[ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
- Dark-Assassin
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
This will never be a 10/10 without fishflap.
RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
So I could have a valid legal reason to release this without trying to improve lag :DCloudFlash wrote: WHY IS NAY AN OPTION >:C
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.
- Doomkid
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RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
no Zeberpal you ruined christmasZeberpal wrote: THIS PROJECT IS CANCELED!!!1
- Dark-Assassin
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- Joined: Fri May 25, 2012 4:25 am
RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
Dammit Zeberpal
I want my more 3D GTA2.
I want my more 3D GTA2.
RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
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. ;)
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. ;)
RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
There go's my christmas presentZeberpal wrote:So I could have a valid legal reason to release this without trying to improve lag :DCloudFlash wrote: WHY IS NAY AN OPTION >:C
Oh wait, too many votes for YAY D:
THIS PROJECT IS CANCELED!!!1
RE: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
One more thing: I only working on it to make Capodecima happy, he is waiting for this mod very much ;]
Re: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
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
https://yadi.sk/d/OSYb40ZDJInuxQ
Last edited by Zeberpal on Sat Mar 02, 2019 2:35 pm, edited 1 time in total.
Re: [ᴛᴇᴄʜᴅᴇᴍᴏ] D00MCΞNTΞR·AИYWHΞRΞCITУ
[broken heart emoji]
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community