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About rparhkdtp
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Gameplay Mod [GZDoom] MetaDoom - v7.1 "Ghost"
rparhkdtp replied to Kinsie's topic in Mods & Resources
I remember starting v666 without reading the description. My computer suffered from not being able to modify the blood volume and duration, and I assumed it was a heavy mode and turned it off. It was my fault for having to read it slowly then. Now, by tweaking the options, it runs very well. It's still fun.- 25 replies
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I just finished map01, and I love it. thanks!
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Difficulty is similar to D1 E1. The texture is custom, not vanilla. Replace or include custom monsters. It doesn't matter if it's a single map, an episode, or a megaward. Is there a WAD that fits this condition? I want to take a break on the easy difficulty while admiring the nice textures. And I use DSDA Doom, so only up to MBF21.
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Minicharge - MBF resource/mod [v1.3 new BFG sprites 5/25/20]
rparhkdtp replied to Tango's topic in Mods & Resources
I've been using several non-zdoom mods for over a year, but I think this is the best of the best. -
I lost my smile of the day. Somebody get some BFG!
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When I started touching the settings there was no Korean translation setting. Yes, it's working fine now :D
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I wrote it with an Internet browser translator from beginning to end. And I don't know anything about code, and I don't have the ability to make something. He's an ordinary player. The reason I'm writing this is to prevent squeaky people from getting lost in settings when using GZDoom like I used to. I will write down my experience using GZDoom from the user's point of view. I entered Doom as Doomseeker of Zandronum 1.2. After that, I used several ports, but now I am mainly using DSDA Doom. Because I became independent about a year ago. I bought a dung computer because I had no money, and the only port that can play 1080p 60fps smoothly is DSDA Doom. GZDoom has become a widely used port due to its comprehensive pwad and mod playback. However, many features have been added to make it heavier. I think this result is proved by a port called LZDoom. Anyway, as many features were added, there were many options at the same time. These options hurt my head. And I don't know English (I only know a little about easy words). So I wrote down words and sentences on the translator and adjusted them according to my situation. It took about two months to complete the test one by one by one by one. I don't remember exactly, but I remember it was version 4.1.3 (probably before discussing discontinuing HD Texture Mods). This may be different from the current version. Please take note of that. I think Display Options and Set video mode are necessary for performance adjustment. So let me just write them down. The first important thing is resolution. This option is available in Opstions-Set video mode-Choose Resolution Preset. From what I've experienced, "the more things that appear on the screen," and "the higher the resolution," they needed more resources. So first, you have to consider the low resolution. I usually use a 16:9 ratio monitor. There are two popular alternatives. The 1280x720 is a good option for those who have a graphics card. You have to endure the texture that gets a little blurry. The 960x540 is a half 1920x1080. Consider this for low specification. I'm using this. If you are using mode at 540p and the frame is being cut, use 640x480 with a 4:3 ratio. This is the classic rate of cutting both sides as a last resort. However, the monitor shows less at once, so you can get more frames. 960x540 640x480 Neither is much of a difference in texture in "normal eyes". If you press ESC and come out back, you'll see something called the Preferred Rendering API. If your computer is a really peaceful poo computer, switch to Opengl ES. I don't know what this means. What is certain is that we can secure more frames at low specifications. One thing to note is that ES is not applicable to shader mode. If you want shader mode, go to Opengl. This is the fact that I got from asking the GZDoom Forum. Then adjust Max FPS to 60. If you don't have a graphics card, this is the best. If your graphics card is 1060, you can consider 120 to 144. Now it's Display Options' turn. There's more to touch here. You can see Sprite Shadows. This option creates a shadow. Please adjust this to Off. You can see Rocket Trails below. This is the effect of creating dust and wind on the tail of a rocket. Adjust to Off. Lower the Number of parts and Number of decals to the minimum values. Particles is 100, decals is 1. I can't explain exactly what the parties are. Decals are known as traces of blood or ammunition left in the texture. Blood Type and Bullet Puff Type influenced when parts and decals were high values. I think it doesn't matter much if you keep it to a minimum. If you have a lot of worries, adjust both to Sprites. Now let's go to the Hardware Render. Sector light mode does not affect. I'm using Doom Legacy. Adjust the rendering quality to Speed. Post processing is difficult to say exactly. I lost a lot of memory about this setting. To be sure, Bloom Effect should be adjusted to Off. What I recommend is to adjust everything from Bloom Effect to Tonemap Mode to Off. Press ESC twice to return to Display Options. Click on Texture Options there. Adjust the Texture Filter mode to None. In particular, never use a BRZ filter on a dung computer. Your computer will want to kill you. High Quality Resize~ Adjust the two to Off. I remember that the options below were applied together only when the filter was applied. So you don't have to touch it. Now let's get back out there and go to Dynamic Light Options. Dynamic Light is a great luxury for low-spec computers. Off Off No No No 128 Nearest Adjust it like this. I think these are the performance-impacting options. If you minimize everything, the textures get crushed. If you don't want this and you have a graphics card, adjust it to 1080p 60fps and minimize the rest. Close to GLBoom 1080p. I also want to write about mods, but that makes the writing too long. So I'll stop here. Utility modes do not consume much resources. The utility modes on the m8f have little performance impact. I use target spy a lot. Damnums need resources unexpectedly. yeah, done! I closed my eyes to the difficulty while trying to make a mugshot mode for DSDA, Give up
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Shitty CodePers Earth Place
rparhkdtp replied to Codename_Delta's topic in WAD Releases & Development
Just finished now. Until I met Mancubus and Hellknight, I think straight Wolfenstein. I think a bit more non-linear is better. And it can be easily handled by causing a civil war between monsters before the trigger works. Rocket ammunition feels too much. The secret weapon was impressive. Didn't expect to see PB weapons in vanilla pwad. -
Iniquitous Fortification [Doom2, limit removing]
rparhkdtp replied to Sectorslayer's topic in WAD Releases & Development
Just finished now. Overall good, but didn't find a bridge to the exit at the end. I tried to find the trigger, but I gave up because I couldn't find it after looking around. Other than that, I'm pretty happy with almost everything. -
Just finished now. It took a long time to play with little by little. I think the difficulty is implemented close to IWAD. I was particularly impressed with the difficulty implementation of E1. After finishing up to E3, I saw a little implementation of E4M1. Looking forward to the next episode! It was fun.
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I came here after reading your reply. Holy shit This has the potential to be Doom's RetroArch. I'll try it soon.
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[UPDATE] Bloodbath v 1.3 by StanleyParadox
rparhkdtp replied to StanleyParadox's topic in WAD Releases & Development
Just finished now. Except for finding the key, it was a simple-looking configuration. However, the great texture placement made it pleasing to the eye. I think the music was pretty good too. I fell in love with the texture of the floor. And...the wall looks a little pierced at the end. Is this intentional? -
Simple Tech Base - First attempt at making map
rparhkdtp replied to wheresthelambsauce's topic in WAD Releases & Development
Just finished now. I think it's well made as you intended it to be. The potential is felt and I look forward to next maps. -
(FIXED) ︻┳═一 SHOTGUN MAYHEM ︻┳═一
rparhkdtp replied to Kuro_mahoh's topic in WAD Releases & Development
Just finished now. it's fun but dude,too short! need more stage -
Just finished now. I think I played for about 3 or 4 days. The changed textures give me the feeling of excavating ancient artifacts. I liked map 4 and map 11 the most. and map 11 is uh offering? Personally, I think it's crazy. The music selection and the final atmosphere of decorating the text make me feel Doomguy's last fight. My computer is shit, so my framerates dropped below 30 in wide void castles. I wish there were more maps like map 11. It was really really fun yeah I took a lot of pictures, but I don't know the folding and unfolding function. So I'll just post one of my favorite photos.