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theleo_ua

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Everything posted by theleo_ua

  1. You mean game become too easy in coop?
  2. like this https://www.ebay.com/itm/Acer-6311-Vintage-PC-Computer-Keyboard-5-Pin-DIN-Connector-/124067236018 one?
  3. best message in this topic imho, 10 cocoademon smiles for you for this
  4. I understand, so 105 for you is something like 120 for me, and 120 for you is like 140 for me. But again, the question is - should we consider this as cheat? Till 2018, I used fov 160 in doomsday, because those versions of Doomsday had strange camera render: fov90 you feel like fov40 fov120 you feel like fov90 fov160 you feel like fov120 I bet, if you try that versions of doomsday, you will want to set higher fov than 120 But now they are fixed those camera rendering issues, so I use something like 135 for now (in current Doomsday version) Here is an example of how I streamed in fov160, feeling it as fov 120: https://www.youtube.com/watch?v=zinx1oStuz0&list=PL5QwAqOy7WADrvFI9vZEQL9NY00InRXXX&index=1&t=2h49m56s#t=2h49m56s Watch it from 2:49:56 to 2:50:47 and from 2:44:41 to 2:45:08 to see how I changed to fov 90 and 120, and watch any other part of the video to see, how it looks like on fov 160 Here is the example of how fov90 look like (the default doomsday fov value, for which the 3dmodels were created, tested and polished): https://www.youtube.com/watch?v=ekgKPkloo3Q&list=PL5QwAqOy7WACZbw4OKosShl_Jzyeq_FMv&index=106&disable_polymer=true&t=0h00m00s#t=0h00m00s For me, this is total "sniper zooming gameplay", and 160 is much better (even 120 is better) But for other non-doomsday ports (or non id tech 1 games) 120 is enough (130 sometimes, for example for Eternal). Also, games like Eternal is good example of games where fov is not a cheat because you can choose it in ingame settings (and this is not the same as settings in GZDoom, because Eternal is not a source port)
  5. What exact disadvantages? Could you please provide some examples?
  6. My friend told interesting thoughts on this, let me translate: This should be turned off in wads that have been made for limit-removing ports, because otherwise there may be softlock situations. In old vanilla-wads, turning off allows you to get some advantage, but I would not call it a straight cheat. I played Requiem, Memento Mori 1-2 with infinite tall turned off, and I don't remember any situations in which I would have been an imba chuck norris. Although it probably depends on the structure of the level. Maybe there are some levels where it will be cheat-like. And about the softlock, a good example: a hole with a bunch of pinkies, through which you have to run, and you are not allowed to fall down. By the way, about the "pinky-pit" situation: I remember well how frustrated I was because something prevented me from jumping into the dark hall at the end of MAP11 O of Destruction! : ZZ01_BW_trollface: And there is a cacodemon from below rose to me
  7. Most interesting question people continue asking me again and again is "should we consider fov 120 as cheat?" One day in 2017 I streamed hexen with fov 120, and some viewer tried to prove me that fov 120 is cheat, and we discussed this with him during 2 hours:) I use fov 120 because fov 90 for me look like fov 70 or 50 for you, I feel it like I play with sniper zoom, and it's make pain for my eyes (that's why I use 120, even for 4:3 screen ratio). This is related to all shooters, not only to id tech 1. The only exception is vanilla and chocolate-like source ports, for example Russian Doom, which dont have fov functionality, so I forced to use 90 there
  8. When I played hard wads like Hell Revealed 2 in 2010 in doomsday, I even used vertical mouselook (it was hard even with mouselook btw, even with savegames), because I had strong habits like "I really want to look down and see whats happening and don't like when they forbid me to do this" But now, when I started streaming, I always disabling freelook and enabling "infinitely tall actors" feature, because I want to play as intended (in this specific context) and those settings makes game more fun, challenging and with more surprises, this is especially good for streaming. My friend, Invisible Warrior, made some challenges for me (with Bloodstain wad for example), and one of his requirements was "actors should be infinitely tall". We had long discussions with him about "should we use infinitely tall and why" (and also about other settings). I am a modder, so created a mod to show these settings at startup (this is only displayed once per ESC / NEW game, and not displayed per each map): https://i.ibb.co/4Fwx4VN/Screenshot-Doom-20210225-142921.png https://i.ibb.co/wWktz5n/Screenshot-Doom-20210225-143050.png https://i.ibb.co/kXs9Hbj/Screenshot-Heretic-20210225-143310.png https://i.ibb.co/7gZNfbJ/Screenshot-Hexen-20210225-143441.png https://i.ibb.co/pyq58ZD/Screenshot-Strife-20210225-143556.png So when I stream the game (or other guys are streaming my challenges with my specific requirements), any viewer (including me) can see what settings are applied. Also there is another interesting question: should we allow ghost monsters or not? I'm always allowing them in GZDoom, but sometimes it can produce good surprises
  9. thanks for your efforts!
  10. theleo_ua

    Hexen Neural Texture Pack

    he used current pack and modified it, or created his pack from scratch (with different neural algorithms) ?
  11. theleo_ua

    Hexen Neural Texture Pack

    could you please show some screenshots?
  12. theleo_ua

    Hexen Neural Texture Pack

    I helped him with some issues in neural packs and I already use neural packs in my mods. Example: https://www.youtube.com/playlist?list=PL5QwAqOy7WACIixjImZwupZFq8JNBjCsp&disable_polymer=true What exact issues do you have?
  13. theleo_ua

    Hexen Neural Texture Pack

    Hi again I recommend you to use this (maybe create separate file, so users of old GZDoom versions can avoid to use it) For now, just try "summon heresiarch" and "kill monsters" and check his last frames of death animation - you will not see his corpse. So offsets file is still required
  14. theleo_ua

    Hexen Neural Texture Pack

    Only v2.0.3 in changelog for now - could you please post full changelog again? With all previous versions
  15. theleo_ua

    Chocolate Doom

    Previously it has only Russian language, and English was added just a year ago (as I remember) BTW: there is a chance that item keybinds will come to Chocolate Heretic: https://github.com/chocolate-doom/chocolate-doom/pull/1236 https://github.com/JNechaevsky/russian-doom/commit/d0356943a48c48c7db36a674bd24a908340999c0#commitcomment-36712800
  16. theleo_ua

    Chocolate Doom

    1) Vanilla Hexen has hotkeys from 5 to backspace for items, something like this: backspace invuseall \ "use ArtiHealth" 0 useflechette 9 "use ArtiBlastRadius" 8 "use ArtiTeleport" 7 "use ArtiTeleportOther" 6 "use ArtiPork" 5 "use ArtiInvulnerability2" 2) There is a port, called Russian Doom https://sourceforge.net/projects/jnechaevsky/files/Russian Doom/3.3/ which based on Chocolate Doom, Doom Retro and Crispy Doom. This port allows you to bind any heretic and hexen item to any desired key in keyboard (except some exotic or multimedia keys which SDL will not allow you to use). I'm not sure about binding them to mouse keys, but I can ask RD developer to implement this, if it's not hard In current version of RD it is possible to bind mouse wheel scrolling for next/previous weapon, and to bind keyboard keys for next/previous item, so I think it's possible to implement binding mouse wheel for next/previous item
  17. theleo_ua

    Chocolate Doom

    And another non-obvious benefit from OpenGL rendering: it can be easily captured by game capture method of OBS studio software, especially if you use non-aero OS theme (for example classic theme in win7) and window capture is not an option for you in this case. So, if some games (or ports) doesn't support OpenGL rendering, I forced to "hack" them with DxWND software, to force them to render their output to OpenGL So, I want to say many thanks to all port authors, who added OpenGL rendering system to their ports
  18. theleo_ua

    Hexen Neural Texture Pack

    Hi again First thing you need to do, is to add TELEA, TELEB and TELEC sprites to the pack (both Doomsday and GZDoom) Second thing is to fix heresiarch (only for GZDoom). To fix it, just create SPROFS.TXT file in \Filter\hexen folder, and add next text to this file: this should fix heresiarch death animation offsets At third, you need to understand 2 things: 1) How to know, which values you should write to SPROFS.TXT 2) Which heretic and hexen monsters (and which exact their sprites) are required to be added to this file (require fixing) If you want to understand the process (how I did this file and where I got the numbers), I can explain If you need to know, which monsters are require those fixes, I can test all monsters and tell you (or you can do it at your side, just typing "summon blablabla" and "kill monsters" in console (for example "summon heresiarch" and "kill monsters") ). Please note that ideally is to use my config for testing (you can use both your and my configs just to prove that it works on different configurations) Actor names can be found there: https://zdoom.org/wiki/Classes:Hexen#Minions https://zdoom.org/wiki/Classes:Heretic#Characters Please note, that this is related both to heretic and hexen. For now, I only found this bug for hexen/heresiarch, but I remember 99% that I saw another monster examples with same bug, so I will test all of them when have time Please ask any questions about the process, if you need additional information NOTE: sprofs.txt file are related only to GZDoom. Please don't add this file to Doomsday pack.
  19. theleo_ua

    Hexen Neural Texture Pack

    Hi again I reported heresiarch's corpse bug to GZDoom dev team, and here is the answer: issue originally reported by the OP (with the Heresiarch's death animation) is a mod bug, and is caused by the lack of the SPROFS lump Concerning the offsets, what many makers of the texture packs tend to forget is a lump called SPROFS. This is used to fine tune offsets so that the cases where the automatic does not work can be handled. If you replace a sprite that's handled in here there must be a definition for the replacement because it won't be subjected to the "IWAD-only" filter anymore read full disucssion here: https://forum.zdoom.org/viewtopic.php?p=1128677#p1128677 So, could you please fix the mod and add SPROFS lump to fix heresiarch corpse bug? As I understand, not only heresiarch corpse is affected, so if you want, I can test on all corpses and give you the list of problematic monsters If you have problems with reproducing, please use these steps, config and testmods: https://forum.zdoom.org/viewtopic.php?p=1126062#p1126062 NOTE: it's VERY important to use my config to reproduce this! Because when you say "After removing the modified sprites, the shift still remains", this is because your settings is not equal to my settings, which made correct behavior without mod and incorrect with mod
  20. theleo_ua

    Heretic Neural Texture Pack

    Which process authors of Heretic and Hexen neural packs has?
  21. theleo_ua

    Heretic Neural Texture Pack

    I like current 4x version, and I don't like doom 2x version, so waiting for a moment when author of doom neural pack will update his sprites to 4x or 8x From my point of view, heretic and hexen sprites looking awesome (with 4x), and will look much worse in 2x From my point of view, original vanilla idea is saved in this (and hexen) pack, and has big difference from hi-res packs, which doesn't save the original idea So in case author will decide to create 2x version, I STRONGLY recommend to leave 4x version untouched, meaning that we should have 2 different versions - 2x and 4x, so users like me will always have the possibility to download 4x version (which is better from my point of view) For example, if we talk about 2x version of doom, I really don't see much difference from vanilla 1x version (that's why I want 4x or 8x version for Doom). Yes, I understand that 4x and 8x for doom can be cartoonish, but I hope that authors will adjust neural algorighm parameters so we will have non-cartoonish vanilla-like 4x Also I want the same for Strife
  22. theleo_ua

    Hexen Neural Texture Pack

    also TELEA/B/C is missing in 1.1.3 (hexen_gz.pk3)
  23. theleo_ua

    Hexen Neural Texture Pack

    textures/x_fire04 is missing in 1.1.3 (hexen_gz.pk3) also please check hexen_ds.pk3 for the same bug
  24. theleo_ua

    Doom Neural Upscale 2X [v 1.0]

    GZDoom 4.1.0 Released: https://forum.zdoom.org/viewtopic.php?t=64485 And important change, which may broke current Neural pack: I suggest to update Neural pack and check that it works in new GZDoom correctly
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