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IronGland
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Re: JohnnyDoom - making BD great again

Post by IronGland »

How example:

https://www.youtube.com/watch?v=LsR2E8i2-mo

minutes; 2:53 / Cyber Hell Knight.
9:53 / Dark Imp

My question is... why this monsters no appear on the version what you drop? when i'm playing the only monsters for kill are the originals of brutal doom, or the vanilla monsters.
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

Jrandomizer.pk3 - load that last and you get new monsters
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IronGland
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Re: JohnnyDoom - making BD great again

Post by IronGland »

Oh okay! Thank you very much bro!
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Rowsol
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Re: JohnnyDoom - making BD great again

Post by Rowsol »

Pardo wrote:why have you decided to use BD default sprite for the rocket launcher when PB's sprite is a million times better?
please replace it the BD rl is garbage incarnate..proper shite
Better is subjective. Your post reeks of self importance. I decided to check your post history and saw about what I expected.
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Infirnex
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Re: JohnnyDoom - making BD great again

Post by Infirnex »

Although I wouldn't agree with the...uh...tone, I agree with Pardo about the BD Rocket Launcher. It really is a big mess and eyesore.

Not enough to make the game "literally unplayable," but something I hope gets updated.
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CasualScrub
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Re: JohnnyDoom - making BD great again

Post by CasualScrub »

So I've given the new version another go. However, one thing I've noticed is that this version of the mod has significantly worse performance than the old version.

I don't know if maybe it's just on my end, since I am running this on a laptop from a couple years back, but the old version runs much better than the new version. Like when I play with the DoomOne mod for example, the old version runs, albeit with a lower frame rate, but still playable. The new version on DoomOne is pretty much unplayable, chugging at single digit FPS. Even when just playing the new version on regular Doom, it still has lower performance then the old version.

Is it just me with this problem?
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Somagu
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Re: JohnnyDoom - making BD great again

Post by Somagu »

No, mapsets like Combat Shock 2 are unplayable for me despite having a reasonably powerful computer.
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CasualScrub
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Re: JohnnyDoom - making BD great again

Post by CasualScrub »

Somagu wrote:No, mapsets like Combat Shock 2 are unplayable for me despite having a reasonably powerful computer.
So it's not just me then.

I'm curious if Johnny implemented those performance enhancements that Mark put in BD20b. Because if he did I should be getting much better FPS than I am.
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

Alright so, I just did a lot of things!

-Removed custom playpal
-Removed strafetilt (Grigori you should be good to go)
-Restored old rifle
-Restored old monster stats in full (but made demons a little faster because they were slow as balls)
-Removed all potential stunlocking

Basically, this is now a near exact copy of BDJ20 mechanics wise. The only differences are lost soul possession, single shot zombiemen, pain elementals shooting fireballs, cookable grenades, the haymaker still is swapped places with the jab (for knifing purposes), and there still isn't homing rockets for the RL (redundant with the revenant launcher, plus it was cheap). I just played through NRFTL with BDJ20 and then JohnnyDoom and I think the "feel" is there. Back to what made this mod good to begin with! Tell me if you agree! Or if you don't!

Also, I think releasing this with zero explanation of how to play it was a big mistake (who would have thought amirite?). Please refer to the OP for a description. I'll have a youtube video up there within a few days.

Anyways,

Pardo - That PB sprite is gay as all hell. Caution tape lol srsly? So cool and industrial right!! Yeah, not a chance. However, you are not the first person to mention this (Infirnex and someone else too), so I will keep an eye out for better RL sprites. It needs to look doomish at the very least, none of these goofy T667 stronghold looking sprites.

Casualscrub - Yeah, this version is more script heavy (due to JPoints stuff) where the last version only had punch/kick/grenade button executing and fatality messages. Also, this has shootable corpses, so there are waaaay way more shootable actors active/on screen at any given time. Have you downloaded any of the newer updates? Friday night I stayed up til like 2am optimizing a lot of the scripts. A 4chan person said it ran "much better" soooo hopefully you're still playing the bad unoptimized version from Thursday. I still have work to do optimizing, but hopefully this newer version runs at least a little better. This is the first I've heard of a performance patch for v20b though, I'll definitely have to check that out.

Somagu - I built my computer last winter and it's pretty deece yet I'm getting like 5 fps on c-shock2 map04. Slaughtermaps with 2500 monsters aren't the best benchmark.

I'm gonna test this out right now on my shitty laptop from 2010 and see how it goes. I'm gonna keep optimizing until I can get it to a playable state with that thing.
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Somagu
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Re: JohnnyDoom NEW - now with more old

Post by Somagu »

I meant map01 actually, it immediately becomes unplayable, so I dunno! Maybe I forgot to download the newest version.
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DoomKrakken
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Re: JohnnyDoom NEW - now with more old

Post by DoomKrakken »

Why not make strafe-tilting into a toggleable option, like in Guncaster?
Someone64
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Re: JohnnyDoom NEW - now with more old

Post by Someone64 »

Playing on a shitty Lenovo Ideapad 300 because I don't have my desktop right now, the optimisations made the game infinitely more playable. 2 things though. First, for some reason map 1 of Jenesis is unplayable standing in spawn and I have no idea what could cause it. 2, blowing up the barrels in map 2 of Doom 2 cause the framerate to go from 30-40 to literally less than 1. It would be nice to have an option to tone down barrels.

Before the optimisations using the rocket launcher in the ssg room of map02 in Doom II made the framerate drop to 0-5. Now it only drops to about 25.
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Slax
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Re: JohnnyDoom NEW - now with more old

Post by Slax »

Aw, I enjoyed the strafe tilt. Having it as an extra option (default off) would indeed be a good idea.
Basically, I liked the new feel. And I like the old one too!

Classic/Extra modes?
Someone64
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Re: JohnnyDoom NEW - now with more old

Post by Someone64 »

I think the barrel lag problem has something to do with BD20's water splashes which seems to cause problems with other people, too.

EDIT: Yup, removed all the water particles and I no longer get 0.1 fps. Also, bug report: the display voxels option won't save and must be changed every time you start.
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Pardo
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Re: JohnnyDoom NEW - now with more old

Post by Pardo »

ok so i am playing the KDiZD you included in your download zip, along with BDJ (same version that was in the download) and i am stuck just before the exit of map 7 Computer Station.
the final door that should end the level doesnt open.
i tried using it, blasting it, shooting it, grenade it nothing works.
there is that ! in front of it which i dont know what it means and thats it.
there is no way out of the level.
i have watched a youtube playthough of that map pack and once you go through the tunnel of flesh and guts and reach the big door i am talking about a hell knight should be there and after you kill it the door opens and a horde of demons comes out and the door stays open and you go through to end the level.
well, in my case there is no hell knight and the door stays closed.
what am i supposed to do?

this is a picture of what i am talking about
Image

and here is the link to the youtube walkthrough i watched and shows what should happen with that stupid door
https://www.youtube.com/watch?v=0IYvdldUg7Y
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