HontE Remastered Experimental (WIP)
Demo 33 commentsYep! End of the year and i still cant finish my job. Anyway there is the new version of HontE. Just because. Version unstable and some bugs can occur...
Hello there! It's my new remake of original Doom II maps. There are dynamic lights only and a lot of new features now. Some places or elements were reworked, but i tried to keep original view. Also, this map-pack not using a new textures or sprites and have full compatibility with some mods or texture-packs (for example, Brutal Doom bugging somewhere, but it's not fatal, i guess) :3.
Please, read Requirements bellow. And yeah, sorry for my awful english...
Required version GZDoom 2.0.0.5 or higher. For older versions of GZDoom you can find and download special FOGZ version this map-pack (link below).
Warning! Running only in OpenGL mode! Size and intensity of dynamic lights should be equal 1.0. Other values - not recommended.
ALSO! Zandronum is not supported! Do not complain about bugs if you use it!
Other series of walkthrough you can find here
All information about it you can find on my page (in blogs). May be not so much details, but i'll try to give a main news about development.
- Sectors with water working not correctly in Brutal Doom and Project Brutality. Headshots above the water can freeze your computer for a while. Also, punched monsters in the water just exploding without any reason. IMPs multiplying in water and s***ng a tonns of brutal bonuses (Partly fixed in new Brutal Doom, but still bugged in Project Brutality).
- Lamps in Brutal Doom keeps light even when broken. It occurs, because dynamic lights and lamps are different things. I can make light into lamps, but if you'll break them, some places will drown in darkness.
- Punched IMPs into chasm is not counted as killed by player. WTH i just said... Anyway, when you trying to punch IMP into chasm on map20 (with Brutal Doom or Project Brutality of course), he (or she... whatever) turns to something that isn't "monster". So, theoretically, you kill monster (body disappeared, corpse spawned), but it isn't counted as killed.
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Yep! End of the year and i still cant finish my job. Anyway there is the new version of HontE. Just because. Version unstable and some bugs can occur...
WARNING! It's version for compatibility. Look requirements below
Hello there! It's my new remake of original Doom II maps. There are dynamic lights only and a lot of new features now. Some places or elements were reworked...
I've tried playing this Doom II remake with Lithium, and for some reason, the monsters have not been appeared at all. The message says "Warning: ACS function strlen called with invalid string argument." Is there any way for me to play HontE Remastered with Lithium?
it works easily with gz
The main reason why this happened - it's same ACS scripts names in wad scripts and Lithium scripts. But it's only theoretical. Need to check this.
Well. Found what is actually wrong. Monsters not spawning because they have no any class attachment (no one class was set). Looks like Lithium has class flag check.
ACS warrning still apear. IDK what's wrong with that. And yeah, i don't know when i will upload a new version of wad, so if you can't wait anymore, you can just open WAD in Doom Builder, map by map choose all things on them and correct info (set class 1 - class 5 checkboxes).
And yeah... After this you can't to chose skill level actually, because all will be spawned anyway.
P:S: I played with different mods with class-chose feature, but this first WAD that actually have troubles with that.
Wow, I didn't know that Lithium is like the first mod that doesn't get the monsters to spawn in HontE at all, and I felt like Lithium would work great in this kind of mappack, considering how dark Lithium is. I've been playing Death Foretold with HontE, and it worked perfectly!
After some tests i can say, that all is working right (include skill levels) if class# checkboxes will be set on. About ACS, well, still can't find solution. It's really somwhere in my WAD, but idk where is.
Well... Nope! Problem not in same script names. I trying to figure out, but something really strange just happened. For example, without any reason some lights disappeared.
I've also tried HontE Remastered with Project Brutality, and for some reason, the monsters keep increasing according to my kill count when I'm in Underhalls. Is this mappack not working so well with Project Brutality? I'm using the 3.0 test version.
It's old one bug of Brutal Doom (and of course Project Brutality because it based on it). It's one problem, that actually i cant fix (like freezes after headshot in water). BTW in the last vesion of Brutal Doom, this problem has been solved. IDK why PB missed this, but IMPs are really crazy in water. I think this happening because something wrong in code. PB has "states" for swiming monsters, but this feature was unfinished.
In other cases, PB working without any problems (except lags on Barrels 'O fun, because this happening even on original map).
Hope so, that after new BD release, PB will be based on it.
P.S: Sorry for same reply. Something wrong and my last message was as reply of last comment.
I don't think that they will change the version because they already do bug fixes and new features themselves, probably most of the features in BD21 will already be in PB.
I've been going through some of your maps with Death Foretold and it's absolutely fantastic. Probably some of the prettiest lighting effects I have ever seen in Doom so far. Thanks so much for sharing this with us.
I can confirm that map 26 crashes the game, i can get in but eventually crashes and can't move.
map 02 is very laggy at the start when doomguy opens the door.
map 22 is laggy at the start for a few seconds.
map 26 i can move for a few seconds then it crashes.
I have an i5 6600 with an AMD 480.
Well... Thats sounds strange, because still no crushes for me. The only one hint - PC configuration. May be problem in not enough memory (but i don't think that's actually reason in this situation). Btw, can someone actually post logs of these crushes (and what port has been used, mods, external soft).
About lagging, i can't actually do something with that. Optimization gives nothing (because i alredy tried). And i really don't want to cut effects of some details.
Also, reason can be in your videocard. Idk, but try to update videodrivers.
About MAP22. It's may be because torches. Map22 not so detailed as some another maps. Looks like i need to make some tests.
UPDATE:
About MAP02 - Yep, FPS fall, because no FPS sync or lock. It's same effect that when you watching forward and then turn down.
Also. You can set less resolution. It gives you a lot of additive FPS. But i don't think that actually you will be glad to see advice like that.
Also. Guess what! I check FPS on GZDoom 2.2 and GZDoom 3.1... And result was 200 fps on first and 80 fps on second. What the hell?
So I tried all the maps again, so yes map 02 and 22 laggy at the start..but map 26 always crashes at the start, tried "-debugfile" cvar with ZDL but it's not writing a file...
I do have 8 GB of ram, maybe map 02,22,26 need to be optimized a bit more, but you said you don't want to do that.
I've noticed other people have had the same issues on the same maps also...but all systems are different.
HONTE is one of my favorite map packs, it's brilliant...i hope you can work it out, I would gladly help you!
I am going to increase my page file size and see what happens.
Well...still crashes with maxed out pagefile..****.
I am using the latest stable GZdoom, maybe it's breaking HONTE...200fps to 80fps is a big jump.
Well... found reason of bad FPS at GZDoom 3. I'm an idiot (good reason enough :)). I mean i forgot turn off shadow maps. Without this fail... i mean feature i have same FPS. So... looks like problem in PC config (i really have no lags in this places). I really think that problem with videocard. (Nvidia GTX 745 working without any bad issuses).
That fact, that game crushing without any logs, just one more piece of mystery. Because i've never seen something like that.
Hmmm, anyway i'll try to do someting but.. idk i can't promiss that i'll fix that.
It really could be an opengl driver issue, or an AMD issue..I tried it again with a default config and it crashes at the same spot...well the game "locks" up.
I also have shadow maps disabled.
If you don't have any issue with your nvidia card, maybe it's an AMD issue.