MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

Projects that alter game functions but do not include new maps belong here.
Forum rules
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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Carbine Dioxide
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Carbine Dioxide »

Now the Super Shotgun Sprites are looking tasty. Also, the Hell Knights seem a little short.
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Viscra Maelstrom
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Viscra Maelstrom »

the gauss cannon's alt-fire does not have the changes that the primary fire has, i.e. it's not stronger but slower, making it a bit useless at the moment.
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Hetdegon
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Hetdegon »

Major Cooke wrote:Rumor has it that your blood splatters are starting to cause massive slow-downs because of blood pools. Kinsie, can you check?

If this is a regression issue caused by flat sprites Graf and I need to know about it.

Apparently, shooting the two barons too much on E1M8 makes it unplayable.
Can confirm, had to play with the blood fading after a bit mode or my FPS would drop dramatically.
Even if Kinsie says it's for "toasters" this is a PC I use for GL development and model rendering, it's anything but a toaster. Not even "that mod" slows down with the hacky approach to blood splats using models.

Something is definitely wrong, unfortunately.
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Major Cooke
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Major Cooke »

A_QueueCorpse might be a good thing to use in this scenario. It'll allow people to more thoroughly control how much they want.

(Haven't looked at the code -- I'm assuming it's probably not used there yet from the complaints I've been getting about flat sprites fucking people over.)
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

Major Cooke wrote:Rumor has it that your blood splatters are starting to cause massive slow-downs because of blood pools. Kinsie, can you check?

If this is a regression issue caused by flat sprites Graf and I need to know about it.

Apparently, shooting the two barons too much on E1M8 makes it unplayable.
I did some artificial stress tests (summoning a ton of MetaGibber actors on one spot) while disabling specific details of the bloodsplat actors, and it looks like the biggest framerate hit is not the FLATSPRITES or the stencil colouring, but the A_Warping every frame to avoid z-fighting with the floor.

If there's a better, less intense way to do that, please let me know! I'm the first to admit that I'm a pretty bad coder or scripter or whatever you want to call it.
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by comet1337 »

for the first time i'm responsible for problems in someone else's mod! woo!
no wait that's bad

there used to be an easy fix; offset the sprite up by one pixel, as it would rotate the sprite around the actor's origin (or something)
but since the behaviour got an overhaul, it doesn't work anymore
but now i don't know what's what anymore
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Major Cooke
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Major Cooke »

I'll come up with something and post it here in a bit.
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Redead-ITA
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Redead-ITA »

i dunno if pointed our but I play WITH NO switch on pick up and because of it i could not equip the dog
So the game thinks i have dog while i dont actualy have it and i cant use the collar again
If you could make it that you can simply switch back to the dog so

Edit: i REad the post before and now i noticed ok thx by
Edit 2 the second reason: BUT i found out that apparantly if you suck some Water from the Holy watergun while you Are refilling it it gliches the gun making it shoot it nothing
Edit 3 the return: i found out that if you progress to the next level the holy water gun fixes itself
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Major Cooke
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Major Cooke »

FPS Performance Increase GET!

Download the attached mod and slap it on the load order after metadoom to see one hell of a rise in frame rates when it comes to blood.

Tested by TheZombieKiller.

(Just make sure I'm credited in comments above wherever you paste it please. Thank you! :wub: )
Spoiler: Instructions for Kinsie: Incorporating in the mod directly
EDIT: Small correction with being in water. Redownload if you care.
Attachments
metadoom_blood.pk3
For those of you who want to play with the fix right now, load after MetaDoom.
(1.23 KiB) Downloaded 53 times
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Captain J
 
 
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Captain J »

Redead-ITA wrote:Edit 2 the second reason: BUT i found out that apparantly if you suck some Water from the Holy watergun while you Are refilling it it gliches the gun making it shoot it nothing
It shoots just fine on the water while refilling though. Played it multiple times and it still...
Edit 3 the return: i found out that if you progress to the next level the holy water gun fixes itself
...Alrighty then, problem solved. Easy.
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VriskaSerket
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by VriskaSerket »

Oh wow just now I realized you used the BFG sprite I posted.
Awesome mod! I haven't tried it out yet, but I hope there's some D64 stuff! I also like the D4 style hands when you die, it's a nice touch.
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

Excellent stuff, Cooke! Works perfectly. Thanks so much for this!
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Major Cooke
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Major Cooke »

Not a problem, glad I could help!

Though I wish folks wouldn't scare me by saying 'flat sprites cause lag'... Can't believe I actually fell for that.
Truvix
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Truvix »

Shifting away from the technical issues for now, what exactly is next on the priorities list? I imagine there's still plenty of weapons and enemies that are in development as we speak, so I was curious as to if you're planning on trying to implement any specific weapons or features ASAP. From what I've seen from development, it seems it's pretty well still up in the air as to what we could see in the near future.
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Agitatio
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Agitatio »

What does Blood Cull Radius do? Prevents blood sprites from occupying same spot?
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