New update (after like two years, lol)!
In short, this update brings huge optimizations and many options to people with worse computers can run the game better. It also significantly improves online multiplayer performance, as previously stuff would quickly slow down to a halt.
Here's the changelog for those interested:
-Massive optimizations in general, and also reduction of duplicate code.
-Monsters no longer duplicate every wave. Instead, the initial amount of monsters is added on top of the current amount. So if the
map started out with 15 monsters, then the third wave would have 15+15+15 = 45 monsters.
-Added inv_limitspawns. Limits each wave to a single horde of monsters, then once they're all killed another spawns, until the
amount of monsters for the wave are all killed. Perfect for old computers and playing online!
-Added inv_clearcorpses. If inv_limitspawns is on, corpses will be cleared after every horde.
-Corpses are actually removed now. In older versions, they merely became invisible. Big performance improvement after many waves!
-Autosave CVAR now actually works.
Supreme Invasion - Universal! v8 (7/23/2025)
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.
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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TDRR
- Posts: 836
- Joined: Sun Mar 11, 2018 4:15 pm
- Location: Venezuela
-
TDRR
- Posts: 836
- Joined: Sun Mar 11, 2018 4:15 pm
- Location: Venezuela
Re: Supreme Invasion - Universal! v8 (7/23/2025)
Been nearly 4 years, huh. Anyway, new update, and it's a full overhaul. Go check it out! Some more details in the OP of course.
Designed for Zandronum, but it might work in GZDoom since I didn't use any Zandro-exclusive features. No guarantees, though.
Designed for Zandronum, but it might work in GZDoom since I didn't use any Zandro-exclusive features. No guarantees, though.
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Nexowp7
- Posts: 1
- Joined: Mon Apr 13, 2026 7:02 am
- Operating System Version (Optional): Windows 10 LTSC
Re: Supreme Invasion - Universal! v8 (7/23/2025)
Hello.
I just wanted to thank you for this incredible mod and the work you put into, this is exactly what I had been looking for for years.
The only issue I'd like to report would be enemies spawning inside walls from time to time, but nothing can be without flaws, and I understand the difficulty of having to make it work with the vast amount of community maps and their unpredictable layouts as is.
Also, I'd like to know if, in the future, a menu option for inv_limitspawns could be added.
Have a nice day!
I just wanted to thank you for this incredible mod and the work you put into, this is exactly what I had been looking for for years.
The only issue I'd like to report would be enemies spawning inside walls from time to time, but nothing can be without flaws, and I understand the difficulty of having to make it work with the vast amount of community maps and their unpredictable layouts as is.
Also, I'd like to know if, in the future, a menu option for inv_limitspawns could be added.
Have a nice day!
Last edited by Nexowp7 on Mon Apr 13, 2026 7:26 am, edited 2 times in total.