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baronofheck82
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Posts: 341
Registered: 02-10


I'd love to play this map, I really want to, but it'd probably look like a fucking slide show on my computer :(

Old Post 10-07-12 19:45 #
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Jimi
Senior Member


Posts: 1506
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Woah! That looks amazing! But I think it's a bit too complex for me to play.

Old Post 10-07-12 21:00 #
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BloodyAcid
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Posts: 1301
Registered: 09-11



baronofheck82 said:
I'd love to play this map, I really want to, but it'd probably look like a fucking slide show on my computer :(
Agreed. Seconds per frame anyone?

Old Post 10-07-12 21:36 #
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Pottus
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Posts: 802
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Use GLBoom+ and follow what Hawkwind and I were talking about and it should be perfectly playable.

Old Post 10-08-12 05:01 #
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Ed
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Posts: 1279
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....wow.

I thought Sunder was a bitch to run.

Old Post 10-08-12 06:14 #
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hawkwind
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Posts: 1014
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Pottus said:
Risen3D: Won't even begin to load


Will run with the next version of Risen3D - v2.2.16 - and the map being unmodified.

Old Post 10-10-12 04:36 #
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NiTROACTiVE
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I decided to fly around in the city and I have to say it looks amazing. I found some HOM effects while flying around though. Despite that, you did a nice job putting effort into the map to make it look like a real city.

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Old Post 10-10-12 20:19 #
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Memfis
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hawkwind said:
1. Load plaisf2.wad in DB2. Change the nodesbuilder to DeepBSP.

I don't have this option in Doom Builder 2, how do I change to DeepBSP? I suppose I need to create a *.cfg file and put it in the "nodebuilders" folder but I'm not sure what should I write in that file.

Old Post 01-21-13 21:47 #
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Gez
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I haven't tried to check if this is also true in Planisphere 2, but entryway found out that in Frozen Time, ZDBSP extended nodes were better than DeepBSP nodes:

entryway said:
Probably interesting info which I noticed before releasing: fps is about 12-15% (!) higher with zdbsp extended nodes in comparison with deepbsp v4 nodes. In the slowest place I have ~50 fps with zdbsp nodes and ~43 with deepbsp nodes.


Does Risen3D support ZDBSP extended nodes?

(I do not know whether this speed-up constated in PrBoom+ was a result of the way the nodes were built on this map, or the actual node format itself. The former seems more likely however.)

Old Post 01-21-13 23:11 #
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Vermil
Senior Member


Posts: 1708
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Doomsday 1.9, seems, to be able to run this map flawlessly from a technical perspective, aside from the same visual bug with rendering sky over huge distances, that Pottus noted above with ZDoom.

The performance is awful though, often slowing to 1 fps.

Old Post 01-22-13 00:00 #
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hawkwind
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Posts: 1014
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Memfis said:

I don't have this option in Doom Builder 2, how do I change to DeepBSP? I suppose I need to create a *.cfg file and put it in the "nodebuilders" folder but I'm not sure what should I write in that file.



I can only guess that you have an old version of DB2

Download DB2 revision 1630. You will now have the option of using DeepBSP for building nodes. The config file is included.


Gez said:

Does Risen3D support ZDBSP extended nodes?



Risen3D uses an internal modified version of ZDBSP when either GLv5 nodes are required or where SEGS are in excess of 65535, whether in the wad or not, enabling planisf2.wad, and other massively large wads in general, to at least run in Risen3D.

Last edited by hawkwind on 01-25-13 at 01:24

Old Post 01-24-13 23:48 #
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Glaice
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Holy crap, how long did this take to build?

Old Post 01-25-13 02:39 #
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joedotts
Warming Up


Posts: 22
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holy shit!!

I live in nyc and this is very accurate to the real city, fucking impressive.

I have no problems running this out of doom builder.

I am currently making a very large map and ran into some problems where bullets wont hit enemies, and the same thing happens here.

I thought maybe it was an out dated version of GZdoom, and when I upgraded to the most recent it make it even worse! I would be able to like walk through walls for some reason, the collision detection was awful... so i dont know what it is but the most recent gzdoom fucks it all up, so I went back to my nearly 3 - year old version i was running before.

Old Post 01-25-13 17:36 #
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Gez
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Posts: 11219
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Don't say "most recent" because it's meaningless. Give the actual version number you're using.

Old Post 01-25-13 17:42 #
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joedotts
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I use gzdoom 1.0.29 and the level works great, except for bullets not hitting some enemies, the same problem that is destroying my huge level project that i been working on again off again for 3 years.

I tried to fix the issue with my level and upgraded to the newest gzdoom, 1.7.0 and everything was so fucked up, i would could walk like halfway into walls without no-clipping

Old Post 01-25-13 18:39 #
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joe-ilya
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Posts: 2302
Registered: 10-12


The only thing that's a problem , is that it lags sometimes

That's an amazing art wad.

Also works without bugs , so stop saying it's buged because I explored

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Old Post 01-25-13 22:04 #
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Shadow Hog
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Posts: 751
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So I have to ask: what was Planisphere 1?

Old Post 01-26-13 18:57 #
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kmxexii
Senior Member


Posts: 1190
Registered: 06-10



Shadow Hog said:
So I have to ask: what was Planisphere 1?


It's kind of a city map but it isn't comparable to two except for being by the same author with the same name. Planisphere is a lot closer to an average Doom II user level with its own user's quirks.

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Old Post 01-26-13 20:42 #
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Mr.Peanut
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Posts: 4
Registered: 05-11


edit nm

Last edited by Mr.Peanut on 06-01-13 at 01:22

Old Post 06-01-13 00:49 #
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cortlong50
Green Marine


Posts: 37
Registered: 12-13


reupload this!

Old Post 02-16-14 05:29 #
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