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Description

Modified version of Hocus Pocus Doom mod making it compatible with Zandronum for net play.

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HocusPocus Doom for slower computers - Zandronum fix
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Hereticnic Author
Hereticnic

Zandronum fix built on top of the previous modified file that was on Dropbox with performance fixes for older slower computers.
Tested with core2duo laptop locked at 1.20 GHz for cooling reasons.
..
To benchmark performance, test maps 05 and 16.
Some maps have sections with portals on them, but portals won't work on older versions of gzdoom or Zandronum. These maps are fully beatable though.

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Hereticnic Author
Hereticnic

Ok, so this is interesting, I stated above that portals do not work in gzdoom versions earlier than 2.4.0 (Zandronum is based in 1.9.1 from 2016) Map39 for example makes use of portals and can't be finished without NoClip cheat using Zandronum.
But then Pirate Doom which was developed and released 2013 makes use of portals too and they work perfectly fine in Zandronum? (gzdoom version at the time of release of Pirate Doom was 1.6.0)
So this is yet another example of how the zdoom/gzdoom community is misleading new mod creators into making mods that won't be compatible with older versions, when that functionality was there the entire time for years. I don't get it. Do not be fooled too.
It's incredible to me, you can even provide video proof of these things I talk about and some people will still deny what you say, because people finding out about these things directly affect their little status quo. It's amazing.
Video:

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Guest
Guest

thank you for making compatible with 1.9.1

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Hereticnic Author
Hereticnic

Enjoy, have fun =D
Recommended version is 2.4.0 or 4.5.0 (240 better)
Version 1.9.1 is only for compatibility with Zandronum in case you want to play this map with other people via Multiplayer. (in such case, please use the new Player Class called Zandronum which has fixed movement speed)
I wasn't able to find what is causing newer versions of gzdoom to have increased movement speed, there's nothing about it in the WAD file itself. The mod author didn't want to help either, he even said in forums "I want nothing to do with it". He only wanted his awards and praise and then disappeared. Disappointing. Well, **** him, we don't need him anymore

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Luktom100
Luktom100

I have a game crash, when i want to open doors on E3l1. Could you please fix it.

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Hereticnic Author
Hereticnic

Interesting... Let me see it...

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Hereticnic Author
Hereticnic

Ah **** it's true, these fancy 3D doors are not opening when using Zandronum. Crap...

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Hereticnic Author
Hereticnic

It works in gzdoom 4.5.0
The doors open in gzdoom 2.4.0 (zandronum is 1.9.1) but then there is a separate issue: it seems like the 3D sectors (bridges and jumping platforms) are not working, you can't get below or above then like intended.
This is on map designer's fault though, as 3D sectors were possible in much earlier versions of gzdoom and 3D bridges exist even in Prboom which uses a totally different engine.
The way the mod author created 3D sectors is not the ideal way, which prevents mod from working with older versions of gzdoom.
Typical gzdoom pile of garbage. They do this on purpose so people can't enjoy mods on other ports. Older veteran mod makers still know the tricks to avoid these kinds of problems and code mods in the original way. As soon as the veterans retire, this knowledge will be lost and we will be even more hostage to what gzdoom devs want.

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Hereticnic Author
Hereticnic

But here is where it gets confusing: I just opened Zandronum again (gzdoom 1.9.1) and the 3D sectors work (bridges) You can get below or above them normally.
So I just have to figure out a way to fix doors for Zandronum to work.
I just noticed something else: it seems like in older versions of gzdoom you have to re-set Sector Light Mode everytime you enter a new map, otherwise the map looks too dark. Use Software setting to make maps bright and colorful.

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