TiberiumDoom : Final 2.0.3 Altfires! WOOOOO

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TiberiumSoul
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Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Now with more GZDoom

Post by TiberiumSoul »

it does have a little good sized bit of fancy schmancy special effects
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Viscra Maelstrom
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Re: TiberiumDoom : Now with more GZDoom

Post by Viscra Maelstrom »

well, i'm not an expert at size-thieves in Doom wads, but the biggest ones i could find were a bunch of Doom graphics in the Weapons wad that seems to have no reason to be there (Imp, Bruiser, and Revenant fireballs were some that i spotted in there), as well as the Misc wad having a bunch of taunt sound-effects which i can only assume were taken out from the Postal games.
NiGHTMARE
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Joined: Sat Jul 19, 2003 8:39 am

Re: TiberiumDoom : Now with more GZDoom

Post by NiGHTMARE »

Mikk- wrote:What's in this thing that makes it 26mb? Seriously?
I'm not sure anyone these days really ought to be concerned about a mere 26mb, considering modern hard drive size is often measured in the terrabytes, and fan made mods for more recent games can often exceed 1GB in size.
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Mikk-
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Re: TiberiumDoom : Now with more GZDoom

Post by Mikk- »

It's not a concern of harddrive space, it's more of a concern of internet speed as it was going to take upwards of two hours to download it.
NiGHTMARE
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Re: TiberiumDoom : Now with more GZDoom

Post by NiGHTMARE »

You're seriously still stuck with 28.8 Kbps? My condolences!
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Mikk-
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Re: TiberiumDoom : Now with more GZDoom

Post by Mikk- »

NiGHTMARE wrote:You're seriously still stuck with 28.8 Kbps? My condolences!
Unfortunately, that's my internet connection almost all of the time. I live in the middle of nowhere.
Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

Re: TiberiumDoom : Now with more GZDoom

Post by Toberone »

Alright, I tried it out for like 2 levels and hey it ain't bad. Balance seems a little haywire but nothings perfect. Seems like it takes the whole "everything is deadly" quota and knocks it up x10

I'll sit down with it a little longer later but some small things that caught my attention:

-Postal quotes are neat I guess but forgive me, I never played the game. Did the protagonist repeat himself all the time? Cause holy hell, if I have to hear doom/postal hybriddude say how he has to put his insides back inside I think I just might take the quad-shotgun to my face.

-Is there something I'm missing about the chaingun? It spins up like it's going to go minigun style but then it just fires at vanilla speed. secondary fire is the same story. Might as well use the rifle then.

-Lots of redundant weapons, no point of the pistol when you have the rifle. Same thing with the quad shotgun and the super shotty. haven't seen the rest but I only did 3 levels in doom 2 but I hope the trend doesn't follow.
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-Ghost-
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Joined: Wed Sep 08, 2010 4:58 pm

Re: TiberiumDoom : Now with more GZDoom

Post by -Ghost- »

Yeah, could we have a version with the regular Doomguy sounds? The Postal voice is really annoying.

And I agree that you should probably drop the super shotgun if you've got the quad one, otherwise it's just getting in the way trying to switch between weapons.
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TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
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Re: TiberiumDoom : Now with more GZDoom

Post by TiberiumSoul »

i can remove the "augh excuse me while i push my entrails back in" but other than that youd have to do the regular doomguy version yourself .-.
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TiberiumSoul
Posts: 1066
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Graphics Processor: nVidia (Modern GZDoom)
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Re: TiberiumDoom : Holy Shit this is still here?!

Post by TiberiumSoul »

I decided to take a break from IR and work on this old disaster of a mod.
nothing to show just yet but give me a few days and I'll have a changelog,
updated credits, new graphics for some weapons and much more.

(I'm aware that this is well over a year old but after letting TD sit in my
projects folder long enough to forget it exists and find it while making
space for new ideas is enough for me to want to work on it again

A small changelog of things so far:

Changed the railgun sprites to those on Zirron's resource topic as well as
make use of his pulse nail graphics.

Changed around some sounds added a titlemap and working on an intermap
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De-M-oN
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Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: TiberiumDoom : Holy Shit this is still here?!

Post by De-M-oN »

- 4 megs of music for just title/intermission stuff.
and?

Are you using a 256 MB harddrive or a 33k modem?


I appreciate it, if not every mod has 64 kbit crippled ogg audio or midi.

Also the doomMetal4 for brutal doom uses 64 kbit oggs with sometimes even low samplerate, although the songs are available in higher quality often. For example the songs by dimaension x were actually available in 192 kbit and were downconverted to 64 kbit oggs at doommetal ..

seriously - we dont have 33k modems anymore.
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TiberiumSoul
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Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
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Re: TiberiumDoom : Holy Shit this is still here?!

Post by TiberiumSoul »

I doubt Xaser has 33k modem but he's speaking for others that might or do.
I use ogg for audio in all my projects at a 128kb sample rate which for me with my $90 HD headset sounds great.

Most of the size in my projects comes from use of unpalleted truecolor png images

For some actual news on the project I'm hard at work on audio conversion and quality control

I've removed the plasma assault rifle and bfg10k and made the heavy gatling into a rotary nailgun all hitscan attacks enemy and player alike are now missile based attacks missile based weapons have decent but imperfect accuracy only the railgun is precise in its attack and for now, it's the only weapon that reloads
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De-M-oN
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Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: TiberiumDoom : Holy Shit this is still here?!

Post by De-M-oN »

128 kbit would be acceptable with ogg vorbis.

But not 64 kbit and sometimes even 32 khz samplerate.

Thats way too hard compressed for good sounding music.

And so lots of mods have downcompressed so far. The people seem to love 64 kbit audio. Also All Out War 2 if I remember correctly uses 64 kbit music. grmpf.

If the mod devs care about the 0,1 % of 56k modem users, then they should do offer a seperate package for them, or a midi package for them (or without the music). But why I have to use as a cable internet user 64kbit music on the all out war 2 server. :(
LivingWithGames
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Joined: Thu Feb 13, 2014 2:04 pm

Re: TiberiumDoom : Holy Shit this is still here?!

Post by LivingWithGames »

I have found a bug already, if ou would classify as a bug, maybe not.

As I popped this in, all was good, I see you removed some stuff and done some things here and there, I also love the particles and sprite on the nailguns, top notch. I noticed also that you do like Killing Floor - the shotguns sound like the Shotgun in that game, and the handgun sounds just like the tactical 9mm pistol. They somewhat fit in it, I dunno how but they do.

As for the bug, I started on Entryway and killign some enemys and noticed soemthing that intrigues me when killing them and teh ammo found on teh left - it drops twice the ammo pickup now, and you start with plenty of ammo already for the pistol, about like 100.

If the ammo drops in double is not a bug, If I were you about teh pistol start ammo, decrease it to 50.
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TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
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Re: TiberiumDoom : Holy Shit this is still here?!

Post by TiberiumSoul »

This is no bug ammo is on a random spawner. You can get four different clip items a single, a pair, 3 in a stack and a small box of 80 rounds

Shells come in small boxes of 12 the standard 4 all the way down to a single shell
Rockets have 3 variants going from 1 - 3

Cells have 5 varients from a 1/5 charged cell - a fully charged cell

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