Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
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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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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
I could be wrong but I think the GPU matters a little less than the CPU does in this case.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
I can confirm that this is true.Rachael wrote:I could be wrong but I think the GPU matters a little less than the CPU does in this case.
Recently I upgraded my CPU to Ryzen 5 5600X but kept the old Geforce 660, which plays Elementalism without a problem.
Now, framerate is anywhere from 80 to 110 fps, before the upgrade I was lucky to attain 45 fps.
Is that USD or CAD?SaveTheDoomer wrote:So, a geforce 1060 should be the "minimum" requirement? I saw a 1060 3gb on amazon at 337 bucks... not bad And for 60 fps? I have a ryzen 2700, 4.1 Ghz on 1-2 threads.
In Canada you can get a GeForce GTX 1660 OC 6GB for that price.
edit:
Scratch that - Out of stock
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
No, they're euros, i forgot the change = 356$. The 6 GB is worth 505$
Moreover, i should upgrade my motherboard (no ryzen 5000, sorry) and add a 5600x... not bad at all, no wonder this is an ambitious mapset I bet Doom Eternal has lower requirements
Moreover, i should upgrade my motherboard (no ryzen 5000, sorry) and add a 5600x... not bad at all, no wonder this is an ambitious mapset I bet Doom Eternal has lower requirements
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Mild-violence: something that needs it's own mod, cause I love killing hordes without the constant reloading of saves. I'll go play it now.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Is the ground on Earth 3 (Betwixt the Thicket) supposed to look like this?
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
No, you're missing a shader if you see that. Possibly running in GLES or softpoly mode.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Well, it looks like the full release of Elementalism Phase 1 is out now, even if the OP says otherwise. I was playing RC2, which apparently had this bug according to the changelog from the ModDB page:
Earth 3: Fixed shader in opening area (was broken in RC2, re-fixed in RC2 v1.01)
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Your shaders are not working. Try compiling the latest version of GZDoom, and then set these console variables:
And then restart GZDoom.
Code: Select all
vid_preferbackend 0
gl_customshader 1
gl_custompost 1
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Just went to ModDB, downloaded what was presented there as the last version, and went to map E3:
This is what it's supposed to look like.
This is what it's supposed to look like.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
I updated to the v1.1 and it looks like the shader requirement was removed entirely in that area. All I see is grass now in GLES mode.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out no
Yep, the shader has been removed entirely from there in the final build. It had been temperamental ever since I first put it in, and apparently was using out of date code anyway.
The effect it produced was super subtle, so rather than continuing to fight it I just replaced it with the basic grass texture (and saved a bit of video memory in the process).
The effect it produced was super subtle, so rather than continuing to fight it I just replaced it with the basic grass texture (and saved a bit of video memory in the process).
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
A small update has just been posted! Download link is in the OP. Bauul hadn't really planned on doing any more updates, but after finding a pretty hilarious bug with W5 (the back of the pyramid was inverted!), he used it as a good excuse to fix a few other small bugs, as well as add a few little enhancements.
The changes are:
Earth 1: Added slightly more ammo at start of level
Earth 3: Removed excess ammo at start of level
Earth 4: Slight monster adjustment
Water 4: Fixed secret not appearing on lower difficulties
Water 5: Fixed minor graphical issues
Fire 1: Fixed that stupidly stubborn void hole
Fire 4: Better view of the vista at start of level
General: Level title remains on screen for slightly longer to aid readability
General: Opening text makes it clearer there are currently only three episodes
General: Fixed damaging floors being ineffective on Mild-Violence and Medium-Violence
The most obvious change will be the start of Fire 4. After Bauul overtook the final phases of polishing the map, he had always intended to create more of a vista at the start of the level, but ran out of time before the initial release. Seeing how much everyone enjoyed the other vistas, he finally found time to head back and implement something closer to his original intention.
You can see pretty much the whole episode from this location, so it seemed too good of an opportunity to pass up making it a scenic view point.
And finally, we're thrilled to announce we have passed 10,000 downloads! A huge thank you from Bauul and the rest of the team to everyone who has downloaded and played the mapset!
The changes are:
Earth 1: Added slightly more ammo at start of level
Earth 3: Removed excess ammo at start of level
Earth 4: Slight monster adjustment
Water 4: Fixed secret not appearing on lower difficulties
Water 5: Fixed minor graphical issues
Fire 1: Fixed that stupidly stubborn void hole
Fire 4: Better view of the vista at start of level
General: Level title remains on screen for slightly longer to aid readability
General: Opening text makes it clearer there are currently only three episodes
General: Fixed damaging floors being ineffective on Mild-Violence and Medium-Violence
The most obvious change will be the start of Fire 4. After Bauul overtook the final phases of polishing the map, he had always intended to create more of a vista at the start of the level, but ran out of time before the initial release. Seeing how much everyone enjoyed the other vistas, he finally found time to head back and implement something closer to his original intention.
You can see pretty much the whole episode from this location, so it seemed too good of an opportunity to pass up making it a scenic view point.
And finally, we're thrilled to announce we have passed 10,000 downloads! A huge thank you from Bauul and the rest of the team to everyone who has downloaded and played the mapset!
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
This with brutal doom would be wonders, but unfortunately it doesn't work out.
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Re: Elementalism, an ambitious GZDoom mapset, Phase 1 out now!
Yes, because absolutely every mapset ever must be playable with BD ...ffs