an out-of-date version of something.
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by SAraisXenoQueen »

DRPG and DRLA make a total conversion of the DOOM formula. With so much stuff, first time players likely will be overwhelmed by it all.

Assuming someone ever dealt with the nightmare of coding, DRPGRLA would probably make a good smash for whenever the heck a server-browser can support it or an engine able to handle it.
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by Kyle873 »

SAraisXenoQueen wrote:DRPG and DRLA make a total conversion of the DOOM formula. With so much stuff, first time players likely will be overwhelmed by it all.

Assuming someone ever dealt with the nightmare of coding, DRPGRLA would probably make a good smash for whenever the heck a server-browser can support it or an engine able to handle it.
I do want to incorporate some of the mechanics I've developed from DRPG into my own game(s), but that's a whole other story for another time.

As it stands now, there is pretty much zero chance DRPG+DRLA will ever be supported by any sort of client/server architecture just because of the way they are setup and coded. All these people who think that just because Zandronum 4.0 is catching up to ZDoom in terms of features that that automatically means it will work will be sorely disappointed when they try to run either mod in multiplayer using client/server. Hint: Everything will break, spectacularly.
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SAraisXenoQueen
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by SAraisXenoQueen »

I don't doubt the spectacular breaking. But you and yholl's teams have kept at DRPG and DRLA when shit has broken into kibble, so it won't surprise me if someone's both determined and crazy enough to manage to do it.

You guys could probably make your own games in this gameplay style. I'd chalk it up to you both. Would be fun.
spedos22
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Re: Kyle873's Doom RPG Mod [0.9.14 Beta]

Post by spedos22 »

So, I've done all that I can with this mod, and I've done everything listed in the installation instructions, but when I start, my guy just falls over dead.
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