Kyle873's Doom RPG Mod [0.10.0 Beta]

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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

I spent the last couple of days heavily playtesting and bug hunting. May have mitigated a few more script termination issues.
I bit the bullet and got serious; compiled gzdoom from source so I can attach the VS debugger to it. Still learning how to use it effectively, but since that I've not been able to reproduce a script termination - go figure. I did find some areas of the mod to optimise though.
Also something I discovered:
To get a bit more performance, try changing DoomRPG Options>Shop>Run Pickup Behaviour from auto-sell to none. This feature requires maintaining 2 very large arrays and a lot of script time is spent on it. I have an idea on optimizing it that i'll look into in the future.

Edit:
Just pushed an update, Kyle's merged it in for the DoomRPG Launcher.
The infamous poster has been updated so I needed a build ready for any potential new players.
The version number's been incremented too, so feel free to just say you're using 0.10.1.
Nothing much has changed since the crate loot, just plenty of behind the scenes work.
Tanksy
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by Tanksy »

Hahaha, wow. I'm surprised anyone still uses 4chan after the amount of controversy over moot, the anti-gg mods and the info selling scandals. 8chan is better.

What's new on this poster that wasn't on the previous V6?
StarController
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by StarController »

subenji wrote: The infamous poster has been updated.
I've not seen that poster before. Neat! Is there one for Heretic?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Pushed an update - both to my fork and pulled to main.
Fixed a bug accidentally introduced with demonic artifact animation on the DRLA HUD
Hud messages set to be deleted were rendering an empty string forever - made them actually delete.
Some more GUI work - going to be getting back into big changes here, as it seems people are generally happy with the loot spread from chests now.

Also Kyle submitted some minor changes:
The medkit value will now be blood red for empty, brick red when there's health in the medkit and pinkish-red when the medkit is full.
The Outpost healing pad will refill your medkit
removed the old DH-acc script files as the move to GDCC is clearly not going to be reverted. (don't worry if this means nothing to you, behind the scenes tidying up happened)

A drastic bug was revealed too. DoomRPG is currently incompatible with UDMF type maps - basically any map made in the last 10 years.
DoomRPG relies on being able to intercept a level end trigger and run code. For old style maps, the map translator xlat allows us to do this - we can redefine any linedef or sectordef to do whatever we want. There's no such functionality for UDMF maps.
There is the script type UNLOADING, but you cannot abort the map change in progress and are limited as to how many instructions you can run before the map change continues.
Both me and Kyle have investigated ways around this, but we both believe the feature needs to be added to zdoom and there's no other way.
DarkkOne
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by DarkkOne »

Out of curiosity, are there ways to make a UDMF map DRPG compatible? Like, is there something that could be done in the authoring of the map to address this issue (or also an edit that can be made to existing maps)? I get that a change in zdoom is probably the most universal fix, but as interim measures?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

If a map author added a custom key to their level exit linedefs, I could get the lineid of that linedef and redefine its special property. Ideally you would use a value for a normal exit, and another for a secret exit.
the problem is that generally acs is intended to be attached to a particular map, where you would already know what your line ids are.

The only functions available to acs for finding a particular UDMF map object are:

Code: Select all

GetLineUDMFInt - Retrieves a value for a custom user key set for a line. 
GetLineUDMFFixed - Fixed (folating point) value etc...
GetSectorUDMFInt
GetSectorUDMFFixed
GetSideUDMFInt
GetSideUDMFFixed
GetThingUDMFInt
GetThingUDMFFixed
if there was a GetLineSpecial I could just iterate over every line and get them that way, and I've submitted a feature request stating as much.
alexp
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by alexp »

I've been playing this awesome mod for quite sometime and I think it has come to a point where my save and character generates immense amount of FPS spike and slowdown (I think bc of the values?) which made it literally unplayable even running on a monster CPU - i7 6700k, gtx 1080, 16GB ram.

Any fix on that?
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

alexp wrote:I've been playing this awesome mod for quite sometime and I think it has come to a point where my save and character generates immense amount of FPS spike and slowdown (I think bc of the values?) which made it literally unplayable even running on a monster CPU - i7 6700k, gtx 1080, 16GB ram.

Any fix on that?
Post your character data, and i'll have a look at what's going wrong. :)

It's in gzdoom-<user>.ini, several lines beginning drpg_char_data_<n>=
alexp
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by alexp »

Thanks so much for looking into this! :D
drpg_char_data_4=60018000F0012000200030[6]3000100010[3E6]70[12]10[E]100010[E]10[A]10[A]100010[1B9B]1[F]0[2F0]1110[12]1110[3]10[4E1]2[3]02[3]0[F5]111201120[3]221110[6EE]1[2E]0[74]F44613FE
drpg_char_data_3=0200010[6]10[A]1000200010002000200020[12]1000100010[E]10[E]10[12]10[A]10[1A]10[6]10[12]10[A]10[22]10[A]20[6]10[6]10[6]300010[22D]1C00110009000400040[5A]100020[6]F0[385]51004D004000440019004400110044004A0042001E0017000F0[3CE]
drpg_char_data_2=100010002000100010001000100010[42]10[E]10[E]10[A]10[1A]10[2C2]20[D]1300040[A]10[1E]10[A]300010[6]1000200010[3A2]40[6]10002000100030[6]100010[6]20[A]10[A]10[6]20[6]100010003000300010[1A]1000100010[6]4000200010[6]10[A]10[6]100
drpg_char_data_1=02760040[3]13027207002A0[B8]1010121010[7]1420[3]20[1E]1420[4]20[3]1010[32]10[32]1220[16]101220[BF]1010[32]10[3F]10[25]10110[4]1030[11DF]100010[6]100010[16]10[A]1000100010[6]10[12]10[12]1000100010[6]20001000
drpg_char_data_0=000F022D0F0[7]64441D341A573F1C0[22]10[A]10[14]100050[8]10[60]1010[14]5060403010001060200020205050100060[15]330[5]2F0[5]470[5]390[5]380[5]340[5]3E0[5]440[6]A0[5]120[6]A0[6]D0[6]F0[6]A0[6]70[6]D0[6]80[6]80[5]160[48]29560[5]61F


One thing I've tried is to do a fresh install on the Doom RPG folder and load up the same character file, FPS goes back to normal.
However, items go missing and the level tracking/information in the UAC outpost restarts all the way back to level 01 :?
I was hoping there was something causing all this massive spike that could be removed to fix it
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Was I testing or was I just playing

*Ahem* The character save data seems just fine here. I'll need your savefile.
In order to use a savefile i need to know exactly what version of gzdoom you're using, what version of DoomRPG as well as the last time you updated it, and a list of all wads you were playing with. Some of this information appears in the console on load - if you add:

Code: Select all

logfile log.txt
to autoexec.cfg then load your savefile it'll record which wads and in which order you're using for you.
alexp
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by alexp »

Here are the list of WADS that I have been using with : Doom RPG v0.10.1 Beta - Powered by GDCC! (Compiled on Jul 02 2016 at 08:35:43) loaded!
My GZDoom version: gzdoom-x64-g2.2pre-1752-gaf20f31.7z

And wads that I run it with along with DRPG Launcher settings
Brightmaps
Doom 1 Compatibility
DoomRL Arsenal
DoomRL Arsenal Monster Pack
DoomRL Arsenal w/ Monster Pack and the HUD wad (3 of them)
PB_Allow_SV_Cheats
pk_doom_sfx_20120224
Doom 2 WAD
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

Excellent, that should be everything I'll need to load the savefile.
Now I just need the file itself. :D
alexp
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by alexp »

Oops, sorry about that, here you go :lol:
I've actually managed to workaround the FPS issue by installing another GZDoom (latest version 2.2 v 1799) and importing only my save file into it.

However, I tried deleting all my other saves and only using 1 save file for my old GZDoom 2.2 v 1752 and it still has crazy FPS. I'm pretty confused :|

EDIT: Oh well, it worked til I got to the next level and it became unplayable again.
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subenji
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by subenji »

OK I've been able to load your save, and I think I've actually already fixed this. You're 1 release behind on DoomRPG, and one of the changes I made was making sure dead HUDMessages are actually deleted - they used to persist forever. As this list gets bigger (and I see you're on map25 so it could be quite big at this point) it takes the game longer to draw each message - and drawing a dead blank one takes just as much time as drawing an active one.
Unfortunately, that does mean you would have to migrate your character and lose your map progress, which if you wanted to do you would have already done because that would have fixed the lag too. *sigh* - Can't help there I'm afraid.
Map progress isn't saved to character data intentionally - the idea is to be able to migrate your character across map packs. However issues like this make me wonder if it would be helpful to have...

I'm going to attach the VS debugger and confirm this is what's happening.
alexp
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Re: Kyle873's Doom RPG Mod [0.10.0 Beta]

Post by alexp »

subenji wrote:OK I've been able to load your save, and I think I've actually already fixed this. You're 1 release behind on DoomRPG, and one of the changes I made was making sure dead HUDMessages are actually deleted - they used to persist forever. As this list gets bigger (and I see you're on map25 so it could be quite big at this point) it takes the game longer to draw each message - and drawing a dead blank one takes just as much time as drawing an active one.
Unfortunately, that does mean you would have to migrate your character and lose your map progress, which if you wanted to do you would have already done because that would have fixed the lag too. *sigh* - Can't help there I'm afraid.
Map progress isn't saved to character data intentionally - the idea is to be able to migrate your character across map packs. However issues like this make me wonder if it would be helpful to have...

I'm going to attach the VS debugger and confirm this is what's happening.
That's great! Thanks so much for debugging this issue and all of your hard work and contribution to this mod :)

I would update DRPG and play up to where I left off then 8-)
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