That is not an easy thing to do. Petit Gutrot exists entirely because there's no real way to "optimize" the map without cutting a significant chunk out of it or redesigning the entire thing from the top.
It's just not possible to make a wide-spread, open level without some kind of compromise.
The real root of the problem is that everything going on here is built on top of almost 30-year-old code and rendering concepts. The kinds of "optimizations" you'd need in order to make it run like a modern game would require a completely different engine with a totally different rendering pipeline - and we can't just do that either because we have 30 years worth of custom levels and mods that still need to be supported.
[p33] Reelism 2 - This Mod Has Moved. See OP for details.
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.
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.
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!
Then my best solution is just to ignore it, and be happy with other maps. That would be enough to satisfy people with incoming addons/custom maps; so I wont complain more. Still I think turning off that 3d cloud and smoke from fire effect could really help on some part. I remember in reelism 1; there are options to turn off things such as dynamic lights; smoke... Perhaps; the same fortune will later come upon this.wildweasel wrote: ↑Sat Jan 21, 2023 1:51 pm That is not an easy thing to do. Petit Gutrot exists entirely because there's no real way to "optimize" the map without cutting a significant chunk out of it or redesigning the entire thing from the top.
It's just not possible to make a wide-spread, open level without some kind of compromise.
The real root of the problem is that everything going on here is built on top of almost 30-year-old code and rendering concepts. The kinds of "optimizations" you'd need in order to make it run like a modern game would require a completely different engine with a totally different rendering pipeline - and we can't just do that either because we have 30 years worth of custom levels and mods that still need to be supported.
I understand that 2 Gutrot maps are very demanding but iconic to this mod series; why not separate them as an legacy/addon instead.
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!
Here is a new update from Reelism 2
Are you tired of charging while playing american football?
Well not anymore, it's time for a touchdown!
https://twitter.com/kinsie/status/1627591477454049281
Are you tired of charging while playing american football?
Well not anymore, it's time for a touchdown!
https://twitter.com/kinsie/status/1627591477454049281
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!
As a fair warning: People have probably already figured this out by now, but the Ape Lincoln boss doesn't work properly in GZDoom 4.10.0. Seems to work fine in the GZDoom devbuilds, though, so likely an engine thing and thus Not Our Fault, so it should fix itself next engine update!
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