I think it's funny that so many people are having problems with this wad, it's as if it's not meant to be played
Dawn of Reality - new version release
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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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DoomSplitter
- Posts: 273
- Joined: Fri Jul 25, 2008 2:45 pm
Re: Dawn of Reality - Official Release (see first post)
Umm, I loaded up the wad, and smoke came out of my computer....
I think it's funny that so many people are having problems with this wad, it's as if it's not meant to be played
I think it's funny that so many people are having problems with this wad, it's as if it's not meant to be played
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DBThanatos
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Re: Dawn of Reality - Official Release (see first post)
This thread enlightened me:The Ultimate DooMer wrote:...usually it's a "failed to alloc xxxxxxx bytes" and should be since it only happens after seeing the mobs), then after 200 or so kills I went round a corner a bit further away from the house (that I hadn't been round previously) and got a failed alloc crash anyway.
And I just checked, and indeed, this happens to commit the same mistake. 107mb are in the file "textureHIRES.wad" inside the pk3.Graf Zahl wrote:Well, I'm not surprised that you got problems.
AEOD allocates 500 MB of memory because it just packages tons of huge WADs in a PK3. All these WADs have to be loaded into memory so that they can be used. That means you just wasted 1/4 of your entire application address space!
Now, if you have some background processes running that behave badly and also allocate large amounts of address space (not memory!) you'll quickly reach the point where it no longer works.
Solution: Reorganiza AEOD so that it properly uses the Zip directory structure. Then you'll have magically freed up 450 MB of heap.
I'm not investigating this any further because it's just an extremely bad case of shitty project organization.
So, I'd suggest Reinchard2 to do what graf suggested. At least in aeod, it did resolve the issue.
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Reinchard2
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Re: Dawn of Reality - Official Release (see first post)
What is "AEOD"?
Edit: Sorry, I read this thread and I try to "repair" my pk3.
Edit: Sorry, I read this thread and I try to "repair" my pk3.
Last edited by Reinchard2 on Sun Nov 21, 2010 11:44 pm, edited 1 time in total.
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Shadelight
- Posts: 5113
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- Location: Labrynna
Re: Dawn of Reality - Official Release (see first post)
Mediafire's great, it has hardly any download wait time and its download speed is decent. I've also uploaded something there at least once.Enjay wrote:Mediafire seems pretty decent.
http://www.mediafire.com/
I have never uploaded to it but I have downloaded loads of stuff from there.
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DBThanatos
- Posts: 3101
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Re: Dawn of Reality - Official Release (see first post)
It's a mod. But the point stands still, try organizing the textures from the wad into the pk3 structure, that at least will help with the allocation errors like the ones that The Ultimate DooMer is having.Reinchard2 wrote:What is "AEOD"?
I just did it, and Im not having that error anymore (that and an updated gzdoom version); but apparently i farked other stuff, since the trees arent showing anymore; that .wad is a mess.
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Reinchard2
- Posts: 310
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- Location: Poland - Bytom
Re: Dawn of Reality - Official Release (see first post)
Ok, I try to clean up this pk3
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Scripten
- Posts: 868
- Joined: Sat May 30, 2009 9:11 pm
Re: Dawn of Reality - Official Release (see first post)
I'm glad this is going to get repaired. I couldn't really even play it, and I've been anticipating this map for some time now. Good luck with the fix!
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wildweasel
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Re: Dawn of Reality - Official Release (see first post)
I managed to kill about half the monsters in the map (making liberal use of the Resurrect cheat at first...) and I really love it. I hope the fixed version makes this available to a wider audience.
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The Ultimate DooMer
- Posts: 2109
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- Location: Industrial Zone
Re: Dawn of Reality - Official Release (see first post)
There's also 6 less mobs showing up on the map too...probably to do with the mess of multiple decorate lumps, sprites/flats/patches/graphics/sounds all jumbled up together etc.DBThanatos wrote:I just did it, and Im not having that error anymore (that and an updated gzdoom version); but apparently i farked other stuff, since the trees arent showing anymore; that .wad is a mess.Reinchard2 wrote:What is "AEOD"?
Edit: trees and mobs are back too, after correctly sorting out the sprites into the /sprites/ folder and the DECORATE lump (handle with care, SLumpED doesn't like you clicking on it until correctly placed) into the root. It's still not perfect though, some flats appear to be missing.
Edit: still got the crash after about 15 mins or so, but I was able to save before then...maybe all the other wads need to be sorted too.
Edit: even with the map as a separate wad and all other wads merged into the pk3 I still get the crash after so long...is there any way to increase the amount of memory GZDoom can use before crashing?
Edit: so far I've managed to avoid the crash this time by returning to the same spot and facing the wall (in the dark garage/shed with the underground steps near the house) before saving...bit less convenient but at least it's working for now.
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Reinchard2
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Re: Dawn of Reality - new version release
I create a new pk3 file and sort all things to specific folders + I'm delete all bugs. Unfortunately I can't paste all textures to folders like "hires\", "textures\" and "flats\" becouse this causes many problems. The biggest problem is that I would have again work on textures aligment, but not in this life... This version loads little faster for me.
Heres a new version:
http://www.mediafire.com/?pq7yvknd83dq1re
REMEMBER: PRECACHE GL TEXTURES MUST BE "ON"
Heres a new version:
http://www.mediafire.com/?pq7yvknd83dq1re
REMEMBER: PRECACHE GL TEXTURES MUST BE "ON"
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DBThanatos
- Posts: 3101
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- Location: in "the darkness that lurks in our mind"
Re: Dawn of Reality - new version release
Just wondering, what difference does it makes to have the "Precache textures" on? I ask because I never noticed any difference between having it on/off, excep that when is on, the level takes much longer to load.Reinchard2 wrote:REMEMBER: PRECACHE GL TEXTURES MUST BE "ON"
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Enjay
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- Posts: 27306
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Dawn of Reality - new version release
Well, I managed to download it (Mediafire = much better). Unfortunately, I can't really play properly ATM due to an arm injury so I had to limit myself to a no monsters run around.
When I first loaded the map it took about 15 seconds to load so I started worrying that I was going to have the problems that others have mentioned but, after that, aside from a few places where I was aware of the frame rate getting a little choppy momentarily, I didn't have any problem running the map (of course, if I'd had monsters active in the map that may have changed).
Anyway, I just wanted to say WOW! I've always been a sucker for places that look as if they could be real but this very obviously is modelled on somewhere that actually is real. Some of the places are just so obviously based on real buildings and looks-wise I just loved how the whole thing felt like a real and functional place.
There were also some very nice surreal looking areas and special effects were used well here and throughout the map as a whole to enhance the atmosphere.
The sound was really good too. The whole soundscape of the level oozed atmosphere from the rumbling thunder to the music to the warehouse where the lights go on when you flick a switch.
So, unfortunately, I don't know how well the game plays from a combat PoV but, IMO, this is worth loading up and having a run around just to look at the scenery and take in the atmosphere. I really enjoyed doing just that.
When I first loaded the map it took about 15 seconds to load so I started worrying that I was going to have the problems that others have mentioned but, after that, aside from a few places where I was aware of the frame rate getting a little choppy momentarily, I didn't have any problem running the map (of course, if I'd had monsters active in the map that may have changed).
Anyway, I just wanted to say WOW! I've always been a sucker for places that look as if they could be real but this very obviously is modelled on somewhere that actually is real. Some of the places are just so obviously based on real buildings and looks-wise I just loved how the whole thing felt like a real and functional place.
There were also some very nice surreal looking areas and special effects were used well here and throughout the map as a whole to enhance the atmosphere.
The sound was really good too. The whole soundscape of the level oozed atmosphere from the rumbling thunder to the music to the warehouse where the lights go on when you flick a switch.
So, unfortunately, I don't know how well the game plays from a combat PoV but, IMO, this is worth loading up and having a run around just to look at the scenery and take in the atmosphere. I really enjoyed doing just that.
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wildweasel
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Re: Dawn of Reality - new version release
I had actually played this using the in-progress ww-diaz-v3 - lots of nice places to take cover, plenty of hidey-holes, lots of great places to bank grenades. The only problem, I've found, is that once you get inside certain buildings, it's rather difficult to clear a path to get back outside, unless you have a lot of heavy firepower on hand (which you may well have run out of).
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cq75
- Posts: 1212
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Re: Dawn of Reality - new version release
I couldn't play this with monsters, because my computer practically stopped whenever I got close to a firefight, but I walked around for a bit and had a great time
Even though there were no monsters, I flipped out the BFG at a few points anyway, that just shows how scary this wad is, even though I knew there was probably nothing there, the ambient sounds alone made it scary
The only time I really got to fight was underground, that was really cool
I'm just curious, why didn't you make this for the Doom 3 engine? It might have actually run better, and it probably would have been easier to make
Even though there were no monsters, I flipped out the BFG at a few points anyway, that just shows how scary this wad is, even though I knew there was probably nothing there, the ambient sounds alone made it scary
The only time I really got to fight was underground, that was really cool
Spoiler: If you haven't played this mod yet and want to, don't look at thisThe map is awesome, fantastic detail, that one demonic fancy place is actually really pretty with its shiny floors and such.
I'm just curious, why didn't you make this for the Doom 3 engine? It might have actually run better, and it probably would have been easier to make
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Aquashark
- Posts: 21
- Joined: Thu Mar 24, 2005 4:43 pm
- Location: Wisconsin, US
Re: Dawn of Reality - new version release
I really enjoyed this; very nice scenery and effects!I found the combat challenging while not frustratingly so (although I'm not a good Doom player by any stretch of the imagination). Some of the atmosphere "scare" effects were done really well.
The beginning part where you have to survive the horde probably took me the most tries to get through. After you thin out the monsters, I often got confused as to what I needed to do next. I know that prompts were given (security cameras by switches), but since the city is so big I often wandered aimlessly looking for a specific building or unlocked door. My total playtime was about 2 hours.
A great effort, and I look forward to any projects you might be planning in the future!
The beginning part where you have to survive the horde probably took me the most tries to get through. After you thin out the monsters, I often got confused as to what I needed to do next. I know that prompts were given (security cameras by switches), but since the city is so big I often wandered aimlessly looking for a specific building or unlocked door. My total playtime was about 2 hours.
A great effort, and I look forward to any projects you might be planning in the future!