[ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

Does it lag for you?

 
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Zeberpal
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[ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

Post#1 by Zeberpal » Wed Sep 10, 2014 7:58 pm

font is fahked up to catch the mood of game/mod
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RE: DoomCenterΛdvance2: techdemo

Post#2 by Ænima » Thu Sep 11, 2014 12:22 am

KIIIIILL FRENZY !
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RE: DoomCenterΛdvance2: techdemo

Post#3 by MrSetharoo » Thu Sep 11, 2014 2:03 am

The only way I can find this redeemable from the cluster fuck of the last version is if its like the DayZ mod and not a size of a city block and can be used for large scale Coop or PvP. Also without the gimmick bullshit of the original doom center.
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RE: DoomCenterΛdvance2: techdemo

Post#4 by Slim » Thu Sep 11, 2014 7:16 am

I'd also like to see one major difference from the original Doom Center: How about a map that DOESN'T randomly crash due to horrid scripting.

And this looks way better already. So aesthetics are checked off the list.
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RE: DoomCenterΛdvance2: techdemo

Post#5 by fr blood » Thu Sep 11, 2014 7:32 am

So here comes the real GTA in doom, this one will surely be better than the previous version, the screens are nice.
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RE: DoomCenterΛdvance2: techdemo

Post#6 by Mr. Repo » Thu Sep 11, 2014 8:24 am

So I went ahead and tried this thing and the results are no lag. Even tried this online with a friend from overseas and everything seemed fine.

Overall I hope this thing becomes more like GTA 2 and less like Doomcenter in the long run. Just stating my opinion here because I'm a huge mark for GTA 2 and if that's the case, instafavorite. Either way I'll be definitely be keeping an eye on this.
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RE: DoomCenterΛdvance2: techdemo

Post#7 by MrSetharoo » Fri Sep 12, 2014 4:53 am

I played with the tech demo a bit and there were some frame drop issues especially around the start area. other than that its great.
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RE: DoomCenterΛdvance2: techdemo

Post#8 by Wirtualnosc » Fri Sep 12, 2014 10:52 am

When looking from the corners of the map towards the center, there is a noticeable FPS drop. The rest is mostly fine though. I tested this on OpenGL renderer too so on software mode it might do better.
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RE: DoomCenterΛdvance2: techdemo

Post#9 by mr fiat » Fri Sep 12, 2014 1:07 pm

GTA2 is one of my favourite games of all time, this looks very close to the original im super exited for this. but as mr.repo said if its closer to GTA2 then doomcenter it would be even better.


ok just tested it with my laptop (in openGL), fps ranged on average from 8 to about 80. but by roaming the streets it ranged somewhere between 15-30.

laptop specs.
Last edited by mr fiat on Fri Sep 12, 2014 1:39 pm, edited 1 time in total.
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RE: DoomCenterΛdvance2: techdemo

Post#10 by Hypnotoad » Fri Sep 12, 2014 4:09 pm

I tested your wad, first my specs:
GPU: Gigabyte Windforce AMD Radeon 7950 (3gb vram)
CPU: AMD Phenom II X4 965 Black Edition @ 3.8ghz
ram: 8gb ddr3 etc...

Settings: opengl (I assume this wont work well in software?), with vsync on (can't stand screen tearing sorry)

First section, around the telephone and looking at the stain glass window my frame rate can drop to 25fps, approaching the city from the alley, my frame rate is around 35 fps
Cruising around the city, my fps fluctuates a lot, at one point it can dip severely nearish to the 'Foo Cars' building to as low as 11 fps.
In general, I believe the fps depends on how much of the city is in view, it seems it improves if much of the whole city is obscured by proper walls (not 3d floors), or generally if I'm near towards and facing the edge of the city.
I'd say I find the frame rate personally unacceptable 75% of the time while cruising around the city.
None the less, I'm impressed so far with the visuals and presentation.
Last edited by Hypnotoad on Fri Sep 12, 2014 4:12 pm, edited 1 time in total.

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RE: DoomCenterΛdvance2: techdemo

Post#11 by Zeberpal » Fri Sep 12, 2014 5:40 pm

Thank you all very much for info you provided, I've made some conclusions from it. It seems any specs have FPS drops, most of the time it's the same. I'll decrease number of lights overall, and remove most of them from area center. I guess I'll have to release another tech demo, with 2 more areas added. Basically, I've made your Zandronum load up to 10 huge textures, not to mention floor tiles. Let's see what happens when it'll have to render around 30 huge textures.
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RE: DoomCenterΛdvance2: techdemo

Post#12 by Doomkid » Mon Sep 15, 2014 10:04 am

I thought the last Doom Center was flat-out amazing, I have killed many, many hours with that mod. The flaws are easily overlooked, for me at least.

Needless to say I jizzed everywhere when I saw the screenshots above. Looks awesome - My rig is kinda crappy, so considering all the reports of slow-downs, I'll wait til the next tech demo to take a peek.

I am excite!

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RE: DoomCenterΛdvance2: techdemo

Post#13 by haxmurderer » Tue Sep 16, 2014 11:26 pm

This is wicked. Doom Center is one of the reasons I started playing around with ACS!

Performance was OK for me in the DCA2 techdemo, except that my FPS dropped majorly when looking up and down beyond say, 60 degrees. I have a GTX 650 Ti.

Thanks!

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RE: DoomCenterΛdvance2: techdemo

Post#14 by ibm5155 » Wed Sep 17, 2014 2:28 am

I can't download it, because, karspersky blocked the link telling it's a dengerous url '-'

EDIT: nvm, it was the wrong "download" image :v

EDIT2: tests :D (both tests on a intel core i7 3635qm 3,2GHz, 8gb DDR3

Intel HD4000 (at 1,12GHz)
with dynamic light:16, without:26

AMD HD8870m (at 780MHz)
with dynamic light:18, without:28 (36 on gzdoom)

Remember, zandronum is cpu heavy and not gpu heavy, so having a good processor is a good start (and I think a good processor with high single core clock, because if I remember zandronum is monothread).
And, you may get much more fps making more high buildings that have a void inside of it, so the render will not render the things below it (that's the main problem here, zandronum render all the scene, even if you're not looking behind a small building...)

EDIT3: you made the basic and cool error that you missed to add all the objects on all skills hehe, it's like missing a ';' on a c project, to discover that kind of error is a pain in the ass :S
Last edited by ibm5155 on Wed Sep 17, 2014 2:47 am, edited 1 time in total.
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RE: DoomCenterΛdvance2: techdemo

Post#15 by mifu » Wed Sep 17, 2014 2:43 am

I.. I think im going to need a new pair of pants.

This is some very good work m8. Keep it up!
I can also help test!
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RE: DoomCenterΛdvance2: techdemo

Post#16 by Dark-Assassin » Wed Sep 17, 2014 4:29 pm

Hmm, judging from the 2nd screenshot, these maps are based off the Playstation version and not the PC version.
Since the PC version has the addition of trains, some places have changed. Especially the start area on the 2nd map. It also had the addition of better effects and night time, but that didn't change the maps.

Other than that, it looks awesome.
Last edited by Dark-Assassin on Wed Sep 17, 2014 4:30 pm, edited 1 time in total.

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RE: [alpha] D00MCΞNTΞR·AИYWHΞRΞCITУ

Post#17 by Zeberpal » Thu Dec 17, 2015 9:19 am

Not really, it was PC version from the start. Even is PS version is ripped off, it would not affect perfomance if I'd take is as a base.

PS screenies updated, but downloadable version is still the same :p cant realease anything at this state
Last edited by Zeberpal on Thu Dec 17, 2015 9:21 am, edited 1 time in total.
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RE: D00MCΞNTΞR·AИYWHΞRΞCITУ

Post#18 by ZZYZX » Thu Dec 17, 2015 9:36 am

God it should lag a lot. So many large scale dynamic lights...

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RE: [techdemo] D00MCΞNTΞR·AИYWHΞRΞCITУ

Post#19 by Zeberpal » Thu Dec 17, 2015 9:43 am

It does a bit (for me) in very open areas otherwise it's kinda okay, oh well poll results is a witness of truth
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

Post#20 by CloudFlash » Thu Dec 17, 2015 9:54 am

WHY IS NAY AN OPTION >:C
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