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Turin Turambar

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  1. Good job. Although, for next version, maybe you can add description to every setting available. What is it Monster Hunter Detection? And bump use? And in the comp. options, vainilla movement physics? In fact, one of the first things i noticed upon loading Helion was that the movement was 'off' (accustomed as I am to GZDoom) etc etc
  2. There are still things that could be improved. For example, I would like to have some kind of themes or presets to choose from, instead of being purely chaotic random. There are enough enemy types at this point that you could make a 'Dark' theme, a 'fantasy' theme, a 'scifi/robots' theme, etc, so the player could choose from.
  3. I'm in map 18, and I just wanted to say this is a great megawad. In fact I think it's better than Pirate Doom 1, you can notice how the creator is now more veteran and experienced, and can do better things. The Doom + cartoon pirate style from MI works as great as always. The maps are short and sweet, and varied. The attention to detail, the visual gags, it's a great wad.
  4. is a toggleable option? Honestly, I never cared for sprites clipping a bit.
  5. In map 07 I got I'm curious, because I have read there is a secret exit or something like that.
  6. It runs it beautifully, of course. Although now that I compare both side by side, I have to say that I always like the ambient oclussion effect from GZDoom, it really gives depth to the lightning of the game. Do you have any future plans for implementing something like that? I also see now you have a proper options menu, you didn't the last time I really tried this sourceport. Congrats :P. What autosave does, exactly? Does it save every few minutes? Also please include a invert mouse axis option. I know the workaround of putting a negative number, but still, respect us old gamers with inverted brains damnit :P
  7. Interesting, as just now I was playing map 32, and it doesn't have the best performance in gzdoom.
  8. Why I can't use the M key to mark locations in the automap? Weird given it's GZDoom engine.
  9. I'm swamped in other games right now, but in a pair of weeks I will play and give feedback of ep 2!
  10. My results, amd 7600x + nvidia 4080, 4k res = 1730 fps on the starting point of SoS map 32. 2070 on Sunder map 15.
  11. under what resolution, in what position, etc? I'd like to compare with my machine. With a normal rtx 3070 I have from 1170 to 1500 fps, flying+noclipping around. I have a rtx 4080 to test tomorrow, if you want the data point.
  12. Ideally speaking, the hardware should be the limit, not the engine. Clearly other engines had important bottlenecks that didn't make sense given modern hardware. Don't worry Graf, GZDoom still is my main way to play Doom, I need the mod support :P
  13. That would make sense, although I don't know where you are reading the 'most recent update'. I don't see anything on the Steam page or in their Twitter.
  14. Any ETA of Episode 2? Honestly, I was hoping for a faster cadence on episodes, given that on the Steam page it reads they were planning for a 2-3 months in between episodes. They already failed on that schedule for the second episode, lol.
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