• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
I'm having some intermittent issues, maybe it's an old chugging rig thing but I feel like it isn't. Normally, I can run the game just fine. Settings on medium, I get roughly 70-80fps *except* for sometimes I get this really horrible stuttering. As in, the FPS will be good, then it'll freeze up for a split second, back to good FPS, freeze again, and so on. Sometimes it gets really, really bad. Other times, it'll be just fine and playing smoothly. If I lower settings, FPS goes up but the stuttering doesn't stop at all. I dropped everything to absolute minimum, rocking 150+ FPS during normal play but still locks up and becomes a stutter fest sometimes. It also doesn't seem to be specific to locations or situations, sometimes it happens in enemy dense outdoor environments, other times in completely empty small indoor rooms. I'm thinking it might be HD related, since mine is kind of old. Just strange since I've never had this issue in any other game, old or new. I guess I can try moving it over to my OS hard drive, which is newer and faster, and give it a shot then. Wanted to run it by you guys first to see if anyone else has been having this issue, maybe there's an easier fix. CPU isn't brand new, AMD 6-core at 4.1GHz, GPU is a GTX960, 8GB of DDR2 RAM. Can't remember HD specs, it's an oldie.
So the other day I realized that the reason most of my larger projects never get finished is because I'm a perfectionist when it comes to how it looks. Not that is has to look 'good', but match how it looked in my head. This leads me to focus on tiny, unimportant things (Lighting, model details, where stuff is positioned) for a long time and it leads me to not make enough progress a day to keep my motivation up. So I've decided to make this: [vid]https://my.mixtape.moe/olschh.webm[/vid] This is a middle finger to my perfectionism; Everything is going to be drawn as - and presented in a similar fashion to - a shitty MSPaint drawing. [sp]I'm not actually using MSPaint though. ASEprite all the way.[/sp] It's going to have TTS voices (In leau of the main villian activating a trap and saying "I'll see you in hell faggot" in that Microsoft Mike voice) and generally be the visual and written equivalent of a shitpost. The actual design is still going to be good - and I plan to make the guns fun and stupidly over-the-top like in Dance Of Death - but the [i]MUCH[/i] lower standard of all the other qualities should help me actually finish it, without obsessing over pointless details forever (I've got High-Functioning Autism so I'll probably spend 30 hours on the position of a decal anyways) For the in-game sprites I made a shader that billboards them (instead of doing a script to rotate it in game, which would be way the fuck slower) that is compatible with Unity's Sprite Renderer, and supports all of its features along with the addition of fog. Also, there's no lighting, but that might change in the future if I find a good way to introduce it to the game without using the built in light objects. (I'm liking the 2000+ FPS I get in the editor though) It took forever to find a way to get the rotation-based objects to work, but I have something working now so I'm really happy about that. I'll hopefully be posting more updates in the future instead of continually vanishing into the darkness without warning. Also, on the topic of Dooms multiplayer, [b]WHY DOES EVERYONE USE THE CHAINGUN AHHHHHHHHH[/b]
So, did the update actually help balance the MP, or is it still stuck in the middle of clusterfuck junction?
So on the doom 3 front, apparently Arx End of Sun came out with a beta [url]http://www.moddb.com/mods/arx-end-of-sun[/url] Never expected this thing to see the light of day
The guy who made the awesome credits sequence for Doom 4 uploaded [url=https://www.youtube.com/watch?v=3pK2ltTNzW4]a copy of it to Youtube[/url] alongside a behind the scenes explanation of how it was made. [quote]When content was locked on DOOM, I was play testing the game and taking screenshots along the way. I started getting another idea to make a team video similar to the one I did for E3. I had not planned on making a credit sequence because I was just way too drained and knew it would be a tremendous amount of work. In addition, there really wasn't much time left to do anything. However, looking at some of the cool artwork in the game inspired me to reconsider it. I have always wanted to do something interesting like this I thought to myself, when would I get another chance. Two years, three years, never? I love the opening credits for games like God of War 3 or the end museum section for Modern Warfare 2 and wanted our game to have something similar. Even though we don't have a lot of cinematics in the game, I had preveiously written some Maya scripts to easily get that type of animation into the engine with pretty much a click of a button. After my third night of taking screenshots I decided to do a few tests shots to see how quickly I could generate something. Over the next three days I created eight shots in-game and put together a short proof of concept video and shared it with the team. The response was overwhelmingly positive and the game director, who previously asked me to think about this in the first place, wanted me to go ahead and create a credit sequence in this style. I knew it would be a hard push doing something like this with very little time, not to mention all of the egos involved, possilbe spelling mistakes, etc., but I had already committed with the test. Over the next 35 days in a row I worked almost non-stop. I came up with a few scripts to generate, rig, and export titles and names based off of lists so I could easily correct mistakes or make changes, created a useable pipeline, and began putting together an openGL edit of the entire sequence which I treated like a short film. Originally, I wanted each shot to transition form full speed animation to slo-mo with the camera still moving and then back out, but there just wasn't time to do that. However, a few of the animators really wanted to help and I wanted to share the fun with them. Brian Kowalzcyk did a really cool three part shot inspired by a scene from the original Old Boy movie. That is closest to my ideal vision and I ended up using that for the animators' section since it was the only animated shot and fit with us best. Our animation programmer, Ivo, suggested re-creating the cover art from the original DOOM for the end shot and I knew this was something I could hand off while I focused on everything else. Joon Kim, another one of our talented animators, took on this task and did an amazing job with the posing and camera. He then added the cool animation at the end as a surprise. Joon's shot ended up being the money shot in the whole sequece and works as a perfect ending for it. Both of these guy's shots were featured in the launch trailer for the game, though I had to reformat Brian's with the FIGHT LIKE HELL text, and Joon's has spread through the internet like wild fire. BRETT PATON ·concept ·scripts for 3d text auto-generation, rig, and export ·layout, animation and camera ·game integration ·character lighting and fx ·editing BRIAN KOWALCZYK · EC200.oldboy ·layout, animation and camera JOON HYUNG KIM · EC900.newclassic ·layout, animation and camera MICK GORDON ·music tracks[/quote]
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Figured out how to modify menus so i took a crack at it [video=youtube;MdCVcBiDMwc]https://www.youtube.com/watch?v=MdCVcBiDMwc[/video]
[QUOTE=The Civ;50494543]So, did the update actually help balance the MP, or is it still stuck in the middle of clusterfuck junction?[/QUOTE] I've noticed the chaingun is much more balanced; It does less damage the further away an enemy is and the accuracy is much tighter, so you cant kill everything on the screen at once like you could before. I also think the rate of fire is lowered as well, but not so much that it's useless. I'm actually using it now and every time I've come across someone with one it felt much less bullshit when I die. Not sure about the other weapons though.
Does someone have a link or the name to a map pack which was DOOM's 1 and 2 maps expanded, like with more rooms, demons and secrets and other stuff?
[QUOTE=KayoDuck;50497889]Does someone have a link or the name to a map pack which was DOOM's 1 and 2 maps expanded, like with more rooms, demons and secrets and other stuff?[/QUOTE] Maps of Chaos? Should be on ModDB. Used to be called Brutalized Doom, but I think the mapper didn't want to associate with BD anymore or something.
Just beat a group of 3 max rank dudes in doom 2016 by myself using the plasma gun trick. The salt was real, saying they were going to ban me and shit for 'hacking' :v:. I don't consider it a hack when anyone can Google 'auto clicker' and do the same shit, especially when I'm using software that came with my mouse.
[QUOTE=AJ10017;50498136]Just beat a group of 3 max rank dudes in doom 2016 by myself using the plasma gun trick. The salt was real, saying they were going to ban me and shit for 'hacking' :v:. I don't consider it a hack when anyone can Google 'auto clicker' and do the same shit, especially when I'm using software that came with my mouse.[/QUOTE] You do realize mouse software is really no different from something like Cheat Engine, right? And even if it were different it's not like you won due to skill. So why even bother?
[QUOTE=AJ10017;50498136]Just beat a group of 3 max rank dudes in doom 2016 by myself using the plasma gun trick. The salt was real, saying they were going to ban me and shit for 'hacking' :v:. I don't consider it a hack when anyone can Google 'auto clicker' and do the same shit, especially when I'm using software that came with my mouse.[/QUOTE] I wonder if they'll patch it, if it's even possible. Shit's like turning on the NES Turbo Button.
[QUOTE=Alice3173;50498453]You do realize mouse software is really no different from something like Cheat Engine, right? And even if it were different it's not like you won due to skill. So why even bother?[/QUOTE] There's a difference between using an external program to directly alter values of the game and using a bug caused by the poor handling of weapon cooldowns. The first one is immoral and effectively violates the ToS of any game, the latter is something caused by developer neglect that makes you cheap if you use it but not scum of the earth or anything.
[QUOTE=JerryAnderson;50493739] Although this is more me being a dumbshit then the game itself, but it always seems like those damned Super Weapons are nowhere to be found except in the hands of the enemy. I haven't seen a Chainsaw yet, but when I do i'm going to re-enact this video.[/QUOTE] there's a specific spot on each map where super weapons/pickups spawn. Super weapons seem to spawn shortly after a demon rune, so if you're nearby when you see the incoming demon rune notification you stand a decent chance of getting it (especially since only a handful of players seem to even try).
[QUOTE=1STrandomman;50498714]there's a specific spot on each map where super weapons/pickups spawn. Super weapons seem to spawn shortly after a demon rune, so if you're nearby when you see the incoming demon rune notification you stand a decent chance of getting it (especially since only a handful of players seem to even try).[/QUOTE] It seems like each map has a specific Superweapon too. I always see the same weapon on the same map.
[QUOTE=Alice3173;50498453]You do realize mouse software is really no different from something like Cheat Engine, right? [/QUOTE] cheat engine modifies game memory, razer synapse simulates key presses. theres a huge difference between the 2 :v:. judging by the weapon behavior, ID made the plasma rifle and shock rifle in a way where it fires correctly when holding down the input, where every X amount of milliseconds it will spawn a new entity, and when the trigger is released it resets the delayed value. so firing then releasing input will reset the conditions, allowing you to fire again. its a stupid easy fix, as weapons like the HAR and chaingun already function properly with fire delays that dont reset when you cut off the input. [quote]And even if it were different it's not like you won due to skill. So why even bother?[/quote] you do know if you hit all your shots with the plasma rifle it does more dps than most of the other guns right? even without the trick. you still need good aim to lead your shots even when you are firing the guns faster than intended [t]http://i.imgur.com/QddAiQ0.png[/t] the MAIN issue with the plasma rifle is the random crits. since you fire faster you reroll the crit chance every shot, so you have an extremely high effective dps. its fucking dumb that the plasma rifle can sometimes do [i][b]50 DAMAGE[/b][/i] a shot. if it only did 6 every shot it wouldnt be overpowered, but the random crits make it by far the dumbest gun in the game, because you can melt people in less than a second.
Here's my refined menu WIP Added loadout and mission selection. The loadout screen was in particular a pain in the ass to get working because it makes the menu directly from DECORATE code and i haven't found a way to disable it. [video=youtube;Vke47W-P9iE]https://www.youtube.com/watch?v=Vke47W-P9iE[/video] I ended up shifting the real menu off screen, offsetting the cursor and putting dummy buttons where the cursor is I also fixed the motion tracker animation to not look like hot garbage
The only critique I have for you, and idk if anyone has said this, but I think you need to make the shading on your sprites a little darker. They look too bright for the dark setting. Like the Power Fist looks good, but the Assault Cannon and Storm Bolter both look really bright. Oh also, its something I noticed but it really doesn't matter, but the way the projectiles come out of the Assault Cannon. On rotary barrel guns like that bullets only ever come out of the top or bottom barrel. The reason they have multiple barrels is because each barrel has its own bolt mechanism, so when a barrel shoots by time it makes a full spin its ejected the spent round and chamber a new one and is ready to fire. That's why they have such a high rate of fire, they're pretty much only limited on how fast the barrels can spin. I'm honestly not sure if Assault Cannons work the same way, I'd assume they do, but even then its not something that I think you need to change. It looks neat and it fits with the retro look of the game, I just wasn't sure if it was something you were aware of.
I am aware about the assault cannon, it's pretty clear when you look at it from the side how it works. I just did that as a way to differentiate it from the storm bolter a bit. I'll darken up the sprites, I was kinda thinking that myself.
[QUOTE=Bloodshot12;50500235]I am aware about the assault cannon, it's pretty clear when you look at it from the side how it works. I just did that as a way to differentiate it from the storm bolter a bit. I'll darken up the sprites, I was kinda thinking that myself.[/QUOTE] That actually makes sense then, I didnt even think about how similar they would be
[QUOTE=AJ10017;50499396][B]you do know if you hit all your shots[/B] with the plasma rifle it does more dps than most of the other guns right? even without the trick. you still need good aim to lead your shots even when you are firing the guns faster than intended [t]http://i.imgur.com/QddAiQ0.png[/t][/QUOTE] He says, with 26.74 Accuracy.
[QUOTE=AJ10017;50498136]Just beat a group of 3 max rank dudes in doom 2016 by myself using the plasma gun trick. The salt was real, saying they were going to ban me and shit for 'hacking' :v:. I don't consider it a hack when anyone can Google 'auto clicker' and do the same shit, especially when I'm using software that came with my mouse.[/QUOTE] Why do you come here to brag about using an exploit to unfairly win multiplayer matches? It just makes you look like scum.
[QUOTE=Doom64hunter;50500580]Why do you come here to brag about using an exploit to unfairly win multiplayer matches? It just makes you look like scum.[/QUOTE] Because ID should fix their poorly written code. It's a 5 minute fix tops [QUOTE=GHOST!!!!;50500554]He says, with 26.74 Accuracy.[/QUOTE] I think expecting me to have higher than 25% is a little unrealistic especially with a projectile weapon. 25% is actually really high
Some more footage from my mod: [video=youtube_share;yc3gd9AuM44]http://youtu.be/yc3gd9AuM44[/video]
[QUOTE=AJ10017;50500605]I think expecting me to have higher than 25% is a little unrealistic especially with a projectile weapon. 25% is actually really high[/QUOTE] 1/4 is not high.
[QUOTE=DrPyspy;50500822]Some more footage from my mod: [video=youtube_share;yc3gd9AuM44]http://youtu.be/yc3gd9AuM44[/video][/QUOTE] Woah, that's really cool. I'm a sucker for anything from the Doom Bible, and the early renditions of the game. Which is why it pains me that pretty much all Bible projects get abandoned. If I do remember correctly though, isn't the Dark Claw supposed to be some sort of superweapon that actually uses your Health as ammo? I might be remembering it wrong though.
[QUOTE=Croninberg;50482893]Still no word on Vulkan support?[/QUOTE] It will most likely be implemented when the GTX 1080 comes out as it appears nVidia is in bed with Bethesda/id. It's a pretty big issue since AMD GPUs suffer terribly under OpenGL due to chewing up way too many CPU cycles compared to nVidia cards. It's why I couldn't even really play even on the lowest settings. (Plus, lowest settings actually break the game pretty badly, and mouse responsiveness is directly tied to the framerate, it is probably the ultimate reason why I hated Doom4 and refunded it, beyond being spoiled by Quake)
[QUOTE=The Civ;50501540]If I do remember correctly though, isn't the Dark Claw supposed to be some sort of superweapon that actually uses your Health as ammo? I might be remembering it wrong though.[/QUOTE] Here is the description of the Dark Claw and it's ammo source from the Doom Bible: [QUOTE][U]Dark Claw (black).[/U] Demon weapon that casts a dark cloud of tortured essence. Silent but deadly.[/QUOTE] [QUOTE][U]Killed humans.[/U] The Darkclaw and Unmaker feed on human souls. Killing possessed humans or hellslaves allows the weapons to feed. [/QUOTE] I wish I had more to go off of than what was listed in the Doom Bible, as the description of the behavior is really vague.
apply large quantities of artistic license
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