[RELEASE] DN3DooM - update v.1.07

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Talon1024
 
 
Posts: 362
Joined: Mon Jun 27, 2016 7:26 pm
Graphics Processor: nVidia with Vulkan support

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.
User avatar
Ac!d
Posts: 323
Joined: Tue Apr 02, 2019 5:13 am
Location: France

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.
User avatar
NeenerWiener
Posts: 36
Joined: Mon Oct 16, 2017 10:50 pm

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
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

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!

Return to “Gameplay Mods”