[ALPHA] [DEMO] Doom Happens - v0.4 Major Remastering, last Alpha version

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#21

Post by Lycaon » Mon Dec 07, 2015 7:36 pm

I guess I could try but the point is that you give him a quick death, it would be kind of failing the mission.

What are your pc specs by the way? Outside works fine with me and I have a really standard PC. I do have a somewhat good graphic card (Geforce GTX 650 Ti) but then the rest of the hardware is a decade old already (2005-2009 stuff).
Last edited by Lycaon on Mon Dec 07, 2015 7:47 pm, edited 1 time in total.

axel37
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#22

Post by axel37 » Sat Dec 12, 2015 5:55 pm

Hi ! It's been some days that I didnt check zan forums, sorry.

My PC... It isn't really old (3years now), but... meh. It doesnt worth the price I paid for it (dont ask how much €€€ I paid...)

Here's my DXdiag :
(joke) :wink:

I have an i5... err... let me see... oh I have it!
i5 3330.
8 giga RAM
and btw...
Nvidia GEforce GT 620.

DON'T LAUGH.



Doom run smoothly (thankfully !), but... yeah, for a 20 Y-o game...

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#23

Post by Lycaon » Sat Dec 12, 2015 7:27 pm

That's way better than what I have. I have a Core 2 Duo and 4 GB Ram. The motherboard is a generic piece of junk. Still, going outside doesn't give me any fps drop. You might be having a different kind of problem, I really can't tell. Is it playable at least? I mean, how bad is the fps loss?
Last edited by Lycaon on Sun Dec 13, 2015 9:48 am, edited 1 time in total.

axel37
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#24

Post by axel37 » Mon Dec 14, 2015 10:18 am

I don't know the exact fps I have when "normal playing" and when "Doom happens outside-FOG playing", but it feels like

50FPS -> 10FPS

...those are NOT exact values, just a BIG aproximation...

Is there any way in zandronum to show a FPS count ?

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Sean
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#25

Post by Sean » Mon Dec 14, 2015 3:51 pm

axel37 wrote: I don't know the exact fps I have when "normal playing" and when "Doom happens outside-FOG playing", but it feels like

50FPS -> 10FPS

...those are NOT exact values, just a BIG aproximation...

Is there any way in zandronum to show a FPS count ?
vid_showfps 1
IIRC.
<capodecima> i dont say any more word without my loyer jenova

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#26

Post by Lycaon » Tue Dec 15, 2015 3:08 am

axel37 wrote: I don't know the exact fps I have when "normal playing" and when "Doom happens outside-FOG playing", but it feels like

50FPS -> 10FPS

...those are NOT exact values, just a BIG aproximation...

Is there any way in zandronum to show a FPS count ?
You shouldn't be using zandronum for this mod. It's now officially for GZDoom only.
Last edited by Lycaon on Tue Dec 15, 2015 3:08 am, edited 1 time in total.

Arco
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#27

Post by Arco » Tue Dec 15, 2015 4:24 am

Lycaon wrote: Whatever it is, it's up to the moderators if they decide to delete this post, because I'm not going to go for zandronum support anymore (unless they find a way to include voxels in this port, which would be great)
The beta versions of Zandronum has had voxel support for over 7 months now.
Image
When the weather changes, we will be lost. And no one will know who anyone is anymore.

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#28

Post by Lycaon » Tue Dec 15, 2015 6:43 am

Thanks for the information. I really only ever use zandronum for multiplayer so I have never looked into develpment builds for this port, but I did recently ask if voxels were to be implemented and they told me "not for the moment", they didn't mention that. I guess I could look into that and have a zandronum functional version in time for the next release. I'm feeling guilty about the moderators leaving this post here, considering it's not in the right forum anymore. I don't know wether they didn't notice or they thought it was ok.
I just tried the normal version in zandronum 3.0 and it runs, but the voxels don't display. I also had a crash with a very non-informative bug report that said that "excecution could not continue". At least it doesn't crash on start up.
Last edited by Lycaon on Tue Dec 15, 2015 7:17 am, edited 1 time in total.

axel37
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#29

Post by axel37 » Tue Dec 15, 2015 1:22 pm

Oh sorry, I said "zandronum" but, I used GZdoom for D.H.

I tried vid_showfps 1, it doesn't work (GZdoom).

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#30

Post by Lycaon » Tue Dec 15, 2015 11:59 pm

What resolution does your monitor use?

Also, maybe you should try disabling all hq resize modes. check this guide http://forum.zdoom.org/viewtopic.php?f=39&t=48587

If you were still using those settings unaware that they could be changed, then you might be having a pleaseant surprise.
Last edited by Lycaon on Wed Dec 16, 2015 12:00 am, edited 1 time in total.

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#31

Post by Lycaon » Wed Dec 16, 2015 8:09 am

Big trouble in little china.

[spoiler]Image[/spoiler]

I'm enhancing all the city visuals for a more convincing cyberpunk atmosphere.

Here's some sneakpeek into a flashback cutscene and the fight against O-Ren Ishii

[spoiler]Image
Image
Image
Image
Image[/spoiler]

I'm striving for a more tight and visually filled enviroment, but I also changed most of the cutscenes since the new ones were getting much better. I'm using much more cuts and less panoramic shots to give it more rythm.

Here's a before-after comparison of the detail level of a shot.

[spoiler]Before
Image

After

Image[/spoiler]
Last edited by Lycaon on Wed Dec 16, 2015 8:21 am, edited 1 time in total.

axel37
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#32

Post by axel37 » Wed Dec 16, 2015 11:23 am

My native res is 1920x1080 but for doom I use 1280x720 (lowest 16:9 resolution).

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#33

Post by Lycaon » Wed Dec 16, 2015 4:07 pm

Then it must be what I told you about the HQ resize mode. Did you try that?

axel37
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#34

Post by axel37 » Sat Dec 19, 2015 5:09 pm

Sorry for late answer...

I looked at what youre speaking about and...
Well. What I understood is :
The goal of this method is to make the game looks as close as software render mode.

That's not that I dont like Software render mode, but, I prefer keeping the "modern" source-port aspect (when I'm playing a sourceport). If I want my game to have a "Software" looking, I just launch 'vanilla' doom (the one that I bought on steam...).

So, that doesn't interest me... :c
Last edited by axel37 on Sat Dec 19, 2015 5:09 pm, edited 1 time in total.

Lycaon
 
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[ALPHA] RE: [DEMO] Doom Happens v0.22 difficulty rebalance (No Zandronum support anymore)

#35

Post by Lycaon » Sun Dec 20, 2015 8:10 am

It won't affect mouse look perspective, it will only remove all the filters. It actually looks much better this way, you can bring the pixels back.

Lycaon
 
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[ALPHA] RE: UPDATE 12/23/15 [DEMO] Doom Happens - v0.3

#36

Post by Lycaon » Wed Dec 23, 2015 3:47 pm

New version uploaded. I'm hoping to correct some of the mistakes I made in the last version, but this is still far, far away from the finished product.

axel37
 
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[ALPHA] RE: UPDATE 12/23/15 [DEMO] Doom Happens - v0.3

#37

Post by axel37 » Fri Dec 25, 2015 6:16 pm

Lycaon wrote: It won't affect mouse look perspective
I know, that's not what I meant :)
Image

Lycaon
 
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[ALPHA] RE: UPDATE 12/23/15 [DEMO] Doom Happens - v0.3

#38

Post by Lycaon » Sat Dec 26, 2015 1:11 am

Well i'm out of ideas, but your pc should be running this map just fine, it's better than mine. Most of the map is indoors anyways, so you should be able to play it just fine if you get past the street section. Make sure you play the new versión i uploaded a couple days ago

Ps: here i was thinking i would get some feedback for christmass. It's clear this project is not interesting for most people in doom community, i'm including zdoom and doomworld forums aswell. I will still finish this for myself i guess lol
Last edited by Lycaon on Sat Dec 26, 2015 1:15 am, edited 1 time in total.

Alecto2704
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[ALPHA] RE: UPDATE 12/23/15 [DEMO] Doom Happens - v0.3

#39

Post by Alecto2704 » Sat Dec 26, 2015 4:00 am

Quick withdraw about the wad hehehe thanks
#Selfie
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Lycaon
 
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[ALPHA] RE: UPDATE 12/23/15 [DEMO] Doom Happens - v0.3

#40

Post by Lycaon » Sat Dec 26, 2015 4:50 am

I'm sorry what? English is not my mother language so i dont get some idiomatic expressions lol

edit: noticed you are from japan, so I guess it could not be entirely because og my lack of english slang understanding
Last edited by Lycaon on Sat Dec 26, 2015 7:28 pm, edited 1 time in total.

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