skaarjman Posted October 9, 2021 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 0 Quote Share this post Link to post
skaarjman Posted October 9, 2021 Updated the link, this should work now. https://drive.google.com/file/d/1_L7G082cVNW9hvHPojn310fZupOJc5o1/view?usp=sharing 0 Quote Share this post Link to post
Astronomical Posted October 9, 2021 Might I recommend OBS? The bandicam watermark is very distracting and OBS doesn't have that issue, furthermore it's just all around better. 1 Quote Share this post Link to post
skaarjman Posted October 9, 2021 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 0 Quote Share this post Link to post
skaarjman Posted November 8, 2021 What do you think, do they belong here ? 0 Quote Share this post Link to post
Dimon12321 Posted November 8, 2021 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. 2 Quote Share this post Link to post
skaarjman Posted November 8, 2021 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... 1 Quote Share this post Link to post
CBM Posted November 11, 2021 pretty wild stuff... I tried it with the addition of omni vehicles ... (3D tanks) and that made it even wilder 2 Quote Share this post Link to post
skaarjman Posted November 11, 2021 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 ! 1 Quote Share this post Link to post
CBM Posted November 11, 2021 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! :-) 1 Quote Share this post Link to post
skaarjman Posted November 11, 2021 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. 1 Quote Share this post Link to post
CBM Posted November 12, 2021 (edited) 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 November 12, 2021 by CBM 0 Quote Share this post Link to post
Kizoky Posted November 12, 2021 Nice to see you are still working on this Though, aren't tanks a little bit too much for this mod? 1 Quote Share this post Link to post
CBM Posted November 12, 2021 (edited) 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 November 12, 2021 by CBM 1 Quote Share this post Link to post
Kizoky Posted November 12, 2021 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 3 Quote Share this post Link to post
CBM Posted November 12, 2021 (edited) 9 minutes ago, Kizoky said: That was one of my attempts in Share the Doom it looked goofy so I never finished it 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 November 12, 2021 by CBM 0 Quote Share this post Link to post
skaarjman Posted November 14, 2021 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 This looks good, just make it turn smoother and its sorted 1 Quote Share this post Link to post
skaarjman Posted November 14, 2021 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 1 Quote Share this post Link to post
CBM Posted November 14, 2021 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 0 Quote Share this post Link to post
skaarjman Posted November 14, 2021 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 1 Quote Share this post Link to post
skaarjman Posted December 20, 2021 Anyone who wanna talk, share bugs, discuss, contribute you can join discord: https://discord.gg/dBMhwwEB 0 Quote Share this post Link to post
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