Sunday, July 7, 2013

Time to trim the fat.

Though my week off from work is almost at its end now, I haven't had much time to enjoy actually playing any games.

The week began with me ready to once again immerse myself in Oblivion, only to discover that one of the mods I was playing with (which still remains unidentified, by the way) was making the game instantly crash to desktop whenever I attempted to remove a specific vanilla item from defeated enemies. I could systematically open each active plugin with one of the editing tools and look for anything modifying that item, but instead I first chose to try the process of elimination method and in the process somehow borked the game so that now I can't even start a new campaign.

So I decided to turn my attention to one of my old favorites, classic Doom -- more specifically, Doom run with the source port GZDoom. With the latest version of my favorite source port I had only been running the game for about 45 minutes when suddenly the framerate deteriorated so drastically that I could progress no further. So what's the first thing I do in this situation? I go make a fool of myself in their bug report forum, of course. After a bit of posting and simultaneous testing, I came to the conclusion that there wasn't anything wrong with the source port but instead that the problem was somehow being caused by the mapset I was trying to play. So I switched to another megawad and, by the third map of the set, the framerate again went to crap -- worse, whatever is causing the problem is apparently preserved in the saves so restarting the executable in hopes that the issue will clear out of the RAM and GPU is ineffective.

I've read that the openGL support of AMD/ATI/Radeon video cards is becoming increasingly atrocious with each new series of GPUs they release, so I began to investigate further along that avenue. I tried several different versions of the drivers for my current video card, to no avail, then I went so far as to actually pull the hardware out of the tower and stick my older Radeon GPU back in. Still the problem persisted. In the end I decided that if I was going to get to play the game at all this week I'd have to switch to ZDoom, which is of course the source port that the openGL version is based upon.

But that wasn't the end; when things on the computer go good for me they go great, but when they go bad they go straight to hell in the proverbial handbasket.

I was playing Armadosia with ZDoom and by the time I was halfway through the second map the framerate again went straight to crap. WTF? It's not even openGL! I've been playing games like Oblivion at 1600x900 resolution with the details maxed! This should run like a racehorse! WTF?

I was only running the game with one other mod. The mod had never given me any trouble before so I had by default ruled it out as a possible cause of the issue... but just for the sake of being thorough I decided to disable the mod and launch the game one more time. Without that remaining mod the game ran without the slightest stutter, even in the openGL version; with the mod enabled again the stuttering returned and soon the game was unplayable. Anyone care to guess which mod was causing the problem?

Herculine's Doom Upgrade.

Now my critics can rejoice; my randomizer mod actually does make the game unplayable.

This of course has me very frustrated. I've been developing the mod and playing with it for over two years now and have never had such issues until now, though during that time the mod has steadily grown in its size and scope. Apparently it has finally reached a size where the source port engine can no longer handle the amount of information that needs to be processed, even if I enable the executable to take advantage of all my system's RAM. Again my critics can rejoice; all along they've said that the mod has too much stuff in it and now it seems that they're finally correct.

Readers familiar with ZDoom modding might ask: "Herc, what if it's just one item that you've recently added that's causing the problem?" While there's always a slim chance of that I suppose, I doubt that it's likely because the coding for all these things is basically the same. When something goes wrong in said code usually the worst that can happen is a sprite won't show up when it's supposed to or a monster won't do something when or how exactly it was intended. I really don't see how one could code a single monster or item to produce such a drastic impact on the graphics processing unless it simply had a ton of visual effects crammed into it, and even then the problem would have been abated by adjusting or even totally disabling the openGL options as I did while I was trying to locate the problem. Also, I think it would be safe to assume that the bug would only manifest itself when said object was actually spawned in a map, while this bug is persistent as long as the mod is active in any case. The only conclusion I can reach at this point is that the issue is the result of the sum of all the parts; too much data is being loaded at one time to be processed.

Thus the title of this post. The only option I see left to me at the moment is to create a version of the mod in which the content is at least halved. The easiest way I can think of to do so is to start a new mod from scratch and systematically add to it only the content that I refuse to omit and then work from there. That's not as bad as it sounds, though; in a way my critics are right in that the mod does contain some things that aren't really necessary. For example, of the array of weapons that are in the current version I only actually ever use about half of them, so logic dictates that I should only keep about half of them. Perhaps there really isn't any need for four different kinds of shotguns, after all. The list of monsters and power-ups that won't make the cut will likely be long in the end; things like the Time Imp and the Time Freeze Sphere, for example, are really cool but they depart from the original gameplay style drastically enough that they can be cut without really detracting anything from the ultimate purpose of the mod. Time to trim the fat.

However, fans of the mod up until this point need not despair; I'm not throwing it away. It will remain here in my DropBox folder, patiently awaiting the day that a version of the source port will be developed capable of handling it smoothly. But in the meantime, I'll be diligently working on a "lite" version of the mod and when it's ready for release you'll hear it here first. Until then I'll either have to play "vanilla" Doom or just go back to another game; hopefully the game I pick next won't be a crash-happy mess as well.

Tuesday, July 2, 2013

Dooming (yes, again)

So, I had Oblivion all tweaked out and running smoothly (or so I believed) with all my favorite "must-have" mods installed when I abruptly discovered that every time I tried to take an iron cuirass from a fallen enemy NPC the game would instantly CTD. This led me to waste about two days (I'm on a not-necessarily-wanted unpaid holiday break) trying to track down which mod was causing the problem. Once I had totally uninstalled and then reinstalled the game, thinking I had finally nailed down the problem, I decided to start a new game from scratch. This of course resulted in the game instantly crashing whenever I try to exit the character generation menu, even with no mods activated. Now, I believe I possess the mental faculties and the working knowledge of this particular game's subtle nuances to eventually figure out what has gone wrong there but (being the temperamental female that I am) I don't always have the patience to persist in such endeavors without pause.

Maybe my brother is right, after all; all these things called mods are just cheats and we should be thankful to simply play unaltered what Bethesda has graciously given us as it was "meant to be played".

Yeah, riiiiiight.

Anyway, I need to take a break from Bethesda games (or at least from Oblivion) for a while until I regain my ambition to fix not only the game but the products of the modding community as well. In the meantime, what game would regular readers of this blog expect me to start playing again?

You guessed it: DooM! Not Doom 3 or that BFG Edition crap, mind you, but just good old-fashioned two-dimensional sprites-with-giant-pixels Doom. It runs like greased lightning on just about any computer built this millenium, never crashes (without extreme provocation, at least) and I have fun playing it. What else could I ask for?

At this point I would like to mention that the DRD Team is still plugging away at perpetually improving my favorite classic Doom sourceport, GZDoom, just as Graf Zahl and Randy Heit apparently are still working to improve official releases of their creations. At the following links you can download the latest official releases of both ZDoom and GZDoom, as well as the latest SVN builds of each. Thanks to everyone at those respective projects (and especially those dedicated individuals who are actually working on all of the above simultaneously); your efforts are greatly appreciated.

Anyway, today I started once again playing one of my favorite challenging megawads: Armadosia. I believe I've mentioned it here before but let me say once again that the author, Arma Kero, spent three years (or more) on this project and it definitely shows in the quality of the resulting set of maps. It's definitely one of those rare megawads that I don't mind replaying regularly.

...and of course I'm playing it with everyone's favorite Doom Upgrade mod, created by everyone's favorite Doom modder...

Yeah, riiiiiight.

But, on the off-chance that someone reading this is actually interested, I am still indeed working to tweak and fine-tune my GZDoom-based monster and item randomizer mod which I'm told totally ruins the game, making it totally unplayable. In light of such criticisms I continue to tweak the gameplay balance toward what I believe is fair for both the player and the monsters, and I also continue to add creatures and other modifications of my own creation in a vain attempt to assuage the naysayers who claim that all I've done with the mod is copy+paste a bunch of stuff created by other people. I'm not going to go into any greater detail regarding the current contents of the mod since (last time I checked) there are only two or maybe three individuals among my massive following of readers who would even be interested in this at all. However, for those appreciated friends I will mention that the latest incarnation of Herculine's Doom Upgrade can always be found at this download link. (It's my DropBox folder where I keep a current backup of the mod, which I update any time I feel I've made improvements worth saving for the prosperity of mankind. This link should always be good, at least unless something horrible happens to DropBox.) My heartfelt thanks to anyone who actually cares about any of this.

Anyway, that's what I'm up to at the moment and I have no clue why I felt the need to type a blog entry about it. Next thing you know, I'll be "tweeting" about what outfit I'm going to wear tomorrow...

Sunday, June 30, 2013

Once you go Redguard...

Really not much to report at the moment; just thought I'd share a few more screenshots. I'm still playing Oblivion and tweaking my ever-growing band of companions. Apparently I was in the mood for a specific flavor when I created these companions from one of my variations of the Ainmhi nekomimi race...






Monday, June 10, 2013

Into Oblivion

Today I got my hands on the latest version of Skyrim, the Legendary Edition. So what's the logical thing to do now? Well, play Oblivion of course!

I've spent the last two weeks working to get my current install of Oblivion into a heavily-modded state that I'd be satisfied playing an actual long-term campaign with, so despite the allure of another shiny new Elder Scrolls game this afternoon I decided to start an Oblivion campaign from scratch.

The first companion I picked up was Svatava, who was originally a CM Partners companion until I decided to graft her onto one of the popular GGC Companions (minus the face paint you'll see in the last screenshot of this post). I like the scripting of these companions so I thought this time around my followers shouldn't be exclusively CM Partners. However, once I had taken Svatava through Vilverin (fully enhanced by Martigen's Monster Mod and Francesco's Creatures and Items Mod) I decided that, despite the increased number of enemies, she was just a bit too powerful for me to be traveling with so early in the game. So, on the fly, I polished up one of my Ainmhi works-in-progress and added her to the game. (That's one of the great things about CM Partners: you can pretty much add new characters or remove them whenever you want without worrying that it might bork the game.)
In full sunlight Frona is a bit paler than I'd prefer, but I used a pale freckled skin texture to begin with and it seems to fit well with the whole pink motif she seems to have fallen into.

I'm also unusually satisfied with how my player character has evolved. Usually she looks a bit more rugged and butch, but this time she ended up looking a bit more glamorous somehow. Doesn't seem to be a bad thing, though.
So anyway, that's what I've been up to.

I'll leave you now with this last, older screenshot that's a nice example of how things can change as my creative process runs its course:

Monday, May 27, 2013

PUSSIES

(Now that should increase the ol' blog view total...)

Though I'm still not back in the mood to type walls of text that (as the previous parenthetical quip suggests) I doubt more than one or two people will be interested enough in to actually read, I am proud enough of this weekend's Oblivion modding results that I thought I'd break my silence long enough to share a few quick screenshots:
These are all Nonyxia and half-Nonyxia (the latter of which I created myself) using the two original body textures as well as two texture sets which I modified myself.
The armor they're wearing in these screenshots is all from the Full Metal Bikini series by Cenobite (if you like these, he also did some cool stuff for Morrowind).

Tuesday, April 16, 2013

More Aubrey Hodges

As I mentioned in a previous post, Mr. Aubrey Hodges has at long last made some of his best game soundtracks available for public download. Though I'm still not in much of a blogging mood, this is something that I feel is definitely worth sharing in a follow-up post since more soundtracks are now available. Again, thank you Mr. Hodges!

Tuesday, March 12, 2013

My favorite type of magic...

I haven't felt much like blogging lately, but I couldn't resist the urge to share this:

Sunday, February 10, 2013

GZDoom v1.7.01

Just a quick post to pass along a bit of info to any of my fellow Doomers out there who might not have heard it already; another new version of the classic Doom sourceport GZDoom has been released. This time around it's version 1.7.01. And as always, don't forget to occasionally check for new svn builds as well. Enjoy.

Friday, February 8, 2013

RAGE Toolkit

Those of you who like to mod your games might be interested to know that the RAGE Toolkit is now available for download. At the moment I'm simply providing the link here so you all can check it out yourselves because, at this point in time, I can only think of one comment to make:

35 GB?!? REALLY?!?

Monday, January 7, 2013

...one Nexus to rule them all...

Quite recently my attention has been returning to The Elder Scrolls series of games and in turn the modding sites for said games. One of my go-to sites for mods for Bethesda games has always been the Oblivion Nexus which, until recently, also included Morrowind mods. When I first got into game modding, this mod-hosting site and its forums were all webmaster Robin "Dark0ne" Scott had to offer us. Then Bethesda gave us Fallout 3 and Fallout New Vegas and shortly thereafter the Dark0ne gave us the Fallout 3 Nexus and the Fallout New Vegas Nexus. Later came the Skyrim Nexus. For fans and modders of Bethesda's Gamebryo-based games The Nexus Sites had become one of the mod-hosting sites most instrumental in unifying their gaming community.

So you might be asking yourselves: why is Herculine giving us this little history lesson seeming to praise the Nexus family of sites?

As I was browsing Oblivion mods today I accidentally stumbled upon the new NexusMods.com front page. I had known for some time now that Dark0ne had expanded his horizons by adding Nexus sites for Dragon Age and The Witcher, but until today I was unaware that the Nexus family now includes sites for over fifteen different games. Mister Scott seems to be building quite an empire lately. Which reminds me of the famous quote regarding the British Empire: "On her dominions the sun never sets." I suppose it could now be said that the sun never sets on NexusMods.

At this discovery my initial "knee-jerk" reaction was to think that Robin Scott must be simply creating new extensions of his Nexus whenever a new installment from any of his favorite game franchises hits the retail shelves. However, that is perhaps a bit harsh and unfair. Since roughly half the current Nexus sites involve my own favorite games like Neverwinter Nights, I really should thank Dark0ne for giving their mods another home because it's the mods that help keep these great games alive.

I do, however, have one question for Mister Scott: where's the Mass Effect Nexus?