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-TDRR-

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Everything posted by -TDRR-

  1. -TDRR-

    Brutal Doom: Classic v2

    I agree 100% with you, but most people just think it's much better to have the extra gore which honestly i don't like. A mutator may be done. I know of course that v20b is faster than v19, but literally all the point of this is to keep the v19 look and feel the exact same and that would be a pain with v20b. Also, performance has been increased way more in the upcoming update, so you may want to hang on until the next one. In my own personal opinion i couldn't really care less about how this runs with Extermination Day because i know it runs bad anyways and i don't have the computer to do a fair performance gauge on it. Did you try out using ZDoom LE or Zandronum? If you are using latest GZDoom then it's quite obvious performance will tank.
  2. -TDRR-

    Brutal Doom: Classic v2

    CHUPER IMPORTANT ADVICE Some of you may already know this, but modern GZDoom just won't cut it for people with old, rusty hardware. Maybe not even that rusty, my desktop PC (Dual-Core 3GHz) struggles with modern GZDoom despite that it should be able to run at least decently with simpler mods (Smooth Doom runs incredibly bad, for example) so you may need to get another port that can fit your PC. I also tried ZDoom32 but it's still relatively slow and playing BDC on it gets choppy at times, so if you got a bad PC, you should instead get ZDoom LE! It makes this mod run smooth like butter, at a smooth and rock-solid 60fps! Sometimes it's not the mod, but a combination of the source port and your PC, so try using something different. The order i would recommend is this: GZDoom (regular modern GZD) LZDoom (modern GZD but with older renderers) ZDoom32 (ZDoom 2.8.1 but beefed up and kept more up to date, with a OpenGL 2.0 renderer) ZDoom LE (ZDoom 2.8.1 for old computers, with a OpenGL 1.4 renderer and blazingly fast framerates) My recommended ports for Brutal Doom: Classic (and the target one too) are ZDoom LE and Zandronum, both will work really well. Happy 120fps fragging!
  3. -TDRR-

    Brutal Doom: Classic v2

    Alright, here's a sort-of progress report: I have started development of Project Brutality Classic, and literally everything i have gotten in is the M2 Plasma Rifle, i would put the other weapons but they don't fit at all with the other weapons of v19 and look very out of place. If anyone has sprites that fit in better i would appreicate that. (I'm not saying that the sprites look bad, but they just look incredibly out of place) monsters will definitely be added but much later, right now weapons are my focus. Performance has started to get better, it still really sucks in this Celeron 1.4GHz with a Intel HD 4000, but my goal is to get it running decently in this laptop. I have reduced the speed of the tracer effects so they don't drain performance as much. Missiles have also been cleaned up and now spawn half of the actors they used to, yet they still look pretty nice. Gore effects have also been toned down, being the main source of slowdown. I still can't figure out why it's still so slow, isn't there any function to count the amount of actors?
  4. -TDRR-

    Brutal Doom: Classic v2

    Wait, hold up, don't get too excited! When i said "cleanup" i didn't mean stuff like BD Lite but just minor adjustements to make it more readable, if you want something to make a mod off it you can just use BD Lite instead of this, which is aimed at playing, not modding.
  5. -TDRR-

    Brutal Doom: Classic v2

    @Beezle No, the Realism Mode strays too far from the v19-ish ideas and i wouldn't want to see it in the main package. Maybe as a mutator. That said, if there's anything else you would like to see in this branch of BD, send the ideas in! Thanks! It is pretty fun to work with v19, as it's my favorite version, everything felt very good in it, so naturally i had to keep it more up to date.
  6. -TDRR-

    issue with weapon change from revolver with scroller

    The current versions of Project Brutality are quite broken, try using PB 2.03 in the meantime stuff gets fixed up. As for what exactly causes this, i'm thinking the deselect state just doesn't have any codepointer at all so it doesn't do anything.
  7. -TDRR-

    Alternatives to GZDoom

    Eternity and EDGE should be relatively close. But if you want a version of ZDoom geared for old hardware, there's LZDoom and ZDoom LE, both made by drfrag. They are really cool for running GZDoom in computers that normally don't. LZDoom is pretty much just modern GZDoom with an older Direct3D backend and other tweaks for older PCs. ZDoom LE is a modded ZDoom 2.8.1 with performance increases, support for Windows 98, OpenGL 1.4 render and very high framerates.
  8. -TDRR-

    Sszdoom help

    Just use the -multiMonitor command line parameter. Also, if you are playing just Vanilla Doom in SSZDoom (no mods), there are MUCH better options around, like Doom Legacy, ReMooD and EDGE.
  9. -TDRR-

    How to code weapon combos in GZDOOM?

    Well, like in Mortal Kombat, only PillowBlaster and Doomero know how. But like in Brutal Doom (the fists i mean) it's quite easy. There's a fairly clean example in a mod of mine, DUBG. So do check that out if you want something like it, it's in the FIST.txt file.
  10. -TDRR-

    How to code weapon combos in GZDOOM?

    What exactly do you mean by weapon combos?
  11. -TDRR-

    Why is Odamex so underplayed?

    Heretic compatibility is planned, but i think it would be for 0.9 and not 0.8. If you guys want to make Odamex more played, then enter a server (even if it's empty) so that if anyone passes by they can see that there's actually activity in Odamex and even join! Because as Ralphis said, when there's no one playing then no one wants to try to play, so it just loops over and over and over.
  12. Why? It has a lot of good stuff, as said in the spoiler below. And probably other stuff. What do you think about Odamex?
  13. -TDRR-

    Why is Odamex so underplayed?

    That can change if you tell your friends about it ;) (seriously though, if you do have someone who plays Doom multiplayer, try to play with them on Odamex, maybe they could play it from time to time)
  14. -TDRR-

    Why is Odamex so underplayed?

    Click on this text to find out more about Odamex
  15. -TDRR-

    Why is Odamex so underplayed?

    Well, of course, i'm talking about most of the time instead of just on special events, which finally appears to be happening once again.
  16. -TDRR-

    Why is Odamex so underplayed?

    That setup is way too strange for beginners and isn't really welcoming at all. Just leave the buttons configurable to the user and use the one i suggested which is the simplest to use. Similar to the SNES version of Doom, which despite having input delay controlled great.
  17. -TDRR-

    Why is Odamex so underplayed?

    Wait, there are PSP and Android ports in early development? That's fantastic! About the Wii port, you should ask the guys who made the Quake ports, they are piko, Eluan and Izhido, all their ports include very stable networking. (no hosting though) Also, i'm definitely going to do a WiiBrew article on it whenever the Wii port is done ;) Nice to hear that the Discord is growing! I will join too. EDIT: Almost forgot, will the Wii port ever support Wiimote alone and Wiimote + Nunchuck? Wiimote alone would be really awesome, maybe D-Pad = move and turn, + and - = Switch weapons B = Strafe, A = Automap, 1 = Use, 2 = Fire. Wiimote + Nunchuck should be obvious.
  18. -TDRR-

    Why is Odamex so underplayed?

    Indeed, i noticed that it tries to stick to vanilla yet enhance at the same time, and it sure does well. You are right, i just now noticed that Odamex isn't exactly the most easy to use sourceport but it is neat when you figure out the important stuff. I only wish that someday we got the chance to bring a lot of players to Odamex. I can imagine many ZDaemon players prefering a more vanilla-like sourceport that isn't so butchered (blockmap bug in cases where it doesn't happen in vanilla?!) an Android port is what i feel could help a lot considering the only other mp sourceport in there is Delta Touch's Chocolate Doom (and that kinda sucks compared to Odamex for it's own reasons) and is also the only MP sourceport viable for Playstore distribution. Odamex also plays very well with high ping, yet Zandro struggles at 70ms or so, ZDaemon does work decently with 150ms though. Definitely would be my go-to multiplayer sourceport.
  19. This tutorial is awesome, i can finally find people to play and servers with low ping across all three main multiplayer ports without having to use separate launchers. Hope you don't mind if i make a spanish video tutorial of the IDE method. Does IDE support language packs though?
  20. -TDRR-

    k8vavoom: no good thing ever dies!

    Here's DUBG Yes, it's made by me and while it is nowhere near being one of the best mods i still enjoy playing it. It doesn't use super-complex tricks nor anything out of the normal, so fixing support for it should be adding the following: Player.UseRange (property) Player.Colorset (property) Player.Face (property) A_FireSTGrenade (codepointer) A_Warp (codepointer, this isn't as necessary, merely for PvP glorykills) I meant checking like this A_JumpIf(x == somenumber, "Lolz") You should add a -laxdecorate parameter that ignores the same errors GZDoom does but with a huge message window before starting that says something like "DO NOT REPORT ANY BUGS WHEN USING THIS PARAMETER, YOU HAVE BEEN WARNED" Also, who cares if this can't run BD? Performance is bound to be SO BAD that you couldn't possibly play it in many levels. EDIT: I edited DUBG a bit and got it running but the weapons barely work, they don't eject casings and the animations are all very messed up, i suppose TEXTURES animation confuses Vavoom.
  21. -TDRR-

    The "stupid mod idea" thread

    I was actually thinking about doing a ZKeen sort of thing. Not really a combination of Keen and Doom but just Keen in the ZDoom engine, would make for a neat way to play Keen online, be it Deathmatch, Co-op or any other gamemode. My maps look like garbage so that's basically why i haven't done much yet.
  22. -TDRR-

    Share a random fact about yourself

    I learned English with 10% the knowledge i learned from primary school, and 90% playing online games when i was 9 years old. My native language is Spanish. (i feel you Gaia74 my writing sucks too)
  23. -TDRR-

    k8vavoom: no good thing ever dies!

    Something that completely prevents many mods from running on this is the fact that it bombs out when a replaced type isn't found, when it would be better to just print an error to the console and continue as normal. Basically anything that adds support for other mods or Skulltag content will never work without modifications in this thanks to that. I really like how it looks and the Quake effects are neat, but the rendering interpolation feels very laggy, you press a key and there's a noticeable delay until your character actually does it, especially moving. Also, does this already support checking x, y and z values in DECORATE, along with ACS libraries? If that's the case then it should be pretty easy to make a dynamic light pack for the IWAD maps. EDIT: Wait this runs BDLite already?! EDIT2: Aw, but it doesn't run DUBG, would have been cool with the new effects. EDIT3: You should also try The Adventures of Square to see which features work and which don't. If that doesn't run you can try my backport of it
  24. -TDRR-

    Is Freedoom DEAD? 😱

    BRING BACK THE OLD ROCKET LAUNCHER- uh i mean I don't really think FreeDoom is dead, anyone can just go and continue the project. I would but i really suck at drawing, mapping and basically any other thing i could help with. FreeDoom is so complete right now that besides not being vanilla-compatible and missing one map in Phase 1 it wouldn't have much problem if it stopped development right now.
  25. -TDRR-

    CTF & Last Team Standing? ala CS:GO

    I have made a CTF mode in the following 4 mods which can be used with Team LMS: Doom Fortress 2 Skulltag Emulation DUBG (name change pending) And the base CTF mode, works with any gameplay mod For the most/best maps choose either Skulltag Emulation or DUBG. Skulltag has 10 (20 if you count ST maps) CTF maps and work nicely with most gameplay mods. DUBG is a gameplay mod by itself and has only two but fairly refined CTF maps. To play it, you need to start up a match of Team LMS in one of the maps, in DUBG it's DCTF01-DCTF02, Skulltag Emulation is D2CTF1 to D2CTF10 and D2ST1 to D2ST10 for Skulltag mode maps, Base CTF is MAP01 to MAP03 and Doom Fortress 2 i can't remember.
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