I've always been pretty good at getting to grips with technical stuff. Modding Doom proved to be a fun, but sometimes frustrating experience. There are engine limitations to deal with in the original Doom engine, but then there's also quirks of the port being used. But, I can get my head around that. It's why teaming up with my best friend @[BarefootMapMaker](members:barefootmapmaker:4544685) has worked so well. I can make happen what he dreams up. At least, as far as Doom goes.

Report RSS Working on a few things

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Recently I've gone back to looking at some of the old code I've done for some of Dragon Sector's monsters. To say I was a bit shocked by what I saw is a bit of an understatement. Granted, I knew a lot less back then, so it does stand to reason that with experience I'd get to know how to do some things better. Well, I've been cleaning up some of those monsters for the release we'll be doing at the end of the week.

I've also been experimenting with compressing our textures. It seems like the experiment has been a success, reducing the filesize of the pk3 by a substantial margin, and to our eyes, at least, not really looking all that different. So, going forward, we're going to be doing this by default. This should make the download quicker, and be a bit easier on the GPU's Video RAM.

We will still keep the same quality textures as we're working on the mod, but when I create the pk3 for release, I will go through the compression stage. If people want the original uncompressed textures, I could put out a seperate pk3 with those.

All of that said, things are moving along. I've seen the beginnings of Map 6, and it's going to be QUITE something, hehe. :D

All the best, everyone. Thanks for downloading and enjoying our maps.

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