I could have sworn there was a final update with some extra maps in the works for this at some point. I at the very least remember seeing a stream where you were working on it. Have you lost interest in the project or just Doom in general?
Ah, I never really formally declared it on these pages, did I? Sorry about that. The circumstances around this project got complicated, both on the collaborative side and the mechanical side.
I wouldn't really consider myself a great programmer, but the way I coded this ended up being Particularly Not Great; when hosted for long times on a server, it became a memory hog unlike anything else. We tried out various different things to fix it and there were streams attempting to handle things, but everything ended up making it worse--at one point we even had the then-admin of the master server come in to help us monitor and debug things, with a record low of 12 minutes before a server crashed.
I had a lot of fun working on this project, but unfortunately my code wasn't (isn't?) very network-sustainable and every attempt to fix it only made it worse. So it ended up kind of hamstringing itself before it really took off.
A pipe dream idea I'd like to do in the future (don't take this as a guarantee) is being able to customize how a ball appears, swapping between different skins for it.
LOL basically punishment for nocliping cause I tried every which way to hit the ball over the mountains to hit the cyber demon but the sky kept getting in the way lol.
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I could have sworn there was a final update with some extra maps in the works for this at some point. I at the very least remember seeing a stream where you were working on it. Have you lost interest in the project or just Doom in general?
Ah, I never really formally declared it on these pages, did I? Sorry about that. The circumstances around this project got complicated, both on the collaborative side and the mechanical side.
I wouldn't really consider myself a great programmer, but the way I coded this ended up being Particularly Not Great; when hosted for long times on a server, it became a memory hog unlike anything else. We tried out various different things to fix it and there were streams attempting to handle things, but everything ended up making it worse--at one point we even had the then-admin of the master server come in to help us monitor and debug things, with a record low of 12 minutes before a server crashed.
I had a lot of fun working on this project, but unfortunately my code wasn't (isn't?) very network-sustainable and every attempt to fix it only made it worse. So it ended up kind of hamstringing itself before it really took off.
Execution could not continue.
R_OPENGL: OpenGL driver not accelerated!
Do i need a better version of gzdoom or something else?
You probably need an older version of GZDoom at this point. This released in 2018 so imagine a version like 3.8.2 would probably work.
Very fun and relaxing.
this mod is pretty damn cool. Can't get the spraypaint to work though
nevermind I fixed it, for some reason my decal limit was set to 0 before I downloaded this
cool
Boys, beer and golf. What can be better?
Have you considered making the ball a cacodemon?
A pipe dream idea I'd like to do in the future (don't take this as a guarantee) is being able to customize how a ball appears, swapping between different skins for it.
Quick question. Why is there a cyberdemon on flatlands?
Purely for the sake of giving players something to fight if they somehow manage to get up there.
LOL basically punishment for nocliping cause I tried every which way to hit the ball over the mountains to hit the cyber demon but the sky kept getting in the way lol.