[RELEASE] DN3DooM - update v.1.08c

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Talon1024
 
 
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Talon1024 »

kipo wrote: Mon Aug 08, 2022 2:15 am Thanks that's awesome, as I understand it this slowdown only happens in maps with voodoo dolls? or does the fix improve the frame rates in general?

The 'waiting' logic was inherited from don ramon's base mod, so I didn't think much about (he probably fixed it in his last version too). But it makes sense now with other reports from other people. I'll test it later, do you mind if I include the fix in an update (with credit of course)?
The slowdown starts on maps with voodoo dolls, but it carries over to maps without voodoo dolls, since the "inventory item variables" stay in your inventory. The framerate improvements on maps without voodoo dolls (and with a fresh start) are probably minimal.

I've tested my fixes on Adonis: Escape from Urania MAP02 and MAP07 and THT: Threnody MAP10, and on all three of those maps (playing with the fixed version), I've had no performance issues whatsoever.

And you certainly can include the fixes in an update.
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Ac!d
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Ac!d »

I see. I checked the code and I thought that it's wasn't working because you used Teleport as a state label.
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NeenerWiener
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Re: [RELEASE] DN3DooM - update v.1.07

Post by NeenerWiener »

This has easily become one of my favorite mods to play and has been my consistent goto for a good while now. It's also been a consistent goto when I'm in the mood to play Duke Nukem in general lol. It's amazing how seamless it is, like it doesn't even feel like Doom anymore sometimes, just Duke. Amazing work :D

One thing I always wanted in this mod however was the ability to save the babes like in Duke 64, so I tried making my own addon that gives you that ability to. They can be rescued and can drop health and ammo for you as a reward.

https://www.mediafire.com/file/zmmlmj0w ... s.wad/file
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Max Dickings
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Max Dickings »

NeenerWiener wrote: Sat Sep 24, 2022 8:46 am This has easily become one of my favorite mods to play and has been my consistent goto for a good while now. It's also been a consistent goto when I'm in the mood to play Duke Nukem in general lol. It's amazing how seamless it is, like it doesn't even feel like Doom anymore sometimes, just Duke. Amazing work :D

One thing I always wanted in this mod however was the ability to save the babes like in Duke 64, so I tried making my own addon that gives you that ability to. They can be rescued and can drop health and ammo for you as a reward.

https://www.mediafire.com/file/zmmlmj0w ... s.wad/file
Whoa hey thank you! Just gave it a quick whirl and it worked for me!
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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Void Warrior »

Why haven't I played this mod before?! He's much cooler than "Nobody Told Me About id"! :surprise:

He should have been given a Cacoward in 2020! I even dedicated a review to this creation
(In Russian: https://doomguy.ru/community/topic/dn3d ... e-zametil/)!

kipo, you have to keep improving your work! It's been a long time since I've gotten such a cool feeling from modifications! :thumb: :thumb: :thumb:
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Re: [RELEASE] DN3DooM - update v.1.07

Post by kipo »

Hey all, I'll be tackling some things with the mod, but first I wanted to address performance improvements on maps with many monsters (slaughter maps).
So I implemented an automatic optimization system based on # of monster/missiles (the idea came from a mod by Rachael but expanded upon). The gameplay when the system is on should feel the same.

I've uploaded a test version to collect feedback to see if there's any bugs, or weird stuff. So please feel free to leave feedback, you can try with big maps (>1,000 monsters or more), to see if there's improvements compared to the last version of the mod.
Note: It's also included the fix from Talon1024 to prevent lag in maps with voodoo dolls, so that helps too.

(test closed)

btw, the system is ready to go with the default settings, so you can try it out without the need to change anything. There's settings in the options to adjust the thresholds, and to make it future proof.
Last edited by kipo on Tue Aug 01, 2023 5:36 am, edited 1 time in total.
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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Void Warrior »

kipo wrote: Fri May 12, 2023 7:05 am Hey all, I'll be tackling some things with the mod, but first I wanted to address performance improvements on maps with many monsters (slaughter maps).
So I implemented an automatic optimization system based on # of monster/missiles (the idea came from a mod by Rachael but expanded upon). The gameplay when the system is on should feel the same.

I've uploaded a test version to collect feedback to see if there's any bugs, or weird stuff. So please feel free to leave feedback, you can try with big maps (>1,000 monsters or more), to see if there's improvements compared to the last version of the mod.
Note: It's also included the fix from Talon1024 to prevent lag in maps with voodoo dolls, so that helps too.

https://pixeldrain.com/u/Wd1WgXYZ

btw, the system is ready to go with the default settings, so you can try it out without the need to change anything. There's settings in the options to adjust the thresholds, and to make it future proof.
Oh! Cool! I will definitely test it, since I have really encountered problems optimizing your mod. Glad I decided to fix it! :D
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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Void Warrior »

I have tested several slaughtermaps and am quite happy with the result.

On maps with more than 1000 Monsters, they work without brakes. Even on MAP08 from "MAYhem 2013" there are no more brakes, which means progress!

But when the Monsters are from 4000 and more, then the drop in frames begins. And there may not be any, so it also depends on the maps themselves. And it's impossible to play with 10,000 or more at all.


Speaking of bugs: in "Scythe 2", my HUD broke, although there was no such thing in the stable version. Look at what's going on.

https://sun9-27.userapi.com/impg/Q2JJSy ... type=album
kipo
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Re: [RELEASE] DN3DooM - update v.1.07

Post by kipo »

Thanks for testing, yes it depends on the map (also this will not reduce lag cause by map geometry). Interesting results, how well can you run okuplok? (>20,000 monsters). Which maps did you try with >10k? (don't say Nuts :wink: )

About the hud, it's probably the load order, try changing the load order.
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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07

Post by Void Warrior »

kipo wrote: Fri May 12, 2023 1:04 pm Thanks for testing, yes it depends on the map (also this will not reduce lag cause by map geometry). Interesting results, how well can you run okuplok? (>20,000 monsters). Which maps did you try with >10k? (don't say Nuts :wink: )

About the hud, it's probably the load order, try changing the load order.
Well, I think "SlaughterMAX" is the best WAD. There are more than 32,000 Monsters on MAP28 in general! In addition to him, I tested on: "Scythe 2" (Yes, it was in the arrangement. My puncture!), "Stardate20X6", the same "Okuplok", "Eviternity", "Hell Revealed II", "Punisher" Dario Casali, "Plutonia".

It would be possible to do more, but there is no point in testing on all sorts of "Nuts" and "100,000 Revenants".
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Re: [RELEASE] DN3DooM - update v.1.07 (Slaughter Map Test)

Post by kipo »

Wow SlaughterMAX map 28 is a good PC benchmark in general, it even lags my original doom (maybe the map architecture is heavy too, and my pc is not good enough).

But at least is playable on my end with DND3DooM, comparing it to original doom.






For some reason Okuplok runs much better on my end, do you have similar results? I've uploaded a video to compare.

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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07 (Slaughter Map Test)

Post by Void Warrior »

No, I have "Okuplok" even close to the video of such a frame rate is not observed! Probably for that reason - an insufficiently powerful PC. At least, "DN3DooM" can be run on "Vanilla" and "Limit removing" WADs! :)
kipo
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Re: [RELEASE] DN3DooM - update v.1.07 (Slaughter Map Test)

Post by kipo »

Thanks for the feedback, at least you can reach up to 4k which is plenty, and as I understand the system has been an improvement for you all around, compared to the last version, so I'm pleased with the result.
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Void Warrior
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Re: [RELEASE] DN3DooM - update v.1.07 (Slaughter Map Test)

Post by Void Warrior »

kipo wrote: Sat May 13, 2023 6:34 am Thanks for the feedback, at least you can reach up to 4k which is plenty, and as I understand the system has been an improvement for you all around, compared to the last version, so I'm pleased with the result.
I would be doubly pleased if you added an Alternative Attack to the Rocket Launcher. The Devastator doesn't need to: you've already made him cool. But the Rocket launcher, in my opinion, should have added something. Either a Homing Missile or a Triple Salvo (Honestly, the second option sounds better, since it is difficult to kill Monsters on Slaughtermaps with a large number. Especially with Protector Drones.). As for Ammunition, I still have questions related to their replacement. Sometimes the substitution is correct, and sometimes it is not. I don't know what to offer to solve such a problem, as I often see it in Randomizers.

As it is, I am quite happy with the result of improving the mod! :D
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kabuto
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Re: [RELEASE] DN3DooM - update v.1.07 (Slaughter Map Test)

Post by kabuto »

I´m all for the secondary rocket launcher been a triple salvo.

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