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Brutal doom v21 screen blood
Brutal doom v21 screen blood









brutal doom v21 screen blood brutal doom v21 screen blood

Personally i use brutal doom because it runs better personally to me project brutality is like the hideous destructer of brutal mods it can be a bit complicated at times i like brutal doom also because its much simpler looks better (map enhancement system) runs better and im a gore hound Now he is unable to port the improvements himself because he is a bigger hack than I am (last time I checked it, it even had 2018 v21 beta bugs from stolen code that he couldn't fix yet, such as the dead bodies spawning flies when shot). Pa1n decided it was a good idea to steal resources from BD's closed beta when I was helping him and I was just about to port v20's systems to PB. 10 minutes into the game after you fired every gun and played every possible sound, the stuttering ceases completely. But everything on BD is better programed than Project Brutality. Brutal Doom does not do this because of its intended Zandronum compatibility. You may have notice it to be better because PB uses preload caching to save sounds into the memory and prevent some stuttering. Project Brutality still uses BDv19 code as it's base. Some limits are here to stay forever, or it wouldn't be Doom. Gooberman's Rum & Raisin Doom does a brilliant job rewriting code to be multithreaded, but for a completely modernized take that takes advantage of everything a modern PC has, you are basically looking at a different engine, that isn't Doom's. To fix up issues that are inherent to the Doom engine itself would require a rewrite of how the rendering works. As in, you still get playable framerates even if the overhead is significant. The difference in source ports in that situation is which source port buckles to an acceptable degree. If a map has extreme detail, any source port will buckle. This can be readily observed with some of the Cacoward winners that require GZDoom but are also extremely detailed.

brutal doom v21 screen blood

Some things are however inherent to the Doom engine as it is concieved. Introduce new features that aren't capable with the original feature set (Extended limits, OpenGL rendering, and so forth) Well isn't the entire point of a source port to utilize and implement modern hardware to run doom efficiently and in different ways?Įxpand features upon the original feature set











Brutal doom v21 screen blood