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About Sinael

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    Warming Up
  1. Sinael

    DHMP - Doom High-res Model Project

    The problem with all these 3D model annimations is that there are no momentum or weight to them. Doom sprites do not concern themselves with this since the frame count is too low for that to matter - the problem arise when people try to re-create the animations 1:1. The most obvious example is Pinky - the walk is smooth as if he's skating around on wheels (or the floor is really slippery). The movement loop of his legs is one smooth motion. Instead it needs a pause when he lifts a leg, distribution of the weight, then a sharper motion when he plants it. You also need to calculate the animation so that his other foot remains planted on the same spot instead of "skating" forward. This is not noticable in original Doom because all motions are "sharp" due to frame count. Here, whatch this video that explains it a bit better (from about the middle) Another issue with HD model packs is compatibility. Many wads alter appearance of monsters slightly, or make new ones, and even if its just one alteration happens (like creator using that one blackhorned pinkie) then it all falls apart because now there are sprite enemies walking among polygonal ones - the clash is terrible. Example: Ancient Aliens that replaces many monsters with sprites tweaked thematically.
  2. Because you are not supposed to do that. "You can jump there" is a troll trap. I played throuhg the map quickly. You are supposed to find other keys and use them to open a nearby door that leads to the switch, which lowers this section for a few moments enough for you to run up to it and grab the key.
  3. Sinael

    [HELP ME] GZDoom squashed endgame screens.

    You can try defining the image size and offset in TEXTURES lump, see if it works. GZDoom in general requires some poking around and defining additional stuff toreplace game assets, but it is also more flexible with what it can do.
  4. PRBoom/PRBoom plus are as close to vanilla as possible while incorporating Boom features. That means explosions aside from Archvile attack to not apply vertical momentum to anything, including you. Rocketjumping in Doom consists of blasting against a wall to get more horizontal speed, but it does not allow you to "jump". ZDoom and GZDoom treat explosions differently and apply vertical momentum if the target is not touching the ground.
  5. Sinael

    White dots/pixels on walls! gzdoom

    Great! Looks like dpJudas's spotlights code also got merged. Means soon we'll be getting some more advanced dynamic lighting options and actual flashlights that aren't a string of light actors.
  6. Sinael

    White dots/pixels on walls! gzdoom

    It has nothing to do with FXAA, nVidia GPUs or AMD GPUs, drivers or anything like this. It's a Rendering Quality issue. GZDoom has 2 methods of rendering - high precision and low precision. Lower precision obviously means higher speed, but the cost is that sometimes white dots appear on texture seams. https://zdoom.org/wiki/OpenGL_options Setting "Rendering quality" in Opengl options to "quality" (or gl_render_precise to 1) in THEORY should rid you of hte artifacts in question. The problem is, since GZDoom 3.0 the feature does not work and only low precision rendering is available. Zandronum should still have it working though, try setting it on and see what happens.
  7. Sinael

    Brutal Doom wins mod of the year on Mod DB

    IMO Mark chained himself to the Brutal Doom with his fame and Patreon support. He can not find it in himself to break away from it and try something new. Or he simply can not do something new. Maybe it's for the fear of loosing support of his fans and the income they are getting him. Maybe it is for other reasons but I digress. Several other prolific modders that were mentioned before entered the scene after Mark and produced much more varying content and feature-complete mods, while BD continues to lumber on, slowly getting several features nobody asked for in the time it took other people to start and finish their projects. But Mark is not a one-trick-pony. Not at all. He just needs to find it in himself to declare BD feature complete, polish it and fix the bugs (those I mentioned STILL happen - tested it with latest version). And focus on the thing he is actually good at - mapping great continuous, detailed campaigns. Even if those maps would be balanced with BD in mind, as long as they are playable with other mods (at least without crashing the engine), I think people would appreciate his work much more than they do now. He has his own dedicated facebook, youtube,discord and twitter
  8. Sinael

    Brutal Doom wins mod of the year on Mod DB

    I actually played through PL2 with the latest BD release which is why I mentioned it a lot, and those are the isues I encountered just yesturday, but whatever.
  9. Sinael

    Brutal Doom wins mod of the year on Mod DB

    Yet here we are. What I fear is for BD to make a big enouhg splash to attract publishers attention to Mark's patreon which coult totally lead to a precedent of a DMCA on a Doom mod (there's ben a few examples of that recently in other games), which will obviously impact the rest of us.
  10. Sinael

    Brutal Doom wins mod of the year on Mod DB

    Funny you say that. Just today one Unreal Engine 4 game called Guilty Gear Xrd has managed to BSOD my PC twice. I'm pretty sure it did not had the access to the kernel in any way. "Professional Whiner" is a job now. I don't see why modding can't be. It's totally fine... Until someone starts to profit off of other people's work. IMO Sgt. Mark should've cleaned up the house and made sure to use only his own resources and eforts before going commercial. Even with the theoretical crediting of all the willing and unwilling contributors, I still find it extremely dishonest and detestable that he took money for something that contains work by other people that do not receive monetary compensation for their "contributions". On other note, Modding is a job only until a big company DMCAs you and shuts your patreon down. "It's okay since they totally appear in the menu!... Menu is broken btw." And still even on that splash screen hiden away in the inmost dens of the mod's directories, there's no mention of Terminus and quite a few other people, and those that are mentioned are listed as willing contributors. There are few people in there that EXPLICITLY did not gave any permisions to use their work for profit, which is what Sgt.Mark does now, one of them is present ITT and clearly states so.
  11. Sinael

    Brutal Doom wins mod of the year on Mod DB

    Nuts.wad was totally possible on Boom at the time. At crawling pace, but still. And it does not crash or BSOD, not even once as I tried it in numerous configuratons. Also when you are running it, you totally expect what is coming. In Mark's case a mod and a mapset were made specifically to crash GZD purely because he wished it so.
  12. Sinael

    Brutal Doom wins mod of the year on Mod DB

    I must admit, I like BD and its derivatives for the ammount of player->weapon->enemy interaction feedback they give, i.e. shooting enemies with various guns at various bodyparts have different but predictable and controllable effect on them, but I also greately dislike all the audiovisual clutter that accompanies it. Idieally, I wish there was a "neutered" version of BD and BD_monsters_only addon with only hitbox and death animations simplified as much as possible, without any extra scripts, smoke, blood spawns etc. @Sergeant_Mark_IV if you read it, please consider doing such a version, I, and I'm sure many other players would be grateful. So here's a few things I noticed BD totally breaks: 1) Monster teleports. Actual vanilla are mostly fine, but vanilla and boom-compatible maps with greater monster counts that rely on teleporting a lot of enemies at once will face an issue where some monsters do not go into the teleporters once disturbed by gunfire, delivered to them through soundchannel tricks. This causes some encounters to "underdeliver" and make 100% the level impossible due to monsters unwilling to go out of their pens. Happens fairly often on Plutonia 2 as it has a lot of monster teleportation that was done this way. It's doubly worse if the monsters are required to be defeated for progression - then you get stuck for good. 2) Teleportation sometimes sends entities into the walls and out of bounds due to the way BD entities interact with each other upon collision. This again can lead to required enemies becoming unreachable. 3) The opposite of the (1). Some times enemies get riled up way before they meet the player, and due to the way they behave in BD, sometimes start infighting among themselves, so when player arrives to the supposed encounter , half of it is already dead. Again, this may break the progression, and does so in Scythe 1/2 where in some levels a map-wide infight starts as soon as players gets in. 4) Boom and not Vanilla: Voodoo Doll scripting is prone to get broken due to the way Player actor (and by extent a Voodoo doll) get altered - it may not activate the lines it should, or may activate them too early in some cases, breaking and altering progression in ways like: part of the stairs not rising, switch not triggering, part of the combination not working, levels ending prematurely. Combine teleporting conveyor belted, bugged up Voodoo Doll with issue (2) and you get a recepie for disaster, like Voodoo doll getting a small chance of going out of bounds completely disabling any scripts that were reliant on it. In Scythe 2 certain maps have a chance of autofinishing themselves in 20-30 seconds due to Voodoo Doll going commando, courtesy of BD. 5)Monsters having additional hitbox actors attached to them, and having their own properties altered may make them spawn in the wrong way or get pushed in the wrong way. Good example of that is column-type monster closets that have space above them. If they fit just-right in vanilla, they might be unfitting in BD and spawn enemy outside or on top of it. Happens sometimes to 2 cyberdemonds on one of the final maps of Plutonia 2 for example. That's all I can remember off the top of my head, but surely not everything there is. Things BD heavily alters: 1) Weapon balance ofc. Every weapon becomes a "viable choice", combined with headshots even accidental ones makes the game considerably more lenient of hte ammo balance department. Basically put - you don't need as many ammo to deal with same ammount of enemies, and even on maps with tight ammo balance player reserves tend to get stockpiled where they otherwise shouldn't be. 2) Enemies lingering about in "dying" animation, soaking up additional bullets and rockets from both sides and crippling gunfights to an extent. 3) Hitscanners hit heavier and more accurately, which makes many classic shotgunner/chaingunner traps to be a lot more frustrating and unfair, in some cases delivering an instant death due to volume of fire taking down 300+ hp per second and making encounters unwinnable (plutonia 1/2, scythes, numerous other wads) 4) Spider Mastermind is not hitscan anymore, which makes him easier to avoid at longer ranges, while making him deadlier at short range. His Hitbox is somewhat buggy as well, some times making shots go right through it and in other cases counting BFG/rocket shots as headshots, killing him much faster than he should go (this also relates to CyberDemon). 5) Extreme ammounts of audiovisual clutter that does not go away even on most conservative settings and hinders player's capability of assissing the combat situation properly. And many other things. TL;DR: BD alters how literally everything works and any map with any sort of complexity to it has a chance to get broken. Regarding the CPU useage bomb. 1) Many people here seem to think that it's about combining BD with PB as mods, which obviously won't work anyway, while in fact it is about running Makr's new map pack with PB, which otherwise would work and play just fine, if not for the script present. This makes it a different issue from what TerminusEst did: his mod is totally incompatible with BD due to both mods reliant on enemy replacement. Spawming monsters in an unintended manner to assault a player is just a form of visual on-hand demonstration of the issue. Mark however prevents a gameplay mod being played on his map, which would otherwise totally work. 2)Many people here don't seem to understand that "50% cpu useage" is in fact "100% Core 1 useage", and a lot of system stuff is usually relegated to that core. There's also a difference between "formally used, but can be relieved any time for higher priority tasks" and "totally used and unavailable to anything else, since what it does now IS considered a top priority" cpu useage. Such rapid spike in CPU useage can totally BSOD a weaker PC like older dualcores that would otherwise have no problem with running GZDoom mods, or render PC unuseable until hard reset is performed. I speak from personal experience, as I had this happen to one of my older rigs, though in a different scenario (Russian overkill) - while in those cases crash was achieved unintentionally from modders side and is only encountered when certain conditions are met, Mark's intentions on this matter are completely clear. Not in the TXT file. Not on the F1 screen. The credits are given ONLY in the Brutal Doom Options->Resource Credits submenu. And they are given under "contributors" premise which implies that they have willingly given their stuff (which they didn't) to Sgt_Mark when he asked them for permission (which he didn't).
  13. Sinael

    Sunlust [on /idgames]

    How the hell did whoever responsible for map19 midi verrsion of UT'99 music theme anaged to preserve it so well on the midi? If I didn't listen to them back to back. I'd thought it was an mp3 or something!
  14. This one is decent, but I prefer Ahoy more. Sadly, more than half of the other Errant Signal videos aren't good: Sometimes he completely misses a point, overanalyzes stuff to the point of seeing things that aren't there, and often rambles about barely relevant social justice issues.
  15. Sinael

    HD sprites from Doom 3

    Only way for Vanilla compatibility - to recreate monster animations with close ammount of frames. In Doom 2 you can get a bit more frames for other monsters by butchering Nazi monster (popular way), or cutting on Archvile (highest ammount of anims) and decorations. However I wouldn't bother with vanilla support - most people that play it prefer vanilla monsters as well, so it's not like monster mod would be in demand there.