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About Gutawer

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  1. Gutawer

    what are you working on? I wanna see your wads.

    It's for a specific project. We'll release it eventually and then the code will be available, but the nature of the generation is pretty specific to the generation algorithm we use and it doesn't just work on any Doom map. So releasing it standalone is impossible, and even if it were possible, it'd be fairly useless to other people who weren't trying to do the exact same thing as us.
  2. Gutawer

    what are you working on? I wanna see your wads.

    So over the few weeks or so I've been working with Nash and a few others on a GZDoom roguelite thing. I've been working on a custom map system to replace the traditional doom automap: This rotates, can zoom and otherwise does all the things the normal map can, but we felt it fit better in the style.
  3. Cool mod! Just to note though, there's a pretty severe and incredibly easy to fix performance problem. On Ancient Aliens MAP12, in the starting shot, I get a drop from ~325 FPS without your mod to ~55 FPS with it. I looked at your code for a bit and this is the culprit: for (int i = 0; i < Level.Lines.Size(); i++) { Line ln = Level.Lines[i]; if( !(ln.flags & Line.ML_MAPPED) && !CVar.FindCVar("strkr_mapshowall").getBool() ) continue; This wastes a hell of a lot of time by re-accessing the CVar every single iteration. Since it's not going to change, this will bring a significant FPS boost: bool dontShowAll = !CVar.FindCVar("strkr_mapshowall").getBool(); for (int i = 0; i < Level.Lines.Size(); i++) { Line ln = Level.Lines[i]; if( !(ln.flags & Line.ML_MAPPED) && dontShowAll ) continue; On my computer, this brings it from ~55FPS to ~195FPS, so a very significant increase.
  4. Gutawer

    what are you working on? I wanna see your wads.

    A weapon I've been working on for Elementalism:
  5. Gutawer

    Can I put ACS...

    This is possible, but it's not quite as simple as just compiling a lump and putting it in the pk3. You should read https://zdoom.org/wiki/Libraries and https://zdoom.org/wiki/LOADACS to know how to make this work properly.
  6. Gutawer

    The Doomguy Test

    Yes to 4, 6, 8, 12, 14. Goddamnit. Guess I'm part revenant.
  7. Gutawer

    Will there ever be a decent 3D model pack?

    GZDoom has per-pixel model lighting on models already, but it's only for dynamic lights, and so since the vanilla maps contain precisely none of those, it still won't fix any issues with the lighting anyway. I personally feel that the reason 3D model packs just don't work is because Doom's sector based lighting just looks bad with models, it creates a contrast between the lack of detail in the lighting and the detail in the 3d models.
  8. Gutawer

    Post Your Doom Picture (Part 2)

    We posting JOM map screenshots? Sure. In-Game Shots:
  9. Gutawer

    Post Your Doom Picture (Part 2)

    I feel like you could mask it pretty nicely by spawning splash actors at various intervals round the edges of the pillars - it should give the impression that the nukage is actually hitting it.
  10. Gutawer

    SLADE - now with scripting

    Just had a play around with this (made a quick convenience script which fills in a pk3 with a ZScript & MapInfo lump, since I always end up doing that manually), very cool stuff! Just curious though, what am I supposed to do if I want to save a script permanently? I don't see an option in the script manager to do this.
  11. Gutawer

    SLADE - now with scripting

    Sounds really cool, but when I try to open Tools->Script Manager, SLADE immediately crashes: :/
  12. Gutawer

    Post Your Doom Picture (Part 2)

    Baked lighting means that the lighting is in the texture, rather than applied in-editor.
  13. Gutawer

    Post Your Doom Picture (Part 2)

    Finished layout-ing this thing, I think. Now to begin the fun process of thing placement D: Some in-game shots:
  14. Gutawer

    [QZDoom] Gutawer's Shader Shop

    I've changed the topic title here to serve as the place for any future shaders I make - on that note, two new shaders added to the OP :D. And, also, I've updated the Drunk shader to be compatible with the Underwater shader, since there would have been some name conflict otherwise, if you'd like to use the two together, you should re-download KDiTB.