(non-official) Fix for AMD GPU's. Reduced file size from 145 Megs down to 74 Megs
- from 145 MB down to 74 MB
- fixed an error where the mod wouldn't load because of shader error, it is not playable on AMD GPU's (that's another surprising thing that is happening in doom modding now, mod makers are making mods that are only compatible with Nvidia GPU's... and these are the kinds of people louded with awards by the "community" these days)
- recompressed music and sounds
- recompressed textures and skyboxes
- 20 Megs down from skyboxes alone... Doom modders, please don't go insane okay? jesus christ...
- recommended: gzdoom version 4.5.0 (best compromise between looks and performance, keep this version if you can, no need to update frequently)
- and here's the best part: done WITHOUT permission, because we don't have to ask permission from any of these fucktards to have our fun enjoying Doom mods
- I haven't done any optimizations to this file and never will, good luck with that... at some moments it goes down to 15 FPS on my Ryzen 5 CPU... I can't fix horrendous level design, sorry LOL These guys got their precious little Cacowards and RAN away, they didn't even finish the project properly. So go ask them for help. Let's see how much they "love the community" LOL Let's see how much they care for you.
- gameplay review: I haven't finished playing all of them yet... half of the maps are fun, the other half seem to be these "arenas" type of maps, cheaply designed and all that... it's so heartbreaking when good-looking maps full of potential end up playing like shit. The usual in Doom modding these days I guess. I hope this period of bad level design ends soon and this period be left in the past as "the dark ages" of Doom mapping history.
- I would recommend this map to be played on multiplayer co-op, but seem like the devs didn't care about that either, being that this won't work with older versions of gzdoom.
So that's another thing going on in the Doom modding scene these days, gzdoom staff prevents maps from being played on other ports through code obfuscation.
Meaning: gzdoom staff is focused on renaming a bunch of old scripting functions, the features are exactly the same as they were in older versions but when mod makers use these new functions they are hard-locking their mod into using a specific version of gzdoom, ultimately taking choice away from the hands of the player.
One example of this is the A_SpawnMissile function, I think that's the one, I don't remember the exact spelling. It does the exact same as the older, universally-compatible A_FireCustomMissile function, but by instructing modders towards using that function will prevent the mod from working with older versions of gzdoom or multiplayer in Zandronum.
These fuckers need to be exposed for their shit, not only the gzdoom staff but the mod makers as well, and everybody knows these days Doomworld forums became a cesspool of censorship, accounts being banned left and right. These guys simply got their cacowards and ran away, pretty shameless. But that's it guys, let's document history around here in a platform that doesn't have censorship, if this is how they want to become remembered in history, so be it, it's their own making.
Bro, you're seething harder than a Doomworld jannie. It's just a WAD. The authors chose to use GZDoom because it has some advanced features the other available engines do not. I didn't think it was particularly that great of a mapset myself, but you're going full schizo just because it didn't work well for you and it doesn't work on a different engine. Literally who cares, there are thousands upon thousands of other WADs out there, take a couple of deep breaths and then go play one of those instead.
True LOL We can only change things if we make noise though. I will not just sit here while they think it's normal standard procedure from now on to make mods that only run in Nvidia GPU's. And giving awards to a mod like that. Expose these *************, embarass them publicly. That's how we create change. I could just sit here like a coward. But no, let me waste my life away writing PARAGRAPHS LMAOOOOOOO
What I'm trying to say is: mod creators, please TRY (at least TRY god dammit) to keep your mods compatible with gzdoom version 2.4.0 (2017) That way you won't alienate an entire portion of the crowd that loves Doom mods based on them having the "latest and greatest" hardware or whatever. Version 2.4.0 will still work on older computers, most of the features are there.
Wanna know how do I know this is true?
Because when I was still in my older laptop, back in 2020, I modified this same mod in order to make it load up in LZdoom and older versions of gzdoom for testing purposes.
How I achieved that?
Simply opening the file in Slade and making slight modifications to the syntax of a few lines of codes (based on gzdoom error messages... I needed to do this some 4 or 5 times, took me 15 minutes, not a big deal)
After that, I tested and played the maps, and they worked normally (scripts and whatnot)
So this is proof that, indeed, there is NO features in newer versions of gzdoom that weren't already implemented in this older 2017 version (2.4.0)
Some other people also mention still using gzdoom version 3.2.5 (or is it 3.2.4 I can't remember) to this day because of similar reasons. If you think I'm crazy, go ask them why they do it.
Summary:
I could be a bit more concise with my writings, but so far no one has come back with valid arguments, just emotional responses and denial.
Until you have valid technical arguments to back up your claims, don't come argue with me, otherwise you will be put to shame publicly.
Emotional responses in cognitive dissonance will not cut it.
And yes, it does feel glorious to win everytime.
You see... it's not that difficult to defeat me: just do your homework. Simple.
"What I'm trying to say is: mod creators, please TRY (at least TRY god dammit) to keep your mods compatible with gzdoom version 2.4.0 (2017) That way you won't alienate an entire portion of the crowd that loves Doom mods based on them having the "latest and greatest" hardware or whatever. Version 2.4.0 will still work on older computers, most of the features are there."
This is the thing I don't get with the "modern" WADs nowadays, the reason why I prefer the older Doom mods without the bloated effects, etc. is that you can play them regardless if your CPU speed/hardware came from 2010 but looks like it's the norm nowadays to put too much special effects just to say your WAD is special. I don't mind a few special effects here and there in a WAD (going off-topic a bit, quite frankly, I'm amazed with map makers who only use stock Doom/Heretic/Hexen assets to create good WADs - Whispers of Satan comes to mind) but it's funny to me to run a specific WAD for an almost 30-year old game with the latest computer hardware.
And as for the people running doomworld/zdoom forums and their sycophants, let them be. They have no power over moddb anyway.
Exactly.
You guys can use my page here (it allows for anonymous comments here, after all) or my Youtube channel shown in the video to write down what were the most stupid things you ever seen happening in regards to gzdoom, or something bad that the gzdoom "team" done to others.
We have to start documenting these things down, because they feel they are untouchable when they remove other people's accounts and they write aggressive replies only to delete them later on, to appear as if they done nothing. On Zdoom forums it's even worse, since I've seen older threads having screenshots with useful technical information being removed (information that is going to be forever lost now)
We did not start the aggression, they started it. So now they pay the consequences.
I will provide a platform for you to speak.
While they hide in the dark corner like cochroaches that they are.
Speaking of Doom forums that are harassing mod developers, "Call of Doom: Black Warfare" comes to mind. The poor mod developer of that project was harassed by ZDoomers just because the mod developer wanted to do things his way despite getting suggestions from the ZDoomers themselves. Having played the mod itself, I can say it's good. It's frankly disgusting and it's one of the things that made me want to leave the entire Doom forums for good.
wow, that was a pretty disgraceful interaction, sadly... I just visited the thread page. Seems to me like they kept aggravating the guy and then the forum "admin" just came by to scold him.
Do you know if there were more messages in that forum page? Maybe some are already deleted. I printed a PDF of it just in case they delete more. I recommend you making a copy too. They try to erase what they did all the time there.
A few months ago I just tested one of these "modern weapons in doom" mods, there was a learning curve at first of course but it played fine, better than I expected honestly. The official video for that Call of Doom video looks fun as hell LOL (if anything too many particle effects that can slow down your PC, but gameplay is fine)
Not sure if the messages were deleted, it probably ended up in their "halls of the damned" thread. I'm glad that the mod maker didn't compromise his work just because a couple of loudmouths were harassing him.
Mod creators:
If you need help with certain functions or scripts to keep them compatible with gzdoom version 2.4.0 or older, please ask for help. I can provide help. There are ways to make this work.
A good example of all this is PirateDoom (2013)
Do your mod needs to do something different that hasn't already been done there? Otherwise, that Doom mod there should be used as a reference guide for scripts and code examples.
DO NOT rely on the "official" Zdoom guides, they are super convoluted, badly written and they often lead to performance issues. Ask for help, reach out. Don't let ******** destroy your entire mod.
I don't remember what it was that I've seen being recommended in one of the "official" Zdoom wiki pages for creating new mods.
I should have taken screenshots of these things for me to remember them later.
They were recommending an over-engineered and overly complex way of creating assets in the game, when there are much simpler ways of creating custom items or monsters in zdoom.
Rule of thumb is: never follow "official" guides, always use other mods as a template for features that you want and adapt them.
If you are creating your mod from scratch, typing code from zero, then not only you are wasting a lot of time for yourself, but you are creating a bunch of problems in regards to performance and making a portion of the crowd unable to play your mod later on. Follow "official" guides if you want your mod to become forgotten in time, because no one is going to be able to play it.
Video footage that prooves that Refracted Reality is able to load in older versions of gzdoom after a few small changes in syntax in the code.
Which goes to proove what I said: there are no features in the gzdoom engine that didn't already exist back in 2017.
What they've done is they simply changed the syntax of some of the functions and added arguments in some of them...
For example: being able to call different sprites in a single line of code, like this, AAAAAABBCCDEFGH, used for animations. Or the ability to call sprites with more than 4 characters in their filename... cosmetic changes, not functional changes.
--
What the footage shows is this:
left side (bad... lights turned down, less definition/sharpness on textures, particularly bad in areas where you need to see things in the distance, having to squint your eyes to see details, causes eye strain...) left side: lzdoom which was the only gzdoom version that worked in older GPU that did not have OpenGL 4.0 drivers, versions of gzdoom after late 2017 did not load on that hardware anymore
--
right side (good, better... more brightness to the image, more color saturation, vivid colors like the original Doom games, special attention to how textures look more sharp and you can notice details more easily even in a crappy 480p footage)
right side: older versions of gzdoom such as 1.9.1 or 2.4.0
Not only changes in the code, but also makes the mod look better too
--
Refracted Reality is shown at about 8:18
Hereticnic, thank you very much! Sorry, those who justify the Creators of the WAD, but I have to agree with him. I happened to touch RR and played with EVP and other mods. As soon as I finished one of the cards, an error flew out. I'm also an old-school player, but why can't I play with modifications? There's a vanilla arsenal and monsters, and they're already getting bored.
I thought that this mod is not compatible with WAD, but in fact the Creators themselves are to blame, who did not optimize for AMD GPU. But you know what's funny? I have Nvidia GTX 1050 and even with it I get an error! And downloaded this version, then everything works fine! FPS in any case will not add, but you can now play with mods! The creators, damn it!
wow... so it's even worse than I thought... thanks for the report, we have to document these kinds of things to expose these pieces of trash
Agreed,Hereticnic-nothing makes me MORE mad than a mod only for a certain
sourceport(heartland).
i can relate to that sort of thing.
I wholeheartedly agree regarding the newer versions of GZDoom being unfriendly towards the older wads. The people who package the newer versions just make a few modifications here and there and they just release it like it's something new or whatever.
And the less said about the totalitarian admins of ZDoom, the better.