Pirate Doom started back in mid-2012, and what a long way we've come, baby. Arch got the ball rolling with some humorous sprite edits and a few levels and developed the thing into a full-blown GZDoom TC, which saw its major final touches in 2013. Every monster you know from Doom II has undergone some fantastic work to fit them into the Pirate pantheon, from the lowly zombieman to the strapping Cyberdemon, and all the action plays across a wonderfully varied 18 or so levels, giving you plenty of time to get intimate with the changes as you swash and buckle your way through a brand new adventure. There's a comical tone running through the whole set, beginning with the voice clips uttered by the transmogrified zombies and the way the imps' hats fly up into the air and then floppily float back down to the ground, never mind goofy stuff like the braided pain elemental beards or the peg-legged Cyberpirate. (text by KMX E XII)

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Pirate Doom optimized to work in older slower computers.

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Pirate Doom performance fix (unofficial)
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Hereticnic Author
Hereticnic - - 229 comments

In my previous file Hocus Pocus Doom I stated 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.
Video:

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Hereticnic Author
Hereticnic - - 229 comments

The more I try spreading this info forwards and the more people learn the "proper way" of making Doom mods, the less time I have to spend manually adapting these mods later on to make them work in Zandronum or older versions of gzdoom.
As proved by this mod (2013) by Brutal Doom (2012) and by Winter's Fury (also 2012) gzdoom 1.6.0 already had all features anyone could ever possibly need when creating a Doom mod, either it be a partial or total convertion.
It would be a wise decision using these 3 mods as a template for things that you want to build in your own mod, that way you will ensure that your mod will work on any version of gzdoom and will not be hard-locked within one specific version like is happening with a bunch of newer mods unfortunately.
..
The gzdoom maintainers do not care for you, they only care for people downloading each new update they roll out, to create the false impression they're still needed and to validate their presence. Just to be perfectly clear: gzdoom doesn't need updates. Every feature we could possibly ever need is already there.
Besides that, development and source code itself (the actual hard work) these days is mostly comprised of anonymous contributions in their Github page through multiple pull requests.
People have this idea that graf zahl (or whatever the stupid name is, nobody cares) is the sole developer of gzdoom and the main person responsible for this boom in the Doom modding community. He's not. He never was. Most part of the gzdoom updates themselves were directly forked from innovations made previously in Zdoom, that was where the programming itself was done, and potentially by anonymous contributors too (I'm not familiar what happened there, I wasn't around at this time, their development ceased in 2016)

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tokdmvlad
tokdmvlad - - 275 comments

хах

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