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Why are the many of the most radical gameplay mods the most unoptimized?


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I mean radical as in extreme, way out of the norm. They introduce so many extreme alterations that you might not even be playing doom. And as fun as that may be with some, strangely for most of them on moddb, they are atrociously optimized. You can't even play them with any map with a high monster count unless its the most modest slaughtermap, that is only a slaughtermap in definition like plutonia map 32.

 

Again, why are these extreme gameplay mods so unoptimized? Why are they always on Moddb? I just don't have issues with something like metadoom or guncaster but try something like Doom Exp or Slayer's rampage and everything goes to hell (pun intended).

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Can you give info on you hardware.?

 

Because all not mods are to be used with low gpu or older cpu, cause when they do their mods, mostly they work with their hardware in mind as a base. 

 

Before calling something bad optimized, always say you hardware. This is mostly in zdoom forums too, where every new feature by gzdoom got som le backslash cause don't support dx9 or open gl 2.x now. 

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6 hours ago, random_soldier1337 said:

I mean radical as in extreme, way out of the norm. They introduce so many extreme alterations that you might not even be playing doom. And as fun as that may be with some, strangely for most of them on moddb, they are atrociously optimized. You can't even play them with any map with a high monster count unless its the most modest slaughtermap, that is only a slaughtermap in definition like plutonia map 32.

 

Again, why are these extreme gameplay mods so unoptimized? Why are they always on Moddb? I just don't have issues with something like metadoom or guncaster but try something like Doom Exp or Slayer's rampage and everything goes to hell (pun intended).

I take it you aren't takling extremes like TC's, but extremes like Grezzo 2.

 

Simple in that case: Such mods usually mix other people's mods altogether, often not balanced at all and with conflicting code. The result: A shoddy mess code wise, and a detrimental framerate otherwise.

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From a more generalized perspective, I think it's a matter of scope vs capability.

Those effects-heavy, grandiose TCs and gameplay mods aren't exactly a breeze to put together independently or within a small team (unpaid notwithstanding), I imagine especially so if you are digging into scripting/coding something that you are incapable of referencing through existing shared code.

There are a lot of different tasks at hand (scripting, wad/pk3 management, graphics, mapping etc) and likely a number of ways to make things "work", and depending on how skilled you are in whichever task you are trying to achieve, you may be just happy that it's functioning at all and/or unaware that there is a better, more elegant solution. 

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2 hours ago, jamondemarnatural said:

Can you give info on you hardware.?

 

Because all not mods are to be used with low gpu or older cpu, cause when they do their mods, mostly they work with their hardware in mind as a base. 

 

Before calling something bad optimized, always say you hardware. This is mostly in zdoom forums too, where every new feature by gzdoom got som le backslash cause don't support dx9 or open gl 2.x now. 

 

I understand but I think you are underestimating the gravity; i7 7th gen, 16 GB RAM, GTX 1070.

 

2 hours ago, Redneckerz said:

I take it you aren't takling extremes like TC's, but extremes like Grezzo 2.

 

Simple in that case: Such mods usually mix other people's mods altogether, often not balanced at all and with conflicting code. The result: A shoddy mess code wise, and a detrimental framerate otherwise.

 

I think I may have become confused with your usage of extreme since Grezzo 2 may be extreme in the coding terms you are talking about or extreme in terms of graphic content. Can you please clarify which one, just to be sure?

 

As to your point on coding, you may absolutely be right. A lot of them mix too many other things compounding the issue. Doom EXP itself probably has a few individual elements I have recognized like a universal glory kill mod by some Youtuber, a directional damage script, Belmondo tracers (if I'm not mistaken), Saegiru's monster randomizer, to name a few and that's quite a few. The credits list probably tells exactly how many.

 

Question still remains as to why moddb has them. I don't quite understand how the presence of Brutal Doom affects it. ZD forums or Doomworld everyone probably let's them know immediately how poorly it runs is my guess.

 

16 minutes ago, kwc said:

From a more generalized perspective, I think it's a matter of scope vs capability.

Those effects-heavy, grandiose TCs and gameplay mods aren't exactly a breeze to put together independently or within a small team (unpaid notwithstanding), I imagine especially so if you are digging into scripting/coding something that you are incapable of referencing through existing shared code.

There are a lot of different tasks at hand (scripting, wad/pk3 management, graphics, mapping etc) and likely a number of ways to make things "work", and depending on how skilled you are in whichever task you are trying to achieve, you may be just happy that it's functioning at all and/or unaware that there is a better, more elegant solution. 

 

Well as I said above, maybe Doomworld and ZDF gives better feedback. Hopefully they get it, keep at it and  become better at doing this. At least Brutal Doom is doable now on more maps than it was earlier.

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