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Sinael

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About Sinael

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  1. Sinael

    Delta Touch on Android

    It's a direct continuation fork of PRBoom+, so to people who are not interested in the new features it would be completely identical in all regards. However MBF21 and DeHExtra it supports greately expand what can be done within DeHackEd format, stuff like ability to add much more new actors and frames, new actor flags, new codepointers and ability to alter more of the previously hardcoded things and so on. There are new mods and maps in the work that use them.
  2. Sinael

    Delta Touch on Android

    Are thre any plans on updating PRBoom+ up to DSDADoom? I'd really like those MBF21 and rewind features without the performance impact of GZD, and I'm sure many would appreciate them as well.
  3. Sinael

    DOOM 4 VANILLA v3.2

    Is there a way to have this mod in Weapons-only form, without any other modifications? Preferably still with ability to mix and match between extra weapons.
  4. Sinael

    Necromunda Hired Gun

    The guns look like they are from modern FPS, not fitting in the 40k universe at all. WHERE ARE THE SKULLS ON THE GUNS?
  5. Objective reasons: It's emulating a lense defect that actual artists struggle to eliminate. It adds visual noise to the image without adding any detail or putting things in focus like DoF does, and does not convey anything (like motion blur tries to convey motion). It does not serve any actual artistic purpose. Personal reasons: It is quite literally headache inducing for people with myopia (nearsighted) like me. I can not look at a ChromAb image longer than 2 minutes before my eyes begin to hurt. Even slightest bit that DeviantArt people love to use is immediately extremely noticeable to me and I can't "unsee" it, because it physically hurts my eyes. Anyway, for me, exploring levels is ~75% of what makes or breaks an FPS game. Procedural levels are VERY hard to make interesting so I don't think this game would be up my valley.
  6. Sinael

    GLESZDoom - GZDoom for potatoes

    This looks VERY promising so I'll be eagerly waiting for new developments. The issue there is the actor spam. Spawning a new actor that has logic (i.e. reacts to environment in any way) has a fair performance cost. This is not an issue when there are only few such actors spawn per second. However main BD/PB gimmick - location damage - relies on spawning several additional actors per monster, 10-15 times per second. This kills performance rather quickly, especially on maps with 400+ monsters - you will have about ~6 times worse FPS than without BD. (70-80 fps vs ~500 for example). Now combine it with complex map that runs at otherwise fine 120-150 fps and you'd get sub-30 framerate. Add in gratuitous blood splatters each one being separate actor as well, and you get the idea lol. You can't do anything about it without completely rewriting the core of its main feature to use some sort of script instead of actor spawning, which would require too much effort to bother for people who could actually do it. Since it has very little to do with the rendering, and much more with the core game logic, it can not be improved by graphic engine optimisations (i.e. this fork)
  7. Sinael

    old games modded still better

    There's a key difference between classic Doom and nuDoom, and that's how progression works. In classic Doom you progress by exploring environment, and finding means to open up more of the environment to explore, whether via switch or a key. Enemies are an obstacle to exploration, but you are generally not explicitly REQUIRED to kill them to progress, unless it's a boss encounter. That's the same structure as Metroid, and gives same kind of satisfaction from exploration, at least for me. In nuDoom, killing enemies is required for progress and you can't progress further until you clear an encounter. The exploration, while "there", is much more streamlined and is not the focus. It tries to scratch a different itch, and as such does not scratch that "explore 3D environment" itch at all.
  8. Sinael

    [FINAL RELEASE] Refracted Reality

    I think I mentioned it in my post - there's a bug, or rather an oversight in the scripting - the barrier supposed to raise as you approach it and release the archviles, then lower when you kill them all, however the archviles are released before you approach the barrier, so you can kill them first. Then when you approach exit, the barrier will raise, but won't be lowered since you already killed the archviles.
  9. Sinael

    [FINAL RELEASE] Refracted Reality

    Some bugs: in Ravage in the chasm area there's a section under the bridge at the cliffside with broken/absent geometry - you can falll there and not die, being stuck forever. In Nexus - the door before the exit got closed right before me and I couldn't find a way to progress. My guess it was going to release Archviles, but I already triggered that encounter and killed them before triggering this sequence, couldn't find way to progress for 10 minutes, nocliped after trhat. In Per Nox ad Astra in the final confrontation one of the monster waves didn't trigger and they didn't spawn, essentially locking the progress. Had to noclip into their holding pen and trigger them that way to progress.
  10. Sinael

    Big spoilers about the levels from a german stream

    I hoped for more levels than original had since it was pretty short. Alas.
  11. There's a bug on E1M6 where a group of linedefs lower platform by value, and its a repeateable action so you can submerge the platform under the ground by repeatedly using it. I guess the platform was meant to rise back at some point but it never does.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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