[Release] SD3TII (no updates 01/03/12)

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Cyanosis
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Re: [WIP] SuperDoom3: Take II

Post by Cyanosis »

You always choose good maps to demonstrate, can't wait for release.

Question, is Take II better optimized than the original in terms of handling memory and such? I recall when I ran the original I could make it a handful of levels until GZDoom crashed due to resource eating. FPS wise it varied but was mostly stable (roughly the same as playing the real Doom 3 on here when properly optimized).
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

Cyanosis wrote:You always choose good maps to demonstrate, can't wait for release.

Question, is Take II better optimized than the original in terms of handling memory and such? I recall when I ran the original I could make it a handful of levels until GZDoom crashed due to resource eating. FPS wise it varied but was mostly stable (roughly the same as playing the real Doom 3 on here when properly optimized).
is worst, actualy take II, in my case, request more memory than the original mod
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Major Cooke
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

If it does, I would say the ends justify the means. I mean, it looks better, and new resources were added into it. So, of course, you can expect the usage to go up.

Now I haven't checked yet, but depending on how well the files are organized will also help greatly reduce memory issues (i.e. if they're not all packed into .WADS inside of a .pk3/.zip, it will run much better.)
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

Major Cooke wrote:If it does, I would say the ends justify the means. I mean, it looks better, and new resources were added into it. So, of course, you can expect the usage to go up.

Now I haven't checked yet, but depending on how well the files are organized will also help greatly reduce memory issues (i.e. if they're not all packed into .WADS inside of a .pk3/.zip, it will run much better.)
so the solution is extract the pk3 file and only join all the wads into a foldier?
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

@Cyanosis: Indeed, most likely, this thing will be more demanding. What happens is that this mod is a relatively small file to use together with the original mod, meaning, Im using all the same resources as the original = same performance there. But plus the fact that Im using a very big amount of fx compared with the original mod, that adds some more weight to the equation.

@Cooke: Take II's files are properly organized. However, the original mod files are just wads inside the pk3. So, we know what happens there. :P

@DOOMERO: as a matter of fact, what's needed is a complete reorganization of all the files following the proper structure.
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

DBThanatos wrote:@Cooke: Take II's files are properly organized. However, the original mod files are just wads inside the pk3. So, we know what happens there. :P
Indeed, because I'm the one who had to take a beating to learn it the proper way. :P

Doomero, no. That's what you want to avoid at all costs. Take everything OUT of the wads, and place them in the structure as DBT pointed out accordingly. It's not very hard, though luckily for you, DBT has already done it for you (for take II).
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Major Cooke wrote:DBT has already done it for you (for take II).
Not completely true. I did start organizing the main files long ago, but gave up, because I decided I didnt want to release this as an "stand alone" mod (by that I mean, that it wouldnt require the original anymore). So, I never finished.

I might do it one of these days, since Im curious to see if I'd get better performance at all.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

Major Cooke wrote:
DBThanatos wrote:@Cooke: Take II's files are properly organized. However, the original mod files are just wads inside the pk3. So, we know what happens there. :P
Indeed, because I'm the one who had to take a beating to learn it the proper way. :P

Doomero, no. That's what you want to avoid at all costs. Take everything OUT of the wads, and place them in the structure as DBT pointed out accordingly. It's not very hard, though luckily for you, DBT has already done it for you (for take II).
ok thanks for that, other thing, i dont know if this necesary but i need to said this; i forgot put the mancubus pain sprites (already done) and i have some monsters; for example the chainsaw guy or zombie commando tentacle could replace the spectre, well i have this;

this monsters was used on volume 4 and revenge of evil;

commando tentacle, 95%
mancubus pain animation 100%
chainsaw guy 80%
baron of hell 50%
maggot 70%
wraith 70%

if you want one of those just tell me and i will finish...
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

DBThanatos wrote:Not completely true. I did start organizing the main files long ago, but gave up, because I decided I didnt want to release this as an "stand alone" mod (by that I mean, that it wouldnt require the original anymore). So, I never finished.

I might do it one of these days, since Im curious to see if I'd get better performance at all.
Less usage of memory means less clunking.

I can do it for you, it's pretty easy. HUDS might be something else though, because last time I tried that with AEoD it didn't work at all.
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Cyanosis
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Re: [WIP] SuperDoom3: Take II

Post by Cyanosis »

DBThanatos wrote:So, I never finished.
Aw hell, I shouldn't of deleted my original copy of doomero's mod. I'll need a download supplied.
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Re: [WIP] SuperDoom3: Take II

Post by Major Cooke »

First page.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

DOOMERO-21 wrote:commando tentacle, 95%
mancubus pain animation 100%
chainsaw guy 80%
baron of hell 50%
maggot 70%
wraith 70%

if you want one of those just tell me and i will finish...
For Take II, unfortunately is kind of late. But sure you can finish those and I'll spice them up for the final goal of all this resources: a coherent doom 3 TC.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:
DOOMERO-21 wrote:commando tentacle, 95%
mancubus pain animation 100%
chainsaw guy 80%
baron of hell 50%
maggot 70%
wraith 70%

if you want one of those just tell me and i will finish...
For Take II, unfortunately is kind of late. But sure you can finish those and I'll spice them up for the final goal of all this resources: a coherent doom 3 TC.

ok no problem dude....
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Well, surprisingly, adding smoke to the guns somehow slipped my mind all this time. Added, but no preview for now. That and other stuff related to the final boss, that well, felt a bit too anticlimactic. :D

And just for the sake of the season, announcement pic in the 1st post has been changed.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:Well, surprisingly, adding smoke to the guns somehow slipped my mind all this time. Added, but no preview for now. That and other stuff related to the final boss, that well, felt a bit too anticlimactic. :D

And just for the sake of the season, announcement pic in the 1st post has been changed.
you will release this for 25/12/10?

i have intention of release superdoom3 volume 4.6 for skulltag for that day...... and oviusly is not so complex as take 2 is but almost is more funny with more monsters; commando tentacle, sawyer, belfegor, red baron, zsec machinegun, cherub, imp crawl.

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