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Mr. Duk

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About Mr. Duk

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  1. Mr. Duk

    Software vs. OpenGL rendering question

    Interesting. I’ve never played Doom 3 BFG Edition. I’ll have to check that out. I typically use GZDoom (or Zandronum), zDoom and Crispy. I have run the software renderer through GZDoom and it does indeed fix some of those ‘slime trails’, but for whatever reason on my old-ish computer it runs significantly slower than zDoom or Zandronum (which itself is essentially just an older GZDoom). I’ll typically take performance over graphics. I know zDoom is dead but I still feel I get the best bang for my buck with it, unless I need mouselook for Brutal Doom or something. I usually play with the mouse, but without the ability to look up and down. My ideal world would be OpenGL rendering without the monster clipping problems, if such a thing exists. They need an “Old School” setting rather than Smart, Smarter, etc.
  2. Mr. Duk

    What is your favourite episode 3 level?

    That's easy... E3M6.
  3. I like to use both software and OpenGL rendering depending on the WAD, but I've noticed some clipping errors that are unique to each, and I wonder, is there a best of both worlds? With the software renderer, a lot of times I'll see quick "pops" of textures. For example, in E1M1, you can see it with the posts in the first room to the left (with the sergeants and the button to open the wall). In SIGIL, you can see it plenty of times, like in E5M7 near the beginning with the hanging body through the floor. I'll often see vertical lines in WADs (and Sigil) around 'Hell cracks' and those sorts of things. It's less bad in vanilla Doom/Doom2/Final Doom but still there. With the OpenGL renderer, all of this goes away. However, then you get clipping errors with the monsters. No matter what options you choose (such as Never, Always, Smart or Smarter), you're always going to see clipping problems with the monsters that you don't see with the software renderer. An easy example is Barons of Hell or Revenants in tight hallways. The extended arms of Arch-viles are another good example. Is there any way to replicate the look of the monsters with the software renderer while using (and keeping) all of the other features of OpenGL? Does any of this make sense? Is this real life?
  4. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    Question about software renderer vs. OpenGL -- using the software renderer, either in zDoom or GZDoom, I notice a lot of little clipping errors. Is this normal? A lot of the 'Hell cracks' have vertical lines that stretch down to the bottom of the screen. In E5M7, in one of the early rooms, you can see a hanging body clip through a piece of wall at times; it's essentially 'flashing' in and out. There are other little issues too. None of them affect gameplay. Using the OpenGL renderer, these issues all go away, although I run into the standard OpenGL clipping errors (Baron heads clipped in tight halls, dynamic lights clipping through walls, etc.) Is this normal or do the standard settings need to be altered? Is there a limit removing setting I need to change? I don't have any clipping issues in the original 4 episodes playing with the software renderer, only SIGIL. Otherwise I think the episode is fantastic. I personally love the visuals (it's dark but with the software renderer not *TOO* dark) and there's a lot of creativity in all of the levels. Telefragging cyberdemons never gets old, either. My only real complaint is the very end of the entire episode, it was a little confusing to me what exactly happened and/or what I needed to do. Overall it's terrific work and it's amazing how popular Doom is more than 25 years after the fact.
  5. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    I just got my download link from John, so definitely reach out to that e-mail address if you bought a version but haven't received it in the mail yet. He (or someone working with him) responded very quickly!
  6. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    Awesome!! Or, to quote Professor Hubert J. Farnsworth, "Good news everyone!"
  7. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    I bought the big box, but live on the west coast, meaning I won't get it until Monday (which is really Tuesday). The tracking number says it's only 60 miles way, too. Are there any links to download it? Next week is busy for me so I'm probably SOL until next weekend :( Does the pay link offer an ability to download it for free if you've already bought the box? Waiting sucks, it's 2019, I expect everything to be instant!! /s
  8. Mr. Duk

    [FINAL RELEASE] Eviternity

    ukiro, you did map 32, right? That was one of my favorite maps (both the secret levels were terrific imo). You're right, when I had dynamic lights on it did give me some performance drops, but I turned them off and it was smooth as butter. I play at 1920x1080. Ah, yes, you're absolutely right on this. I know that bridge is made of snow, so there's some suspension of disbelief (I doubt icicles would stop a caco). Nonetheless, whenever a monster clips through an entire texture or wall it definitely looks like a bug. You're totally right. I'm pretty sure I've run into this issue before and been given the same answer. My mistake! I totally understand this. You can nitpick something to death and never, ever finish it. There comes a point where you just have to say, "yeah, we're good with this!" With that said, this wad feels more like a magnum opus type of wad rather than an experimenting and playing around one, so possibly down the road it might be worth one laaaassttt revision. Great work again, everyone should play this.
  9. Mr. Duk

    [FINAL RELEASE] Eviternity

    I'm a little late to the party on this one, just played through it (in GZDoom / Zandronum and also a bit in zDoom after beating it). I honestly would say this is a top 5, maybe even top 3 wad I've ever played. Those new textures are incredible. There is an astounding amount of variety in the visuals and the design. You could charge money for this wad and it'd be worth it. Long story short: if you haven't played this yet, do! With that said, I did notice a few tiny graphical bugs here and there. For example, there are some 'fake bridges' such as in level 10 that aren't hard textures, and you'll see cacos float right through them. It's a little bit immersion breaking, but obviously not the end of the world. In addition, sometimes the trees in the snow levels would clip in and out for me. Also, I noticed the portals on the ground (like the one at the beginning of level 28) have some dark lines through them depending on your angle. This is more noticeable in zDoom but it's there in GZDoom for me too. I couldn't find a setting that would make them disappear altogether. Also, speaking of zDoom, level 14 had a small rogue line of texture near the beginning, but this one didn't appear in GZDoom (otherwise I noticed no extra glitches or differences between the two). That isn't really a bug though, since you didn't mention zDoom as a source port of choice. Levels 26, 27 and 29 were also jitter-fests but that is 100% the fault of my outdated computer! Otherwise everything ran perfectly performance-wise, even level 32. Ultimately, if I could only fix one thing it would be those bridges / textures that the cacos can float through. Anyway, fantastic work. If this is truly *final* final and you'll never touch it again, I get it, and it's remarkable amount of talent and effort that went into this project. This wad looks amazing and (more importantly) is fun to play. It'll definitely win a cacoward. The atmosphere is fantastic. I loved the new monsters, too, especially those ash caco things. This wad reminded me of Valiant, which I thought was terrific, but I think this one is even better. If you guys do ever go back to bug fix a few things, I'd be more than happy to do a more specific list. Otherwise there's no point :) Great work again!
  10. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    Right. I look forward to playing it in December 2020. Seriously, though, I bought the normal boxed edition. So $40, not $166. I'd rather they just release it online now. I mainly got the box because I miss those old gaming boxes and I liked the artwork. Honestly, probably the best compromise: just e-mail a download link to everyone who bought it. If the link 'gets out', so be it, it's not the end of the world. It definitely sucks to wait for something that's done and ready to go.
  11. Mr. Duk

    The Ultimate DOOM: No End In Sight - Released

    That's what I figured! Thanks again for the great work.
  12. Mr. Duk

    SIGIL v1.21 - New Romero megawad [released!]

    I assume we'll still get SIGIL before The Winds of Winter or Half-Life 3, though.
  13. Mr. Duk

    Hellbound - Updated

    Sorry for the bump, but I love this megawad. I highly recommend playing through Hellbound with Complex Doom!
  14. Mr. Duk

    The Ultimate DOOM: No End In Sight - Released

    Hi, Doomworld newbie here. I think No End In Sight is pretty much flawless, but playing through Episode 4 again I did notice one thing that has always bothered me. Fair warning: this is a *beyond* trivial nitpick. In E4M3 (Square Zero), the little chambers off to the side of the main map have a clipping error where you can sometimes see blips of the sky behind them. If you clip into them and then turn clipping back off, you'll notice that the walls to the left and right are solid, but the back wall can be breached and you can see the entire sky texture through it just by walking forward. I assume making it a hard texture would fix the problem (?). Forgive my layman way of describing this, I'm not a Doom mapper myself. The same error appears for me in zDoom, GZDoom, Zandronum and Chocolate Doom. I assume it's an easy fix, but I also assume this project is done, done, DONE! Good work, by the way. Along with Hellbound, this has some of my favorite Hell-ish levels of any megawad. I still love those old Doom 1 textures. Episode 3 is my favorite one in No End In Sight (E3M5-E3M7 are standouts).
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