Fast Doom

Projects that alter game functions but do not include new maps belong here.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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CIA_agent
Posts: 3
Joined: Wed May 18, 2016 2:42 am

Re: Fast Doom

Post by CIA_agent »

I once was messing with Decorate and set the tic duration to 1 for everything. The results were scary..
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Rowsol
Posts: 897
Joined: Wed Mar 06, 2013 5:31 am

Re: Fast Doom

Post by Rowsol »

NeuralStunner wrote:
Rowsol wrote:Is this file not plug and play? I got numerous errors on map01 so I warped to map02 where I got no errors but I couldn't flip the first switch.
Huh, I had an errant comma in there. No idea why it worked fine when I tested it. :?

I just reuploaded it with a fix, so it should be alright.
Thanks.

Hey, Doomenator uploaded a video of this. Neato. https://www.youtube.com/watch?v=naM45nvi-ac
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NeuralStunner
 
 
Posts: 12298
Joined: Tue Jul 21, 2009 12:04 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: capital N, capital S, no space

Re: Fast Doom

Post by NeuralStunner »

Okie dee, I think the last of the issues with the xlat micro mod are fixed.

You may not realize how frustratingly slow plats can be until you use this. :P

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