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Postal 2 GZDooM Alpha v0.084


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8 hours ago, Mr.Rocket said:

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.

Doomguy with a pistol, I think in this version was not fixed yet. Models change angle cause from far away they actually turn into sprites (mega sneaky) .

Next version should improve fps even more, cause doors were optimized a ton and I am finding more ways to increase fps by even 1 if I can, without sacrificing a lot of visuals

 

 

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Might I recommend OBS?  The bandicam watermark is very distracting and OBS doesn't have that issue, furthermore it's just all around better.

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Just now, Plank_Guy_89 said:

Might I recommend OBS?  The bandicam watermark is very distracting and OBS doesn't have that issue, furthermore it's just all around better.

Will have a look at that :D

 

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  • 5 weeks later...

Um... How difficult it is to implement a realistic AI for birds?
Also, it would be fun to fight them as, by Doom's logic, a damaged bird flies at you, attacking back.

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4 hours ago, Dimon12321 said:

Um... How difficult it is to implement a realistic AI for birds?
Also, it would be fun to fight them as, by Doom's logic, a damaged bird flies at you, attacking back.

depends on how much work is put in to them . Now the crows have around 120 lines of code, where Male1 has over 5000...

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pretty wild stuff... I tried it with the addition of omni vehicles ... (3D tanks) and that made it even wilder

 

 

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10 hours ago, CBM said:

pretty wild stuff... I tried it with the addition of omni vehicles ... (3D tanks) and that made it even wilder

 

 

Hahaha, Wild indeed ! 

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4 minutes ago, skaarjman said:

Hahaha, Wild indeed ! 

What you have made so far with postal 2 is amazing :-)

 

Addition of some kind of 3D vehicles to gun down and/or run down peds would be very cool.

The 3D tanks in Sergeant Mark IVs VietDOOM is able to run down soldiers etc.

That would make it close to games like carmageddon and GTA.

 

However, what you already have made is already amazing.

I love that AI and that you are using 3D models.

 

I look forward to playing the final mod! :-)

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1 hour ago, CBM said:

What you have made so far with postal 2 is amazing :-)

 

Addition of some kind of 3D vehicles to gun down and/or run down peds would be very cool.

The 3D tanks in Sergeant Mark IVs VietDOOM is able to run down soldiers etc.

That would make it close to games like carmageddon and GTA.

 

However, what you already have made is already amazing.

I love that AI and that you are using 3D models.

 

I look forward to playing the final mod! :-)

 

Final is very far to see, although I admit, I've made some damn good progress, especially with optimization. If I just put bare objects/models in the map without scripts, my Intel HD laptop, which I use to determine performance, would catch on fire. But now I get steady 80 fps instead of 20.
AI is extremely buggy at the moment and very complex, yet little by little its being worked on.

As for any other additions for the mod, if you have knowledge, you are free to add or remove anything, modify and make your own fork. Use any code or resources from the mod. 

 

 

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10 hours ago, skaarjman said:

 

Final is very far to see, although I admit, I've made some damn good progress, especially with optimization. If I just put bare objects/models in the map without scripts, my Intel HD laptop, which I use to determine performance, would catch on fire. But now I get steady 80 fps instead of 20.
AI is extremely buggy at the moment and very complex, yet little by little its being worked on.

As for any other additions for the mod, if you have knowledge, you are free to add or remove anything, modify and make your own fork. Use any code or resources from the mod. 

 

 

Cool and thanks! Your mod already has several things in it that could be used for a variety of mods. 

 

Edited by CBM

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5 minutes ago, Kizoky said:

Nice to see you are still working on this
Though, aren't tanks a little bit too much for this mod?

perhaps, LOL

 

tanks are not part of the mod, I just made a personal version of his mod where I threw in the tanks from omni tanks just to try it out.

you can not download a version of this mod that has tanks in it

 

Just wanted to offer some inspiration. Maybe he could add stuff like 3d cars and stuff... maybe a postman delivery car to run peds over with

Edited by CBM

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2 minutes ago, CBM said:

he could add stuff like 3d cars


That was one of my attempts in Share the Doom
it looked goofy so I never finished it

giphy.gif

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9 minutes ago, Kizoky said:


That was one of my attempts in Share the Doom
it looked goofy so I never finished it

giphy.gif

I don't think it looks goofy. I think it looks promising.

To really go postal, a postman should have a car as a weapon as well :-)

 

17 hours ago, skaarjman said:

Final is very far to see, although I admit, I've made some damn good progress, especially with optimization. If I just put bare objects/models in the map without scripts, my Intel HD laptop, which I use to determine performance, would catch on fire. But now I get steady 80 fps instead of 20.

Have you considered polyobject doors for the doors and maybe use something like 3d floors for breakable windows?

I'm puzzled as to what the switch like things on all the buildings are.

Also, the policemen could patrol the city using waypoints.

 

If you are on windows, you can record videos with the xbox game bar (windows key + g)

Edited by CBM

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On 11/12/2021 at 5:44 PM, Kizoky said:


That was one of my attempts in Share the Doom
it looked goofy so I never finished it

giphy.gif

This looks good, just make it turn smoother and its sorted 

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On 11/12/2021 at 5:48 PM, CBM said:

I don't think it looks goofy. I think it looks promising.

To really go postal, a postman should have a car as a weapon as well :-)

 

Have you considered polyobject doors for the doors and maybe use something like 3d floors for breakable windows?

I'm puzzled as to what the switch like things on all the buildings are.

Also, the policemen could patrol the city using waypoints.

 

If you are on windows, you can record videos with the xbox game bar (windows key + g)

3D models for windows and doors are way easier than polyobjects, cause if I need to stack one above the other it gets messy real fast. In addition, its quicker to just put up a window object and it's ready to go, instead of setting up tags, mess with heights, then add effect spawners...

Furthermore, I don't understand what switches you are talking about 

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6 minutes ago, skaarjman said:

3D models for windows and doors are way easier than polyobjects, cause if I need to stack one above the other it gets messy real fast. In addition, its quicker to just put up a window object and it's ready to go, instead of setting up tags, mess with heights, then add effect spawners...

Furthermore, I don't understand what switches you are talking about 

they show up as 'electricmeter' ... oh, makes sense now

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1 hour ago, CBM said:

they show up as 'electricmeter' ... oh, makes sense now

well, turns out, that's what it is ! They make slight buzzing sound when being close and measure electricity :D 

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  • 1 month later...

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