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Turin Turambar

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About Turin Turambar

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  1. Turin Turambar

    DBP68: Outposts Of The Wasteland RC1.3 [-cl 2]

    It seems an ideal wad to play with the Ashes weapon pack!
  2. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    I think he is talking of full unicode support? As in, extended alphabets, so the texts can be translated to Russian or Japanese or whatever https://en.wikipedia.org/wiki/Unicode_block
  3. That looks great! But you know, after 5 years of different teasers, I have to be a bit boorish and ask... is there any estimated timeline to the release of the 1.0 version? End of 2025 maybe?
  4. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    Good point! I have been looking at the progress of Helion since the start, and it's nice to see it grow this way. Regarding ACS/mbf21 and Doom mods, I confess I'm a GZDoom player usually, and one of the core reasons is of course, mods. Sometimes I may play with some weaponset like Final Doomer+, other times Smooth Doom or Beautiful Doom, but that's only occasionally. One of the biggest impediments to use another sourceport is that I'm accustomed to play with some small Quality of Life mods like Autosave mod (so the game saves on its own every pair of minutes or so to a rotating number of autosaves) and Ultimate Custom Doom mod (with this one, I just use the basic functionality, I may raise up/down the damage dealt or damage received, as a way to adjust a wad difficulty on the fly, very useful sometimes when I notice I should have played a megawad on HMP instead of UV when I'm on level 11 already, or to play some wads that are too hard but don't implement difficulties). I comment this less to impel you to copy GZDoom modding capabilities (huge can of worms there!) and more because it occurs to me that precisely these two features of these two mods are small enough that they could be replicated natively in Helion, as some advanced option the players could use. It's conceivable that the essential functionality could be implemented in just two or three hours. Of course, the other reason I like GZDoom is the same reason I like Smooth Doom: I like Doom looking as good as possible (while still being recognizable as Doom, for example the Raytracing version that got out the past week goes too far!). So I like using the Dynamic Lights, Ambient Occlusion and Bloom options in GZDoom. Any future plans to implement something similar in Helion at some point in the future?
  5. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    Good job. Although, for next version, maybe you can add description to every setting available. What is it Monster Hunter Detection? And bump use? And in the comp. options, vainilla movement physics? In fact, one of the first things i noticed upon loading Helion was that the movement was 'off' (accustomed as I am to GZDoom) etc etc
  6. Turin Turambar

    VDP-MonsterRandomizer - UPDATED September 1, 2022

    There are still things that could be improved. For example, I would like to have some kind of themes or presets to choose from, instead of being purely chaotic random. There are enough enemy types at this point that you could make a 'Dark' theme, a 'fantasy' theme, a 'scifi/robots' theme, etc, so the player could choose from.
  7. Turin Turambar

    Pirate Doom II (finished!)

    I'm in map 18, and I just wanted to say this is a great megawad. In fact I think it's better than Pirate Doom 1, you can notice how the creator is now more veteran and experienced, and can do better things. The Doom + cartoon pirate style from MI works as great as always. The maps are short and sweet, and varied. The attention to detail, the visual gags, it's a great wad.
  8. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    is a toggleable option? Honestly, I never cared for sprites clipping a bit.
  9. Turin Turambar

    Insanity Edged

    In map 07 I got I'm curious, because I have read there is a secret exit or something like that.
  10. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    It runs it beautifully, of course. Although now that I compare both side by side, I have to say that I always like the ambient oclussion effect from GZDoom, it really gives depth to the lightning of the game. Do you have any future plans for implementing something like that? I also see now you have a proper options menu, you didn't the last time I really tried this sourceport. Congrats :P. What autosave does, exactly? Does it save every few minutes? Also please include a invert mouse axis option. I know the workaround of putting a negative number, but still, respect us old gamers with inverted brains damnit :P
  11. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    Interesting, as just now I was playing map 32, and it doesn't have the best performance in gzdoom.
  12. Turin Turambar

    Supplice - Episode 3 is out now on Steam!

    Why I can't use the M key to mark locations in the automap? Weird given it's GZDoom engine.
  13. Turin Turambar

    Supplice - Episode 3 is out now on Steam!

    I'm swamped in other games right now, but in a pair of weeks I will play and give feedback of ep 2!
  14. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    My results, amd 7600x + nvidia 4080, 4k res = 1730 fps on the starting point of SoS map 32. 2070 on Sunder map 15.
  15. Turin Turambar

    Helion - C# (0.9.4.0 8/24 - Goodbye BSP tree rendering)

    under what resolution, in what position, etc? I'd like to compare with my machine. With a normal rtx 3070 I have from 1170 to 1500 fps, flying+noclipping around. I have a rtx 4080 to test tomorrow, if you want the data point.
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