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inkoalawetrust

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Posts posted by inkoalawetrust


  1. 6 hours ago, Biodegradable said:

    Oh yeah, DeepDream, man I haven't thought of that old thing in years. I see it's still only really capable of turning everything into eyeballs and peacock feathers lol.

    I doubt Google has updated it since. But I always saw dog faces and eyes, not peacocks lol.


  2. 1 hour ago, hobomaster22 said:


    Pretty good numbers for such a dated card. I've finally been playing through Frozen Time since it's actually playable and I can easily stay at my 300fps cap without even stressing my RTX. Funny how a lot of these benchmark maps aren't really stress tests for Helion. After this next release I think the next feature will be UDMF. The 65k side limit isn't nearly enough to stress modern RTX cards. Then we can see what it takes to start tanking FPS in terms of map geometry.

     

    With how fast it is. I think it's unlikely to even see Helion dip below 60 FPS on like, a GTX 1060, until you start making maps that are the size of GTA 5's map.


  3. Honestly with how prehistoric your computer is. And because Vista and 7 have been out of support for the past like 3 years, meaning new programs will over time not even be able to run on those systems. You are probably better off installing a lightweight Linux distro like Puppy Linux or LXLE instead. LXLE in particular is based on Ubuntu, so it should have better software support.


  4. Are you rendering with Cycles ? If yes then I would suggest using Eevee for renders instead since it produces way cleaner and sharper results like below. And use a pixel filter size of like .5 pixels, to not have super sharp pixels, but also not end up baking GZDoom's default trilinear filter into the sprites.
     
    MMBTA2.png
    MSV1Z2Z8.pngMBTPV2V8.pngMBT0F2F8.png

    Another reason might be that the materials you are using, especially that wood material, might have too much procedural noise going on. So if those materials are procedural and made by you to add variation, try smoothing out the white noise that is passed to the PBR inputs.
     

  5. On 6/19/2023 at 12:16 AM, Halfblind said:

    I didn't know that Brutal Fate was made with GZDoom. I thought that it was made using a modified version of the Build engine.

    Yeah it definitely isn't made in Build. It's a ZDoom game, however it's more of a Zandronum game in practice. It's only a "GZDoom" game because Zandronum doesn't use the GPL license due to some non-GPL code like FMOD. If it weren't for that it would be a Zandornum game instead.


  6. 3 minutes ago, dasho said:

    Old video, but this should be at the timestamp where we have what I believe is more or less the same effect.

     

     

    Obsidian can now generate polyobjects ? Let's fucking go that was one of the things I really wanted to see in ObAddon, wonder if vertex terrain would be doable too. Or are they Strife animated doors ?


  7. Just now, Ludi said:

    I'm sure Chubzdoomer is a nice guy, but a lot of his advice has aged very poorly, or was wrong on day one. If you want a good starting point for mapping, I recommend GamingGargoyle's video on the subject. 

     

     

    I have no idea where you are getting that any of his tutorials were wrong. Pretty much all the ones I've seen myself are correct. And the only way his advice has "aged poorly" is that his oldest videos are out of date by now. Even then, the door actions are still as shown in his DB video, Brainer is having an issue simply because he picked the UDMF map format (Which didn't exist in 2008 AFAIK) rather than vanilla.


  8. Door.

    Anyway. The reason your actions are different is because Chubzdoomers' ancient video is using the vanilla Doom 2 game configuration. While you are using GZDoom: Doom 2 (UDMF). To make a normal door in UDMF that both players and monsters can use, you use Door_Generic and the activation method to also allow monster to use the doors' lines:

     

    image.png


  9. You know I already knew that Atari is still around. But it's still shocking to me to hear that they are actually doing much of anything.

     

    Also, half the acquisition will be payed with Atari shares ? Lmfao, what are those even worth ? Might as well pay Nightdive with 5 million Robux, as those probably have a better conversion rate to USD than shares to a company that was last relevant when my mom was younger than me.


  10. I'm seconding Graf. Sure, "mobjs do actually have height information, but vertical collision in the original id Tech 1 engine is only applied for projectiles and items, not solid mobjs" is more accurate. But it's not only not as catchy, but requires Joe Average to actually know enough about Doom to get what that means in the first place, at which point they'd probably not be getting confused by this idiosyncrasy in the engine to begin with.


  11. Since this thread has apparently turned into talking about how long our Dell shitboxes have lasted. My small form factor Optiplex 760 has lasted for about 7-8 years of daily use, gone through many dozens of power outages and brownouts, and still works to this day. It has also only been cleaned twice in its' lifetime, this is what it looked like the second time it has ever been cleaned, when I decided to open it up and clean it, before setting it up in the living room.

    IMG_20230126_191158.jpg

     

    It has gone through this much wear and tear and abuse, while spending most of its' life in this state. It's a piece of shit by every metric except reliability. My current custom built system has bricked 3 separate times, requiring me to RMA and replace CPUs and boards. While this PC still works with the exact same hardware it had since it was assembled in 2009.


  12. My current main PC has a Ryzen 5600X and an RTX 2060, and I had it built in August 2021.

     

    But before that, my only computer was a Small Form Factor Optiplex 760 that I was stuck with for almost 8 TO 9 YEARS. Saying that it was too slow for me to do much of anything with it doesn't even begin to describe it. I had extreme lag and occasional freezing just using Google Chrome, and could basically only watch videos at 480p.

    When I got my current computer I felt incredibly awkward just using it and opening programs because I had literally never actually used a computer that was this responsive, so everything felt unnaturally smooth not taking half a minute to open Chrome.


  13. Okay this is going to be kind of a mess because I'm not picking mistakes in any particular order, but:

     

    • ZScript does not have any method specifically called CheckForCollision(), but it does have collision and position checking methods of course.
    • The projectile firing functions for actors are also not virtual methods.
    • You don't need to explicitly add a newly spawned actor to the game world, that's literally what spawning it does.
    • No AddToWorld() method exists either, however, there do exist LinkToWorld() and UnlinkFromWorld() methods for adding and removing objects from the blockmap.
    • You need to give projectiles custom movement code of course, the MISSILE flag already tells the existing movement code that the actor should move like a projectile.
    • The most egregious error is that the PlasmaBall class is defined INSIDE the PlasmaWeapon class, which I don't think any programming or scripting language out there even allows for.
    • It also assumed that projectiles have their own base class, which unfortunately they don't, all that stuff is just put inside the Actor class. To make a projectile you just need to at least give it +MISSILE; or ideally add Projectile; to it, which adds all the flags needed for a projectile in one go instead of adding each of them.
    • There is also a minor issue that it thinks that projectiles have a dedicated Owner pointer, they actually don't, Doom projectile use the target pointer for that purpose, and homing projectiles like the Revenant's missiles use the tracer pointer instead.
    • To give a projectile damage, you usually do it by simply defining a Damage or DamageFunction in the projectiles' Default{} block. But you can also modify an actors' damage value by using SetDamage(). And there's also a GetMissileDamage() function that can get the actual damage of the projectile.

    It did get right that weapons inherit from a base Weapon class though.

     

     

    TL;DR there is very little ZScript information out there compared to real programming languages, or even just scripting languages like GMod's Lua API. So ChatGPT didn't actually have much to work with and simply had to mostly assume that whatever ZScript is, it works similarly to other such programming and scripting languages.

     

    I still think the most egregious mistake is putting a class definition inside another class definition though. I seriously doubt ANY programming or scripting language it knows about works like that.

     

     

    ChatGPT was trained in 2020-2021 if I remember correctly. So the reason it was able to type out any ZScript code at all* was probably because it found a copy of the ZDoom wiki circa 2021. Which keep in mind was pretty lackluster in terms of ZScript documentation back then, still is now frankly. But me and several other people like Boondorl and Major Cooke have added A LOT of ZScript documentation since then. But I digress. Basically, there was way less ZScript documentation back then, and even less actual code snippers. So that's probably why the code overall resembles ZScript, but is massively wrong, since it has to fill in the gaps with its' much wider knowledge of other languages.

     

     

    *Like the way it makes a new PlasmaBall instance, which is kinda close to how new non-actor classes are created, and only really works like that in ZScript AFAIK, even if it too is incorrect, since the projectile is an actor.


  14. Okay everyone, here is an automatic fix for the URL directing problem Boris pointed out until Tormentor fixes the site (Me and probably @Gothichave already emailed him about it.). You will need to download this extension: https://github.com/einaregilsson/Redirector

     

    Once you've installed it to your browser our choice (More likely than not Firefox or one of the hundreds of Chromes), you will need to import this JSON file to the extension:Redirector.zip

     

    image.png

     

    Edit: If you have an account on Realm667 and you had logged out before the site broke, you still can't log in. This can't be fixed by the Redirector extension (I tried on an incognito  tab, since the site already worked for me normally due to never logging out.). So Tormentor wil have to come back and actually fix the site for the logging in to work.


  15. You are probably using an old version of the mod since you said you got it from ModDB, the most recent versions of PB are on the Discord server, and you can also download the mod from GitHub and use it as a loadable ZIP file.

     

    As for the weapon itself, it is pretty powerful, and better to use against weaker enemies IMO. But I find the chainsaw to be better against more powerful enemies like Hell Knights, especially individually, since it can painlock any non-boss enemies. But I don't like using the chainsaw as a melee weapon against weaker enemies. As for throwing the axe, I myself rarely really do that outside of fucking around, since I don't find it that useful as a throwable weapon, especially since you can throw it somewhere where you can't get it back, and then you need to find a new axe.

    Also, I don't really think either the axe or the chainsaw are that OP, at least not when you are dealing with many monsters at once that are all attacking you.

     

    On 11/24/2022 at 5:35 AM, Metal_Slayer said:

    Surprise, any mod with the word "Brutal" in it doesn't have anything similar to balancing in it. The developers just add any weapons they can find on the internet.

    I don't remember any axes in Wolfenstein.

     

    If I had a cent for every time someone brings up something BD related and then someone popped out of the woodworks to shit on it, I wouldn't be broke right now.

    He didn't say the axe is unbalanced, he said that it is sometimes buggy when used as a throwable projectile.


  16. 6 hours ago, Mr. Freeze said:

    TVTropes fosters this idea that everything in fiction is quantifiable, and attempts to make every character, every work of fiction, every thing into bullet points and checklists. A guy sitting on a chair isn't a trope! 

     

    Cinemasins should be taken into a back alley and have the shit beaten out of him. 

     

    Well you are in luck then, because TV Tropes also thinks that people sitting on chairs isn't a trope !

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