What is P:STD?

It is a mod that's using 3D models exported from Postal 2, along with sounds, textures.
The main goal of the mod is trying to make it look and feel it's Postal 2 - Paradise won't get ported

Github: Github.com

On Friday where the Postal Dude was supposed to complete his job (retrieve items for his wife), at the very end Paradise has started to collapse, the Apocalypse has began.
In fear of the eternal damnation, Postal Dude made a huge risk and instead of going back to home, he started fleeing towards Phoenix without thinking.
Of course, when he realized it was a stupid decision, it was too late, his trailer, dog; Champ were still in Paradise, but not until when he saw his wife is road raging on the bridge that leads to Phoenix.
And the poor bridge cracked, then destroyed shortly after when she stopped the car (and the trailer) in front of the Postal Dude. What happens after is a chance for Dude to get his belongings back, and once for all deal with The Bitch.
Phoenix is a much stranger city than Paradise..


Requirements:

  • GZDoom v4.2.0+ (Note: Some special effects won't show on Vintage/Legacy versions)
  • A mid-end PC/Laptop, it has some issues with very low end computers, and it sometimes doesn't work with Intel HD 2000 and 3000
  • Vulkan renderer is recommended if playing on STD levels

Download Link:

Share the Doom

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Post article RSS Articles

Hello, it's olzhas1one, back with another STD article. Today, we're gonna talk about the new stuff added during the last month, let's start with the most trivial thing:

Optimization

  • Fixed Player voodoos crashing GZDoom
  • Various code cleanups in the mod
  • Disabled all debug text from NPCs (NPCCore)
  • Removed overridden Doom strings, this means STD no longer replaces any Doom entities anymore nor touch the original text of it
  • Made Share the Doom less prone to crashes via null pointer checks

Shading Update

Now, a very big feature that was added to Share the Doom is the SunSim shader (ZDoom Forums Post) which makes the models look "less flat", as now they are properly lit using an internal sun. They're not quite tuned properly yet but it's already a significant improvement over the default GZDoom model shading

The sledgehammer being lit by the SunSim shader.

via GIPHY


AI changes

While they're pretty niche, in my opinion, the AI will now smoothly turn to the player when bothered. The AI can now also wield rocket launchers, and will use an improved A* Pathfinding system (ZDoom Forum Post). The pathfinding is not quite tuned out yet, so we're not really showing it off.

Smooth Movement

via GIPHY


AI using rockets

via GIPHY



Weapons

Weapons have been untouched for a long time, but now Kizoky has decided to work on them, and now more weapons are functional. Kizoky will continue working on the weapons and will finish them all, before he'll go back to working on the AI

Currently new functional weapons:

  • Sniper Rifle
  • Grenade
  • Rocket Launcher
  • Scissors
  • Matchbox
  • Gas Canister now has a match sprite attached to it, so it's easier to work with

Gallery

Grenade

via GIPHY


Rocket Launcher

via GIPHY


Scissors

via GIPHY


Maps

Now I have been working on the maps, and right now we've got around 35% of the whole map done (Early WIP stage, no details). I've tried using substractive lights as the means to replicate Unreal 2's raytracing system, it's up to you to decide whether it works or not.

World 1 (low-income residential)

World 2 (commercial-industrial)

As you can see, the maps are in a very rough early stage. We'll work on them more once we get the functionality of the game done.

World 3 (commercial, mall)

World 4 (beach area)

World 5 (natural hills area)

World 6 (high-income residential)

(not shaded yet)



That's all we have for today! If you wish to try these changes out, you can grab yourself a build and compile it from GitHub: Github Repo, or wait for Kizoky to release a compiled build.

If you're willing to help with code, message Kizoky, if you want to help with maps, message me, olzhas1one.

Thanks for reading!

POSTAL: Share the Doom Update Log #1

POSTAL: Share the Doom Update Log #1

News 1 comment

Welcome to Share The Doom's first ModDB article! Today we shall discuss the updates that have been made since August.

RSS Files
Share the Doom [March 24 2020] (Tech Demo)

Share the Doom [March 24 2020] (Tech Demo)

Demo 2 comments

A new release for Share the Doom, this is mainly focused on fixes.

Share the Doom [February 16 2020] (Tech Demo)

Share the Doom [February 16 2020] (Tech Demo)

Demo 3 comments

Bunch of new features, bug fixes, and so many more!

Comments  (0 - 10 of 42)
SapphireDSapphire
SapphireDSapphire

my only problem is the name std other then that this looks great

Reply Good karma Bad karma+1 vote
Kizoky Creator
Kizoky

Oh yeah, I got the "Sexual Transmitted Disease" joke a lot :(
But you can assure that was completely unintentional

Reply Good karma+5 votes
SapphireDSapphire
SapphireDSapphire

Ik what your thinking but Thing is, I don't even like video games.

Reply Good karma Bad karma+3 votes
LilyFerrari
LilyFerrari

What?

Reply Good karma Bad karma-1 votes
farellfoxx
farellfoxx

Oh no...

OH NO! :)

(I'm kidding, but I am excited to see where this mod is going to end up.)

Reply Good karma Bad karma+3 votes
DeltaDoomGuy
DeltaDoomGuy

Awesome mod... Not really much to do for now but nevertheless absolutely amazing models and techniques.can't wait what you will implement in the future

Reply Good karma Bad karma+2 votes
DeltaDoomGuy
DeltaDoomGuy

Fvck... Sadly delta touch only. Supports gzdoom 4.1.3... Until it gets updated I have to wait or play it on PC....

Reply Good karma Bad karma0 votes
Kizoky Creator
Kizoky

If the HUD is messed up let me know and I'll add support for mobile resolutions

Reply Good karma+3 votes
DeltaDoomGuy
DeltaDoomGuy

I tried to play with delta touch but it crashed and said only gzdoom 4.2.0 supported... But delta has only 4.1
3... Can you please do something about?

Reply Good karma Bad karma-1 votes
Kizoky Creator
Kizoky

Wait for 4.2
Unfortunately the Bystanders relies on a function only available on that version (voice pitch-shifting)

Reply Good karma+1 vote
DeltaDoomGuy
DeltaDoomGuy

Sad cause your preview said it will work with 3.xx.. Can't you remove that feature for a kinda mobile version... Would absolutely appreciate it

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DeltaDoomGuy
DeltaDoomGuy

No answer?

Reply Good karma Bad karma-1 votes
Kizoky Creator
Kizoky

Okay, here it is: Github.com

Reply Good karma+1 vote
DeltaDoomGuy
DeltaDoomGuy

Awesome.. Thanks a lot.. Will try it tomorrow evening when I'm at home. Really nice that you've made it. Also sorry I didn't see it earlier..

Reply Good karma Bad karma-1 votes
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