Since this mod needed at least GZDoom 4.2.4 and questzdoom's LZDoom 3.83a/GZDoom g3.3mgw branch was much older, out-dated versions, so I think it's not possible without update the engine version, I'm sure it'll be more break-age beside that error, since the mod should using more latest GZDoom things considering it needed using v4.2.4 and later...
And I think questzdoom dev was using the older versions of them would have reasons, like the VR headset's spec and other related problems/limitations.
Abysm 2: Infernal Contract -4th ANNIVERSARY EDITION v1.4- Action RPG - TC
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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: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG
That's what I was afraid of... Too bad!
I thought I read that questzdoom had the equivalent of 4.3.3, but maybe that was a "future plans" sort of thing. Oh well, for now I'll have to play this flat
I thought I read that questzdoom had the equivalent of 4.3.3, but maybe that was a "future plans" sort of thing. Oh well, for now I'll have to play this flat
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG - TC
I don't know if you remember me, but I'm the one who post my personal problem with lagging. Hopefully I can make detailed report;
So, it's still stuttering for me alright. All of your abysm mod.
FYI; no other mods loaded. My specs is the usual older laptop; "Intel i3" and all.
So, the stuttering happens every ~3 seconds. Only on the open world / outside. The smaller level shouldn't have that stuttering.
Then, when I kill enemies with "kill monsters" command, the stuttering happens every ~1.5 seconds. Then I use "freeze" command, the stuttering is still there but at ~2.5 seconds interval.
I'm just curious what happened. Because only your mod can cause this. Usually when lagging or stuttering happens, I'll just use "freeze" and it become smooth; Except if there are enemies that has immunity to time freeze.
So, it's still stuttering for me alright. All of your abysm mod.
FYI; no other mods loaded. My specs is the usual older laptop; "Intel i3" and all.
So, the stuttering happens every ~3 seconds. Only on the open world / outside. The smaller level shouldn't have that stuttering.
Then, when I kill enemies with "kill monsters" command, the stuttering happens every ~1.5 seconds. Then I use "freeze" command, the stuttering is still there but at ~2.5 seconds interval.
I'm just curious what happened. Because only your mod can cause this. Usually when lagging or stuttering happens, I'll just use "freeze" and it become smooth; Except if there are enemies that has immunity to time freeze.
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG - TC
It maybe a lot of things, It could be the enemy health bar mod which, from what i heard, can be a bit taxing with performance for bigger maps. It can also be the fact that the overworld is just big in general.Netheritor wrote: ↑Tue Sep 20, 2022 6:11 am I don't know if you remember me, but I'm the one who post my personal problem with lagging. Hopefully I can make detailed report;
So, it's still stuttering for me alright. All of your abysm mod.
FYI; no other mods loaded. My specs is the usual older laptop; "Intel i3" and all.
So, the stuttering happens every ~3 seconds. Only on the open world / outside. The smaller level shouldn't have that stuttering.
Then, when I kill enemies with "kill monsters" command, the stuttering happens every ~1.5 seconds. Then I use "freeze" command, the stuttering is still there but at ~2.5 seconds interval.
I'm just curious what happened. Because only your mod can cause this. Usually when lagging or stuttering happens, I'll just use "freeze" and it become smooth; Except if there are enemies that has immunity to time freeze.
don't really have a fix for this that wont involve completely gutting the mod and starting things from scratch.
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG - TC
I see.
I just tested this a few moments ago with dark tartarus, chillax, and afterglow_sterilized. The lags I experienced is really because the combination of those 2. But mainly it's caused by the health bars / enemy counts.
Playing with chillax, high enemy count has similar thing from what I experienced with your mod.
Playing with afterglow, it has big map but moderate enemy count, I don't found lags; except the one with big map, the size is around 50-60% of your map01 map, but the lag only happens every ~10 seconds.
I found ~200 enemies in one map not causing the lags.
(Edited for appearance, that above originally 1 long paragraph.)
I just tested this a few moments ago with dark tartarus, chillax, and afterglow_sterilized. The lags I experienced is really because the combination of those 2. But mainly it's caused by the health bars / enemy counts.
Playing with chillax, high enemy count has similar thing from what I experienced with your mod.
Playing with afterglow, it has big map but moderate enemy count, I don't found lags; except the one with big map, the size is around 50-60% of your map01 map, but the lag only happens every ~10 seconds.
I found ~200 enemies in one map not causing the lags.
(Edited for appearance, that above originally 1 long paragraph.)
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Re: Abysm 2: Infernal Contract -NEW VERSION 1.3- Action RPG - TC
I also have a stutter problem. Only this mod has it and it's basically unplayable with heavy fps drops every 3 seconds.
I remember that some time ago it was performing normally, although i cant be sure if it was because of my older OS, or older mod version. Anyone have older non-broken version of the mod ?
I remember that some time ago it was performing normally, although i cant be sure if it was because of my older OS, or older mod version. Anyone have older non-broken version of the mod ?
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- Joined: Wed Apr 18, 2012 11:37 pm
Re: Abysm 2: Infernal Contract - 4th ANNIVERSARY EDITION v1.4- Action RPG - TC
Happy 4 Years of Abysm 2.
This mod has been such an important part of my 10+ years in Doom modding. I have learned so much during the span of its development and only gained more knowledge afterwards.
to Celebrate, a New version Abysm 2, as well at its Expansions have been uploaded with a ton of rebalancing, bug fixes and QoL improvements.
This will be the "Anniversary Addition" and maybe this would be the perfect time to play or revisit Nadia's adventure through the world of Abysm.
Overhauls/QOL
This mod has been such an important part of my 10+ years in Doom modding. I have learned so much during the span of its development and only gained more knowledge afterwards.
to Celebrate, a New version Abysm 2, as well at its Expansions have been uploaded with a ton of rebalancing, bug fixes and QoL improvements.
This will be the "Anniversary Addition" and maybe this would be the perfect time to play or revisit Nadia's adventure through the world of Abysm.
Overhauls/QOL
- New enemy Health bar hud code created by Nash
New Damage number font
Damage Type is now color coded for the damage numbers
- Red: Fire
- Blue: Lightning
- Green: Poison
- Purple: Magic
Code Overhaul for the Infusion scrolls to no longer be based on the Tome of Power logic
Code Overhaul for the XP HUD, No Longer tied to a perpetually looping level script that prints the XP value constantly
Inventory now has a prompt you when you have no rings equipped to make it more obvious rings are equipable
Secrets added to maps that had none initially
- Lightning Rod Weapon Spread decrease
Lightning Rod Projectile Damage Increase
Mace, Hand Axe, Hand Cannon and Repeater now calculate the 1d3 randomizer to the entire damage instead of just the Stat modifier
First two Shots of the Repeater now has no spread
Flame Sprayer projectile for the Fire Lance alt fire now inflicts the correct damage type, "fire"
Certain Lightning Projectiles now have new impact sprites
Lightning Storm Spell now bypasses certain enemies' resistance to Radius Damage. This is to imply that the lightning bolts themselves do the damage and not an "explosion"
Fixed the Loot drop for Serpent Rider, Zanthus to match other boss enemies
Fixed Possible softlock in the elevator leading out of Harben Depths
Switch for entering the fortress in Map 20: Bandit's Hideout moved to the elevated battlements and is now shoot activated
Homing Skull projectile now inflicts the correct damage type, "fire"
Gorgon Gib death now spawns Giblets
Poison smoke cloud's initial impact will now have the correct damage type, "Poison"
Fixed Blazebringer's fire attack damage bypassing the Endurance attribute
Hell Baron, Wolnir health reduced from 1500 to 1200
Hell Baron, Wolnir attack speed increased to match the "Extra Fast" modifier
Allant the Forsaken, Stonejaw, Steelsage Fury and Baron of Hell Wolnir no longer drops a health potion, this was an error with inheritance/copied code
Fixed Graphics glitch for Spectral Fiends where their first frame of the death animation is from the imp
- General Environmental and Aesthetic upgrades to some flat looking areas in the overworld and dungeons
Various Grammar and Name changes for Dialogue, Locations and NPCs
Dungeon Music now restarts after defeating a boss
Additional Dialogue added for Mayor Hecthor about Ancient's Rise
New Geometry for the docked ships
Added Ambient Wind in the docks
New NPC added to Harben Docks near the Sewer entrance
Spectral Enemies now bleed and Gib transparent blood
Spectral Enemies no longer produce blood decals
New Graphics for Firelance and Lightning Rod
New Graphics for the Soul Sphere
Added Bite Sounds to Demon, Spectre, Cacodemon and Pain Elemental (yes they have melee here)
Giant Rat and Afrit now have Gib Deaths
Winged Viper now have new death and gib death animations
"Baron of Hell" changed to "Hell Baron" to make it more consistent with Hell Knights being their lower level version
Changed the Piano De Chocobo audio
Drakes flying over the entrance to Ancient's Rise now follow a path instead of flying aimlessly
New Sounds for the Battle Boar
Cacodemon Fireball's given a more bluish tint to make it consistent with other lightning projectiles
fixed target dummy object's collision height to better match its visual height
Removed eye scar from Elric (currently 3 NPCs, lore wise, who have eye injuries which lacks variety)
Changes with some sound effects