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...
REV1.102 hotfix 1:
Ver 1.1:
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 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.
Now this is some next level stuff. A top high quality remaster of doom 2 the way it's meant to be. Please let plutonia be your next project!! I can only imagine how maps like Go 2 It and Cyberden would look with your awesome work.
Can you update it to work with the latest gzdoom?
During map 26 with project brutality the game will freeze right away and crash.
I played at 26th map with PB right now.. looks like all working normally, but some monsters dying at start (spawned in lava). May be it's reason of lagging on slow PCs. Anyway, that's bad and i'll fix this later. But! Still no crushes. What exactly happpened, where and how?
About GZDoom 3 and higher. I think current version working normally on them. At least no critical errors.
waiting for the plutonia and tnt remastered.. or if you can even the doom64 levels
Brutalized Maps, but *done right*
played it with d4t looks authentic
will you add shadow maps?
Nope, because it's unfinished feature. A lot of things are wrong and i can't to do nothing with that. No enviroment lights (wich can render lights from skybox), a lot of lights sources, some parts have no shadows (3d floors, mid textures, floors/ceilings edges). if it will be better, i'll make someting, but not now.