[RELEASE] Prodoomer V3.1
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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.
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- Posts: 345
- Joined: Tue Jan 26, 2016 8:05 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
So it's like wrath of cronos + russian overkill?? Looks fun, although I can't download it from mega upload. Can you host it anywhere else, please?? Hopefully there will be more things added to such interesting mod though.
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Actually it's more like Phantasy Star and Doom RPG (simplified).MaxRideWizardLord wrote:So it's like wrath of cronos + russian overkill?? Looks fun, although I can't download it from mega upload. Can you host it anywhere else, please?? Hopefully there will be more things added to such interesting mod though.
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Are you saying I'm not allowed to make such a beautiful burst of explosions of White Plasma, Blue Lightning-Balls, Yellow Thunderstrikes, Orange-Yellow fire and some Green-Oragen Energyballs and pretty much everything else all at once as seen in this trailer at 02:00?? :vValherran wrote:Actually it's more like Phantasy Star and Doom RPG (simplified).MaxRideWizardLord wrote:So it's like wrath of cronos + russian overkill?? Looks fun, although I can't download it from mega upload. Can you host it anywhere else, please?? Hopefully there will be more things added to such interesting mod though.
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Not in a spammable fashion like Russian Overkill, no.
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- Joined: Thu Aug 01, 2013 1:48 am
Re: [RELEASED] Prodoomer V2 [GZDooM]
Sorry to bump the topic but... On MAP02, has anyone actually been able to find all 93 items on the map. Each and everytime I'm play the map, I'm also missing just THAT ONE item.. Anyone else had this experience who can help with this issue? I'm kind of sick of playing this map at this point :[
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- Location: Earth-shaking Chile
Re: [RELEASED] Prodoomer V2 [GZDooM]
In the area where's a group of health potions search for a ladder that goes down and you'll find a mana potion. I was able to finish with a missing item back then (92 instead of 93) because i wasn't aware of the surroundings.Obelisk wrote:Sorry to bump the topic but... On MAP02, has anyone actually been able to find all 93 items on the map. Each and everytime I'm play the map, I'm also missing just THAT ONE item.. Anyone else had this experience who can help with this issue? I'm kind of sick of playing this map at this point :[
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- Posts: 23
- Joined: Sat Apr 16, 2016 11:39 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
The mod seems to lag in super wide open areas(1st level's forest, with the waterfall, for example).
Is this something that can be fixed or is it something prone to happen?
And no i dont intend to get a better pc
Is this something that can be fixed or is it something prone to happen?
And no i dont intend to get a better pc
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- Posts: 1410
- Joined: Tue Oct 27, 2009 12:58 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
The first level lags because of the sheer amount of leaves falling from that canopy. The Archer Forest map also lags because it is essentially one giant open field map with tons of objects. They both operate at an acceptable frame rate for their size, plus you don't wanna go bouncing around in the Archer Forest, that's suicide.
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- Location: Florida
Re: [RELEASED] Prodoomer V2 [GZDooM]
Does not lag for me. I suggest getting more ram for your PC. ( I have 4gb) Or possibly upgrading your graphics card.AgentSpooks wrote:The mod seems to lag in super wide open areas(1st level's forest, with the waterfall, for example).
Is this something that can be fixed or is it something prone to happen?
And no i dont intend to get a better pc
Or you know.... Don't do either, and just not play this mod because your PC cannot handle it.
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- Joined: Sat Apr 16, 2016 11:39 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
AMD Radeon R9 M200X series, 16GB ramJimpArgon wrote:Does not lag for me. I suggest getting more ram for your PC. ( I have 4gb) Or possibly upgrading your graphics card.AgentSpooks wrote:The mod seems to lag in super wide open areas(1st level's forest, with the waterfall, for example).
Is this something that can be fixed or is it something prone to happen?
And no i dont intend to get a better pc
Or you know.... Don't do either, and just not play this mod because your PC cannot handle it.
Intel quad-core i7 gen 4, 1.8-2.7 Ghrz
latest drivers
unless its from AMD, there's no reason for prodoomer to lag in that area
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- Posts: 18
- Joined: Thu Jul 21, 2016 1:19 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
After I pick the difficulty and watch the cutscene, it exists the game with a error report.
Summary
Code: C0000005 (Access violation - tried to read adress 83E44E11)
Adress: 010763F2
I'm using GZDoom 1.9.1 (OpenGL 2.x compatible)
Anyone know what's causing it?
Summary
Code: C0000005 (Access violation - tried to read adress 83E44E11)
Adress: 010763F2
I'm using GZDoom 1.9.1 (OpenGL 2.x compatible)
Anyone know what's causing it?
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- Posts: 684
- Joined: Sun Sep 14, 2014 6:40 pm
- Location: Earth-shaking Chile
Re: [RELEASED] Prodoomer V2 [GZDooM]
Try using an older and stable build like 1.8.2 or 1.8.10.PerilousPear wrote:After I pick the difficulty and watch the cutscene, it exists the game with a error report.
Summary
Code: C0000005 (Access violation - tried to read adress 83E44E11)
Adress: 010763F2
I'm using GZDoom 1.9.1 (OpenGL 2.x compatible)
Anyone know what's causing it?
It works fine for me.
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- Joined: Thu Jul 21, 2016 1:19 pm
Re: [RELEASED] Prodoomer V2 [GZDooM]
It works with 1.8.10. Thank you!
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- Joined: Fri Jun 17, 2016 10:41 pm
- Location: Nexus of All Realities
Re: [RELEASED] Prodoomer V2 [GZDooM]
can't seem to get this to work past the opening cutscene. using gzdoom via zdl. am i doing something wrong?
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Re: [RELEASED] Prodoomer V2 [GZDooM]
Would you be able to provide the text forms of the SCRIPTS lumps for the maps here?