Framerate of Agony

Tormentor667

Blade of Agony - FPS-KillerThis is more of a development blog entry and less actually news, but I think some people might be interested in how the development of Blade of Agony is currently proceeding. First of all, after turning the development and testing more private and less focused on sharing unfinished material with the community, things got a bit calmer. This doesn't mean that we weren't making progress at all. At the moment I am working on the third mission of chapter 3 which will focus on a small town setting heavily inspired by Medal of Honor's Snipercity with a few more surprises, twists and turns in the plot and a very interesting final battle towards the end of this mission.

Being in contact a lot lately with Graf Zahl were I finally have the feeling that I reached the limits of GZDoom as a port to create semi-modern projects like this. The screenshot to the right has been made by Nash who has actually a pretty decent machine but still, the FPS counter drops to 15 - 15 frames on a modern machine that runs a game more than 20 years old. Sounds crazy? Well, it's obviously possible. The main problem here is the wide open area, the town with all its houses, trees, actors, lines, sectors - the GPU and CPU have a lot to do each single cicle and that's what happens if the engine isn't made for settings like this.

With the help of Graf Zahl, improvements have already been made but it is already clear now that Blade of Agony won't work well with older rigs... or at least not fast. Sure, in our development team we discussed already a few times what to do: Reducing the amount of sectors, changing the setting, aiming for something smaller to make it also available for people with older systems. But in the end, we are not doing this primarily for everyone else, we are doing this mostly because it's fun for us.

When drafting new maps for the project, I don't imagine "What runs well" but I imagine "What plays and looks cool". Sure, if it would slow down my system as well, it would be different, but that's another story ;) Anyway, stay tuned, follow the development thread over at ZDoom.org where you will still find interesting replies from time to time.

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The Golden Souls 2 Demo

Tormentor667
The Golden Souls 2 Demo

Even though it has already been a while, I think it's still worth the news to share the release of a first 3-map demo of Doom: The Golden Souls 2 by Batandy. It is the sequel of the groundbreaking mario styled hub-based mod, this time you'll travel through levels with a…

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Retrospect Issue #1

Tormentor667
Retrospect Issue #1

Doom is old. Yes. And so is the community around. There are people here who are married, have children, a job and their lifestyle can't be compared to what they have been used to when they played the shareware episode of Doom for the first time. Things have changed.…

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Realm667 turns 16

Tormentor667
Realm667 turns 16

Finally my little boy can apply for his driving licence - damn, time is running so fast. Well, I was indeed shocked when I saw the Happy Realmday banner this morning, reminding me and all the visitors, that another year has passed and the Realm667 turned 16 today. 16…

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GZDoomBuilder 2.3

Tormentor667
GZDoomBuilder 2.3

I can still remember times when I launched my good old DOS map editor DETH (and later ZETH) for building my very first maps about 20 years ago. Times have changed and where DoomBuilder by CodeImp was one of the greatest heaps in the early 2000s, I would consider MaxEd's…

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DoomLauncher v2.3.0

Tormentor667
DoomLauncher v2.3.0

And it goes on, and on, and on! hobomaster22 has just released the latest version of DoomLauncher, the number one doom frontend for organizing and playing all your favorit wads and projects (which are currently 563 pieces in my archive to give you an idea how useful…

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DoomLauncher v2.2.0

Tormentor667
DoomLauncher v2.2.0

And it goes on, and on, and on! hobomaster22 has just released the latest version of DoomLauncher, the number one doom frontend for organizing and playing all your favorit wads and projects (which are currently 563 pieces in my archive to give you an idea how useful…

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SFX now with ACS

Tormentor667
SFX now with ACS

Often demanded but everytime ignored, the SFX Shoppe's rules have finally changed and people are now allowed to submit effects that also take the advantage of ACS scripts. A more detailed list of all the rules can be found here by the way. So now, all the fancy things…

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Icarus' Blade of Agony

Tormentor667

For those of you who have no idea what's WolfenDoom: Blade of Agony is all about, Icarus Lives has prepared a short and interesting preview video at his Youtube Channel - but feel free to be lazy and just watch it directly below. It gives a good overview of the mod…

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John Romero's E1M8

Tormentor667
John Romero's E1M8

This is one of the most historic events of all time for any of us Doomers: John Romero released a new map for Doom after being absent for 21 years, actually his own replacement of E1M8 for "Knee-Deep in the Dead" (Sandy did the original one that we all know). This is…

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DoomLauncher v2.1.0

Tormentor667
DoomLauncher v2.1.0

Good news to all those control freaks (as I am): hobomaster has finally updated his library frontend DoomLauncher coming with a lot of new and useful improvements to you and going up to version 2.1.0 now - consider this as a small christmas present. So what can be…

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