[ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#21

Post by Dark-Assassin » Thu Dec 17, 2015 12:52 pm

This will never be a 10/10 without fishflap.

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Zeberpal
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#22

Post by Zeberpal » Thu Dec 17, 2015 10:32 pm

CloudFlash wrote: WHY IS NAY AN OPTION >:C
So I could have a valid legal reason to release this without trying to improve lag :D

Oh wait, too many votes for YAY D:
THIS PROJECT IS CANCELED!!!1
Last edited by Zeberpal on Thu Dec 17, 2015 10:35 pm, edited 1 time in total.
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#23

Post by Doomkid » Fri Dec 18, 2015 6:10 am

Zeberpal wrote: THIS PROJECT IS CANCELED!!!1
no Zeberpal you ruined christmas :cry:
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#24

Post by Zeberpal » Fri Dec 18, 2015 8:54 am

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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#25

Post by Dark-Assassin » Fri Dec 18, 2015 9:20 am

Dammit Zeberpal
I want my more 3D GTA2.

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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#26

Post by Lollipop » Fri Dec 18, 2015 7:16 pm

I tried out the tech demo today on both zan version 2.1.2 and some 3.0 build i got lying around.
I experienced an fps-range of 16-263 fps. The severe fps drop was caused by standing by the edge of the map and looking inwards towards the middle.
I noticed those phonebooths used 3D floors? At least it looks like it, and if you release this after 3.0 comes out, then maybe you could use voxel textures instead? That might contribute slightly to help the issue.
I don't really know what you can do about this, I think for this to really work out for everyone some sort of engine optimization of the rendering might have to be done.

Despite the performance issues, this is some really impressive work, although I would really like to get my hands on some of the real action. I look forward to a release on this, it is the kind of thing this community needs, and it would look good on the zandronum youtube channel. ;)
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#27

Post by Neo » Fri Dec 18, 2015 7:24 pm

Zeberpal wrote:
CloudFlash wrote: WHY IS NAY AN OPTION >:C
So I could have a valid legal reason to release this without trying to improve lag :D

Oh wait, too many votes for YAY D:
THIS PROJECT IS CANCELED!!!1
There go's my christmas present

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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#28

Post by Zeberpal » Wed Dec 30, 2015 4:56 pm

One more thing: I only working on it to make Capodecima happy, he is waiting for this mod very much ;]
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Re: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#29

Post by Zeberpal » Sat Jul 28, 2018 9:23 am

No, it's not a release or some good news. It's just I managed to release it at that stage where I stoped doing it 4 years ago. I have lost many stuff and IDK where some of it at, could not find. Anyway here is a somewhat playable piece, but still there is nothing to do rather than walk around. If somebody has a time, you can assign doom2 weapons to existing decorative Decorate weapons and items(for now it's just GTA2 sprites) and you will get some urban low-fi deathmatch that could be fun. I tried to implement Sgt.MarkIV battlefield code and stuff in this, but never had a time or interest to finish. Anybody is free to do anything with this, hehe

https://yadi.sk/d/OSYb40ZDJInuxQ
Last edited by Zeberpal on Sat Mar 02, 2019 2:35 pm, edited 1 time in total.

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Re: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ

#30

Post by Ænima » Sat Jul 28, 2018 12:16 pm

[broken heart emoji]
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