Beginning of "development limbo" phase, I guess.
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README.md
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README.md
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## The Introduction
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**Codename: Demolitionist** is an all-original gameplay mod for **VKDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
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**Codename: Demolitionist** is an all-original gameplay mod for **UZDoom** with a basis on rapid, fluid movement mechanics as well as very satisfying, punchy, strong weaponry. In it, you play as the titular **Demolitionist**, a robot with quite a personality, who's destined to save the day, as explosively as necessary.
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The mod's arsenal could be seen as a *"best of"* collection of custom weapons I've made for **Unreal Tournament**, plus many new things that didn't make the cut there. It is also effectively a reboot of the entire **Some Weird Weapons Mod *(SWWM)*** series, which unfortunately ended with the cancelled **SWWM Z**, this mod's direct predecessor *(hence this project originally starting its days under the name of **SWWM GZ**)*.
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**This mod features loud sounds and flashing lights**, which may be harmful to certain people. There are options to dampen some of these effects, but it may still be unsafe nonetheless.
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**The UI design and color schemes of the mod may be problematic to people with color blindness**. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. VKDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
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**The UI design and color schemes of the mod may be problematic to people with color blindness**. Certain elements such as healthbars and various numbers could potentially become hard to see under some conditions. UZDoom has sliders for controlling not just brightness, contrast and gamma, but also color saturation, which may be of some help.
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**The characters and stories featured in this mod are part of my own personal fiction**. Any similarities to real world individuals or events are entirely coincidental or, in some cases, loosely referential.
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## Software and Hardware Requirements
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**Codename: Demolitionist** requires [a recent **VKDoom** build](https://github.com/dpjudas/VkDoom/releases/tag/nightly). As long as it supports the full **GZDoom 4.14** feature set *(or later)* it should be fine.
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**Codename: Demolitionist** requires **UZDoom 5.0** or later.
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Recommended desktop hardware specs are as follows:
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Recommended settings are as follows:
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- **Renderer:** Hardware only, this uses 3D models, shaders, all that good stuff.
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- **Renderer:** Hardware only, Vulkan. This uses 3D models, shaders, all that good stuff.
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- **Textures:** Filtering set to either "`None`" or "`None (Trilinear)`". Textures are meant to be chunky.
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- **Post-processing:**
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- Bloom is recommended at minimum, FXAA should be fine as well.
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- Only enable SSAO if you have *REALLY* beefy hardware, it's expensive *(though it doesn't look that great)*.
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- It is not advised to use VKDoom's tonemap filters, as they can cause glitches with some visual effects.
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- It is not advised to use the engine built-in tonemap filters, as they can cause glitches with some visual effects.
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- For other post-processing, use [MariFX](https://git.marisa.pw/OrdinaryMagician/marifx_m) *(shameless self-plug)*.
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- **Lighting:**
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- Dynamic lights must be enabled, or you'll be missing out on a lot.
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- Make sure dynamic lights are set to affect just about everything including particles.
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- Dynamic light shadows are recommended to be enabled, at the highest possible quality and resolution.
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- It's advised to use "`Classic`" sector lighting, as other modes may over-brighten weapon models.
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- If affordable by the hardware, raytraced shadows are recommended *(don't use the "precise" options unless you have a 30xx series card or higher)*.
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- With RT shadows, keeping the shadow quality at "`Nearest`" is recommended. That setting has a much higher performance hit when not using regular shadow mapping.
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- "`GPU (Per-pixel)`" sprite lighting is also recommended on high-end hardware *(as otherwise 3D models use per-vertex lighting)*, though do note that this may cause performance issues when there's hundreds of dynamically lit sprites on-screen *(I mean, that's kind of expected)*.
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- **Audio:**
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- Increasing sound channels to their maximum limit *(or beyond, by changing `snd_channels` in the console)* is advised.
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- HRTF is not recommended, it may result in excessive CPU usage and lower quality full-stereo SFX.
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For reference, I've been able to play this comfortably on a cheap Acer Aspire 3 laptop *(it has a Ryzen 7 5700U, not top of the line or anything)*. On the desktop I can even play through slaughterwads with it, even though most of my hardware is two or more generations old at the time of writing.
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Seriously, most of the people out there who complain about bad performance with GZDoom are definitely doing something wrong. This isn't the same Doom from 1993, dude, the ZDoom family has been receiving incremental updates for more than 25 years now, needing newer and better hardware is just a fact of life when software complexity keeps increasing.
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Seriously, most of the people out there who complain about bad performance with the GZDoom family of ports are definitely doing something wrong. This isn't the same Doom from 1993, dude, the ZDoom family has been receiving incremental updates for more than 25 years now, needing newer and better hardware is just a fact of life when software complexity keeps increasing.
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In addition, this was verified to run smoothly on the Steam Deck. However, because the mod has been designed with keyboard and mouse in mind, it is not really possible to bind *ALL* controls beyond the bare essentials, *(this might be addressed in the future)*. Note that for the time being, VKDoom has to be installed on the Deck through an [unofficial flatpak repo](https://github.com/fpiesche/flatpak-builds).
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In addition, this was verified to run smoothly on the Steam Deck. However, because the mod has been designed with keyboard and mouse in mind, it is not really possible to bind *ALL* controls beyond the bare essentials, *(this might be addressed in the future)*.
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*(Testers are welcome for narrowing down more precise hardware requirements, I can't afford extra testing hardware)*
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@ -275,7 +274,7 @@ The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies
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**Tertiary fire:** Toggle between wide spread *(default)* and tight spread for primary. With a tighter spread, chunks will be closer together and reach higher speeds, but bounce more erratically. In addition, lobbed shells will also go much farther.
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This weapon made the **Unreal Engine** cry, so **VKDoom** may suffer a lot too.
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This weapon made the **Unreal Engine** cry, so **UZDoom** may suffer a lot too.
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#### Eviscerator Shells
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