[Release] The Ultimate Torment & Torture (v1.02.1 Final!

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Gez
 
 
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Post by Gez »

Oh yes, it'll make your computer unbearably slow after the first couple of dozen kills.

If you want, you can make a test first before modifying the wad. Put on godmode, move into the middle of a room full or monsters, and in the console type "kill monsters".

Then you can spend the two or three hours before you manage to regain control of your PC cursing me for having made you do such a thing. :p
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Amuscaria
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Post by Amuscaria »

Gez wrote:Oh yes, it'll make your computer unbearably slow after the first couple of dozen kills.

If you want, you can make a test first before modifying the wad. Put on godmode, move into the middle of a room full or monsters, and in the console type "kill monsters".

Then you can spend the two or three hours before you manage to regain control of your PC cursing me for having made you do such a thing. :p
I'm pretty sure by now, everyone in the Zdoom community knows Torm puts a lot of work and detail into his stuff. It's no surprise to have a lot of lag as it probably wasn't meant to be played on slow computers.

And I dont see how that test proves much. Yes, the mod lags really bad on some computers (mine included). But i dont see any ingame situation that would allow you to kill all the monsters in the same room and/or map in an instant.
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Enjay
 
 
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Post by Enjay »

And, actually, the real slowdown here is not so much caused by the architecture of UTNT as the gore mod included as part of it; which instantly spawns thousands of blood splats all over the level when you kill all the monsters.
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Juan "JacKThERiPPeR
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Post by Juan "JacKThERiPPeR »

Where's the NewDoom easter egg anyways?
Gez
 
 
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Post by Gez »

Eriance wrote:I'm pretty sure by now, everyone in the Zdoom community knows Torm puts a lot of work and detail into his stuff. It's no surprise to have a lot of lag as it probably wasn't meant to be played on slow computers.
My post was in reply to someone who wanted to prevent the guts and bloodsplatters from disappearing after a while.

I gave him a way to achieve, temporarily, what would be the result at the end of the map.
chis
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Post by chis »

Just wanted to say this is some of the very best Doom maps I've played in my lifetime. This is not an exaggeration, I've had tremendous fun playing this map-set. The end boss puts Bioshock's to shame. UTNT also has, I find, more consistent gameplay than KDIZD.

For what it's worth, on an E4300, 1GB RAM, Geforce 6600, this runs smooth as silk. In software mode. 8-)
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Post by Gez »

chis wrote:For what it's worth, on an E4300, 1GB RAM, Geforce 6600, this runs smooth as silk. In software mode. 8-)
Not seeing the bridges isn't too much of a hindrance?
chis
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Post by chis »

Gez wrote:
chis wrote:For what it's worth, on an E4300, 1GB RAM, Geforce 6600, this runs smooth as silk. In software mode. 8-)
Not seeing the bridges isn't too much of a hindrance?
Not really.

Not being able to run GLZdoom in OpenGL mode is a tad, though.
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Nash
 
 
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Post by Nash »

Why aren't you running the game in OpenGL? It's not that your graphics card isn't decent.
chis
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Post by chis »

If I change the renderer to OpenGL, close then reload GLZDoom, I get a mostly black screen with the top left quarter of the game showing in the bottom-right quarter of the screen. Nothing happens though, it's just a black window. I think it works on my "proper" games PC (which has an 8800GTS, no problem there 8-) ), but I couldn't really care less, to be honest; I just cannot stand playing Doom with 3D acceleration.

And before anyone jumps on that angle, it's nothing to do with Graf's sterling work on the engine, the same applies to any other accelerated 3D Doom port.

UTNT looks sumptuous in software (bridge "bug" excepting), so I'm happy.
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Tormentor667
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Post by Tormentor667 »

You haven't seen it in OpenGL, that' why you are happy :P
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The NUtcracker
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Post by The NUtcracker »

:(
Spoiler:
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HotWax
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Post by HotWax »

chis wrote:I just cannot stand playing Doom with 3D acceleration.

And before anyone jumps on that angle, it's nothing to do with Graf's sterling work on the engine, the same applies to any other accelerated 3D Doom port.

UTNT looks sumptuous in software (bridge "bug" excepting), so I'm happy.
Have you tried using OpenGL but changing the texture filtering method to None? You might be pleasantly surprised at the results.
chis
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Post by chis »

HotWax wrote: Have you tried using OpenGL but changing the texture filtering method to None? You might be pleasantly surprised at the results.
And THIS is why I've given up on this forum providing any kind of support, yet again cries for help go unnoticed.

Edit: I take it back, thankyou Nash and Woolie for your suggestions.
The NUtcracker wrote::(
I feel your pain there :shock: I ran out of ammo for everything except the shotgun, and I'd gotten the boss down to about 8%. Guardians dropping bullet pickups might have helped...
Last edited by chis on Wed Oct 03, 2007 12:51 pm, edited 1 time in total.
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Nash
 
 
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Post by Nash »

Have you tried playing around with the refresh rate settings in your GZDoom INI file?
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