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Postal 2 GZDooM Alpha v0.084


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25 minutes ago, D4NUK1 said:

Impressive, how do you make the gas work?

Thanks. Gas functions using Decorate code and 3D models

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2 minutes ago, Dimon12321 said:

Is it a addon for this?

Or you're making an independent project? You should then collaborate with @Kizoky

 

We are not collaborating, although we share some ideas with him. My mod is completely different and written in another language (ACS/Decorate vs Zscript). Kizoky's mod might be more finished, but I made (ripped, ported) all stuff myself and using different approach to everything. I really like Kizoky's mod and you should try it if you haven't already ! 
The only thing which is bothering me that his mod is really heavy (over 900MB). I discovered some ways which I improved model sizes, big map framerates and I will see what I can make 

 

 

 

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i swear to god if there is no pissing mechanic i will break into your house and steal your copy of postal 2

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33 minutes ago, The BMFG said:

i swear to god if there is no pissing mechanic i will break into your house and steal your copy of postal 2

My postal copy is in the web so you have to break into the valve servers. Also what postal without pissing mechanics ??

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Just now, mittenz said:

I'm amazed that GZDoom is powerful enough to handle this, holy shit.

To be fair, it also runs on LZDooM 

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49 minutes ago, Hans Grosse said:

I was thinking about making a POSTAL mod, based off of the first game.

Postal mod as in Unreal engine, based off the first game ? I would play that.

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9 hours ago, skaarjman said:

Kizoky's mod might be more finished
The only thing which is bothering me that his mod is really heavy (over 900MB). I discovered some ways which I improved model sizes, big map framerates and I will see what I can make 

 

 

 


Well yeah, these are the problems with Share the Doom unfortunately.
The biggest problem is Share the Doom was more like a mod for me to learn how to use ZScript properly, which later turned out to be a passion project, but now the remnants of time is causing huge problems (take a peak inside each file to know what I'm talking about: https://github.com/Kizoky/share-the-doom/tree/openworld/zscript), especially those 3D models which I just ripped and never optimized.

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1 hour ago, skaarjman said:

Download and test, how first map runs on your pc !. Requires GZDooM

https://drive.google.com/file/d/1nMh96WBBu7qZuUIYh_b91Z1b5XiRK_Ef/view?usp=sharing


I played around with it, seems really good so far for an alpha, but I have some several problems with it

-Models are popping in and out in the distance
-You can't jump through windows (this could be a DECORATE limitation?)
-NPCs' heads always gets removed whenever they die
-Some of the rooms feels way smaller than I remember in Postal 2

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12 minutes ago, Kizoky said:


I played around with it, seems really good so far for an alpha, but I have some several problems with it

-Models are popping in and out in the distance
-You can't jump through windows (this could be a DECORATE limitation?)
-NPCs' heads always gets removed whenever they die
-Some of the rooms feels way smaller than I remember in Postal 2

 

-Models popping in and out in the distance that is optimization thing. Need, of course to adjust the distance.

-You should be able jump through windows I don't see why not, maybe there is a bug with hitboxes I don't know yett

-NPC heads are removed cause death animation is just headless model. NPCs yet have no real AI

-Some of the rooms could be smaller cause I eyeballed everything.

 

Also, some models turn into sprites at certain distance, need to tune it so it's less noticeable. The problem is that 3D sectors don't "cover" any of the objects so they always are rendered, so in bigger map I get poor framerates. But with some single sided lines around the map, also making actors invisible from certain distance, increased fps by 50 - 150 %. Postal 2 had some wonderful things as antiportals, but with GZDooM you have to get smart, but you surely know that.

 

 

 

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  • 3 weeks later...
On 6/15/2021 at 9:02 PM, skaarjman said:

Fire in the hole is reopened !

720490156_ezgif.com-gif-maker(3).gif.24445381c3c17ff549e6a023f9557e00.gif

seeing this nightclub gives me flashbacks of walking into it with gasoline and burning everyone to a crisp. then proceeding to piss on them as they slowly burn to death

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44 minutes ago, The BMFG said:

seeing this nightclub gives me flashbacks of walking into it with gasoline and burning everyone to a crisp. then proceeding to piss on them as they slowly burn to death

Well that's one way to handle this :D 

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53 minutes ago, The BMFG said:

seeing this nightclub gives me flashbacks of walking into it with gasoline and burning everyone to a crisp. then proceeding to piss on them as they slowly burn to death

ezgif-com-gif-maker-1.gif

Yep. That sort of works

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  • 1 month later...
  • 1 month later...

The last link you posted doesn't allow a download, just says page not found.

But the link before that link seems to work though, which I was able to download.

 

The mod works, distant models, trees, light posts, things like that, seem to change their angle as you get closer. But I don't know if that's normal in Gzdoom.

Edit: oh, and the player spawns in as Doomguy with a Doom pistol. ~ not sure if this is intentional. 

 

If it helps, the load times seems fine, it's not choppy or anything like that.

 

The Gzdoom version I'm using is the one on the official site. Is there a specific version I should test this with from the builds on DRD instead?

Window 11 64bit, GTX 1660 super.

Edited by Mr.Rocket

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