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johnny
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Re: JohnnyDoom NEW - now with more old

Post by johnny »

DoomKrakken/Slax - I'll just make it a separate pk3 mutator, because yeah I liked it too! I wish camera roll didn't fuck with the display so much. I'll have to go the mutator route because I have no idea how I'd turn something that elaborate into a cvar. My ACS-fu leaves a lot to be desired.

Someone64 - That is so, so awesome to hear. I'm glad you can finally play! I'll have to look into what the Genesis problem is, but I definitely have the same issue on underhalls, and it's definitely because of the splashes. The explosions themselves cause a splash, each of the barrel pieces (4 I believe) cause a splash, and all the bodies cause a splash. That effect is expensive as fuck, and as far as fancy features go, it's just the cost of doing business. Next on my agenda is to make screen effects toggleable, but I will look into splash management (voxel saving thing too) for ya. Did you try turning on low GFX mode to see if that affects it? Low GFX is a BD cvar so I'm not entirely sure which functions mark has it set to remove.

Slax - Not to worry my friend, the changes aren't as radical as I made them sound. I just restored the health amounts, speeds, and masses of each enemy. The big thing was that I had all enemies have a 100% of entering their pain state when receiving melee damage--this was a remnant of BD. All kicks knock monsters back and put them in pain in regular BD, so when you can melee attack at blazing speeds in Johnny Doom, it doesn't exactly translate to a fun or challenging experience. I overlooked fixing it, but fortunately someone mentioned the stunlocking. I changed so, so much little shit for BDJ20 that I didn't keep track of annnnnd clearly I missed some details. Which is why I love bug reports!

Pardo - Oh shit, thanks for the heads up, I probably would never have found this. The <!> means that an actor is supposed to be there but is missing, so I'm guessing that is supposed to be one of the custom hell knights. I'm also guessing that it has some sort of special attached to it that makes that door open. I'll have to go in doombuilder and investigate. I'll just replace him with a regular HK and attach whatever special he is supposed to have. Can you PM me a screenshot of the automap where you're standing so I can see exactly where it is? Now that I think about it, I don't think I've ever legitimately beaten KDIZD. I bet you that door is why!
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Somagu
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Re: JohnnyDoom NEW - now with more old

Post by Somagu »

I found out what is causing my frame loss. If I load up Combat Shock 2 map01 normally, no matter what I have any display or performance options set to, I have frames for about a second and then it drops to less than 1FPS. If I toggle monsters to Vanilla, however, I suddenly gain all my frames back. So it seems like there's some kind of runaway script with the monsters that's causing problems?
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johnny
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Re: JohnnyDoom NEW - now with more old

Post by johnny »

It wouldn't be a runaway script, the only script that runs for monsters is run once upon spawning (to check if vanilla monsters is on) and then it's done. My guess is that it's the hitboxes. 1 single imp is actually 3 actors at once--the imp actor itself, the head actor, and the legs actor. Is there water in that map too? Every single footstep by monsters is a splash then too. The brutal monsters are just an expensive resource by nature. I made a post in this thread a long long time ago about some ini tricks I used to help performance--I'll try to hunt those down when I get home from work tonight.
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Somagu
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Re: JohnnyDoom NEW - now with more old

Post by Somagu »

Well, the reason I figure it's a runaway script is because I don't have this issue with other mods, including older BDJ or any existing version of Brutal Doom I have sitting around. (Including v20 and PB) But, of course, you'd know better.

If I can normally play maps with thousands of actors, then yeah, I'm a little suspicious when ONLY this mod gives me choke with only 200 monsters, is the thing.

(Killing revenants or imps in the console also seems to fix it on that particular map)
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Agitatio
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Graphics Processor: nVidia with Vulkan support

Re: JohnnyDoom - making BD great again

Post by Agitatio »

johnny wrote:-Removed strafetilt (Grigori you should be good to go)
By now I'm used to removing strafetilt from a lot of mods, so it wasn't a big deal. But thanks for a quick fix anyway.

By the way, are you planning to give SSG's muzzle flash the same treatment that Rifle and Shotgun got?

Edit: The death animation where a zombie loses his lower jaw triggers twice for some reason.
Last edited by Agitatio on Tue Oct 18, 2016 12:05 pm, edited 1 time in total.
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johnny
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Re: JohnnyDoom NEW - now with more old

Post by johnny »

Hmmmmmmm I dunno then. I'll have to check it out. I didn't get any lags til map04 so I'll have to test it on my old laptop. A runaway script would terminate itself, and you'd get a zillion messages at the top of your screen. The imps and revenants thing will help narrow it down though, thanks bud.

Grigori - Yes indeed!
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Pardo
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Re: JohnnyDoom NEW - now with more old

Post by Pardo »

johnny wrote: Pardo - Oh shit, thanks for the heads up, I probably would never have found this. The <!> means that an actor is supposed to be there but is missing, so I'm guessing that is supposed to be one of the custom hell knights. I'm also guessing that it has some sort of special attached to it that makes that door open. I'll have to go in doombuilder and investigate. I'll just replace him with a regular HK and attach whatever special he is supposed to have. Can you PM me a screenshot of the automap where you're standing so I can see exactly where it is? Now that I think about it, I don't think I've ever legitimately beaten KDIZD. I bet you that door is why!
sorry man i have already deleted the savegames since there was no way out.
in any case, its the door that exits the level, after you get the blue key and you go through the corridor that is built the same way as in normal Ultimate Doom.
only in KDiZD the final corridor button doesnt make you exit, it triggers a cacodemon trap, and you go through the opening where one of the cacodemons was and you get to that corridor with the real exit.
just load map 7 and give yourself all the keys and go straight through the blue door.

anyway, the new Johnny doom is awesome, thanks for making it.
however as i said already, can you please import and use the Project Brutality rocket launcher sprite and replace the default BD one?
please the default BD rocket launcher is awful..it looks like a spastic badly drawn grenade launcher, also the sprite takes up wayy too much of the screen in vertical, the Project Brutality rl is actually aligned correctly and just much much better drawn
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CasualScrub
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Re: JohnnyDoom NEW - now with more old

Post by CasualScrub »

Hmm, still getting frame rate issues. And still is unplayable on DoomOne. Gonna have to agree with Somagu here, there is definitely something here still causing issues.

One thing I could suggest to help improve the FPS for us with lower end machines would be a gore janitor of some kind, like in regular BD and your old version.
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johnny
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Re: JohnnyDoom NEW - now with more old

Post by johnny »

Pardo - Cool, I think I can figure it out. And yeah, I actually think the PB rocket launcher looks pretty gay so I won't be doing that. I'll keep an eye out for something better though. Preferably one that I won't have to manually add brown gloves to in gimp.

Casualscrub - low GFX mode is your friend! That's actually the meat and potatoes of what low GFX mode does--makes gore disappear after 30ish seconds. I built this on top of v20b so everything that exists in regular BD (minus dumb things like bullet penetration) exists in this as well. Put the blood amount on 1 and turn low GFX on and you'll see less blood, smoke, and particle effects, plus disappearing blood. Doom one is a fucking yuuge map so that's going to run shittily with this on an older setup no matter what. There's only so much optimization I can do. There were entire mapsets that were completely unplayable for me on my old laptop with BDJ20, that's just the way she goes sometimes. The biggest leap of optimization has already been done, from here it will be smaller stuff. There's a lot of shit going on and I ain't tryna remove any features, you know?
Someone64
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Re: JohnnyDoom NEW - now with more old

Post by Someone64 »

johnny wrote: Someone64 - That is so, so awesome to hear. I'm glad you can finally play! I'll have to look into what the Genesis problem is, but I definitely have the same issue on underhalls, and it's definitely because of the splashes. The explosions themselves cause a splash, each of the barrel pieces (4 I believe) cause a splash, and all the bodies cause a splash. That effect is expensive as fuck, and as far as fancy features go, it's just the cost of doing business. Next on my agenda is to make screen effects toggleable, but I will look into splash management (voxel saving thing too) for ya. Did you try turning on low GFX mode to see if that affects it? Low GFX is a BD cvar so I'm not entirely sure which functions mark has it set to remove.
Jenesis, not Genesis. Also, I checked and Low GFX seems to remove a lot of smoke effects.
EDIT: Herp, didn't see the post right above this.
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Agitatio
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Re: JohnnyDoom NEW - now with more old

Post by Agitatio »

johnny wrote:Pardo - Cool, I think I can figure it out. And yeah, I actually think the PB rocket launcher looks pretty gay so I won't be doing that. I'll keep an eye out for something better though. Preferably one that I won't have to manually add brown gloves to in gimp.
Check out this RL sprites made by Neccronixis for Faspons. Ask them both, maybe they'll give you permission to use them.
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CasualScrub
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Re: JohnnyDoom NEW - now with more old

Post by CasualScrub »

johnny wrote:Casualscrub - low GFX mode is your friend! That's actually the meat and potatoes of what low GFX mode does--makes gore disappear after 30ish seconds. I built this on top of v20b so everything that exists in regular BD (minus dumb things like bullet penetration) exists in this as well. Put the blood amount on 1 and turn low GFX on and you'll see less blood, smoke, and particle effects, plus disappearing blood. Doom one is a fucking yuuge map so that's going to run shittily with this on an older setup no matter what. There's only so much optimization I can do. There were entire mapsets that were completely unplayable for me on my old laptop with BDJ20, that's just the way she goes sometimes. The biggest leap of optimization has already been done, from here it will be smaller stuff. There's a lot of shit going on and I ain't tryna remove any features, you know?
I am running on those settings actually. Guess it's just too system intensive for me.
Someone64
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Re: JohnnyDoom NEW - now with more old

Post by Someone64 »

Apparently Jenesis map01 is unplayable at start because it JUST hits the threshhold of what the laptop's cpu can handle. If I kill 20 demons it goes back to being normally laggy.

Also, bug report: when you get reloading deactivated, you can't use the loaded ammo for the rifle (so if you run out of reserve ammo, that's it) and it's possible to fire the loaded ammo by using the zoomed in fire.
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Slax
... in rememberance ...
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Re: JohnnyDoom NEW - now with more old

Post by Slax »

Could move the JPoints counter down to where the active effect timer is. Just seems natural.

Aaand a lil' bug report. Getting the mastermind gun while the minigun's spun up leaves the spin sound running. (You can turn it off with alt. fire, but still.)

...what the?
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johnny
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Re: JohnnyDoom NEW - now with more old

Post by johnny »

SLAX - But it's so thin! If I put it there then when the bar is full it couldn't be ON FIYA. I do plan on moving it down though, probably next to the grenade counter so as to not interfere with the messages that pop up on the left. I'm fucking exhausted and done for tonight though, I'm probably gonna jerk off then pass tf out in a few minutes here.

Someone64, Somagu, and CasualScrub - Alright bros. I did some changes to the monster spawns (the imps, revenants, and demons were looping their vanilla check spawn scripts while in their "unwoke" state, probably definitely contributing to slowdowns, you were right somagu! wooo teamwork!) that will hopefully speed things up a deece amount. Also, apparently the janitor was fucked up, so I went through and redid all the blood/gore decorate stuff to make sure there were states for low graphics and blood amount changes. The janitor, low gfx mode (smoke, particles, etc), and fancy decorations (torches, shootable hanging body things, etc) are now 3 separate cvars that definitely perform as advertised. Janitor works in a weird way now that shootable corpses are a thing... I think just the gibs that are not further destroyable are the ones that disappear. That and wall/ceiling splats. Remember to go in display options and turn your max decals way down! Also something I remember helping when I was using my old bad laptop was going into my gzdoom ini file and searching for maxfps or something (just search fps) and setting it to 62. Making it stop at just barely above 60 (not 60 exactly) helped for some reason.

Hoping like hell that this pushes you three more toward the realm of playability. Pls visit OP, redownload, and let me knowwwwwwwwwwwwwwwwwwwwwwwwwwwwww

Edit: found my old post about performance stuff:
- never exceed 800x600
- disable all dynamic lights (this is a resource killer)
- open up your zdoom.ini and do a search for decals and particles and crank them both down to ~500. I have mine at around 200.
- also in your zdoom.ini, search for vid_maxfps and set it to just barely over 60. I have mine set at 62. I can't remember where I read this or why it helps but it does.
- vsync set to off, no anisotropic filtering
- if you're desperate, type cl_capfps 1 in the console to drop from 60fps to 30
- make sure rendering quality is set to "speed" and not "quality"
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