This member has provided no bio about themself...

Comment History  (0 - 30 of 68)
3DMaster
3DMaster - - 68 comments @ Brutal Doom

I really have only two things on an ultimate wish list for Brutal Doom, which would be nice if you at least consider them:

1. Dedicated button for melee/glory kills. I think you need to select hands and then attack a weakened enemy in order to do one, but that's tedious and slow especially if you are fighting other demons. A dedicated button that activates one if you're close enough to a stunned enemy would be so much better.

2. A few more varieties on enemies, perhaps completely new one, and let them pop up more often would be nice, if they make sense at least. I played through Doom 1 with Brutal Doom and I remember variants of Arachnotrons show up in a mission of episode 3; which is weird.

Anyway, thanks for all the good work on Brutal Doom, and I hope you keep my suggestions in mind.

Good karma+3 votes
3DMaster
3DMaster - - 68 comments @ Brutal Doom

Are you talking about the marines you free from stakes that help you out and attack the demons until the demons get them? They're not enemies, and I don't remember coming across any evil, possessed Doom Guy enemies. You don't fight them, they fight with you, and I'm not sure there is friendly fire, if there isn't, at least not with bullets, it would make sense your bullets miss.

Anyway, you can turn the FRIENDLY marines off too in the Brutal Doom options and then gameplay options I believe.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Half-Life 2 : MMod

So there's an issue I hope you can resolve with an update.

I am playing Half-Life 2 Update with Mmod; I tried to start a new game at a chapter, because the invisible enemies and crash bug occurred.

To my surprise, I found that although all the chapters I've played through show up in the new game menu, all the ones I played through with Mmod are greyed out, and cannot be picked. Only the chapters I played through with Half-Life 2 Update vanilla I can start this way.

I hope you fix this in a next update, and everything you played also properly shows up in the new game menu.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Half-Life 2 : MMod

That's an issue with Half-Life 2 itself, not Mmod, at times in a few places this behavior just pops up. Reload a game far enough back, or resart the chapter, and that usually resolves the issue in that particular case. But sporadically the issue will return.

Good karma+2 votes
3DMaster
3DMaster - - 68 comments @ Half-Life 2 : MMod

I just installed the mod Awakening, the continuation of Adrian Shepard from Opposing Force mod. But I don't have a hud, I tried the hud drawing console commands, and it just doesn't. Worse than no hud, I have no crosshair, it makes aiming ridiculously difficult. (Well, I have a crosshair until I get the first weapon/crowbar, the moment I have a weapon, the crosshair disappears.)

I noticed Mmod doesn't support Awakening right now, and I love the mod for the other games/mods.

So I would love it to work with Awakening regardless, but I was also hoping if you did, that it gave a hud and crosshaid back.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Awakening

Anyone else have no hud to speak of? If I start a new game I get a crosshair, but apart from "aux power" in the upper left corner I have nothing. The moment I grab a weapon, in Awakening's case the crowbar, the crosshair disappears.

I've tried the console commands to show the hud and the crosshair, but they don't do anything; the hud just won't show up.

Anyone had this issue and know how to fix it?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ CatsVisor HUD 1.10.3

It's the newest version of Brutal Doom; your screen shots is nothing but Brutal Doom.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ CatsVisor HUD 1.10.3

There is an issue; if you run vanilla Brutal Doom v21, the HUD works fine, but if you load the latest released expansions/updates, like the latest Brutal Doom v21.8.0 grabbing a key won't show the key on the screen for some reason.

(The DynamicHUD visor hud that your CatsVisor is based upon shows the same behavior.)

Will you fix this issue?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ HoloDynHUD_ZAN Updated

So I have an issue with your Hud, certain gameplay expansions cause the keyes to not show up in the hud when you have them.

This happens with SmoothDoom, but worse, Brutal Doom.

Vanilla Brutal Doom v21 works just fine; but if you load the expansion, including the latest v21.8.0 keys once again don't show up.

Will you update your hud to work with these?

Good karma+2 votes
3DMaster
3DMaster - - 68 comments @ CatsVisor HUD 1.10.3

I don't get it; where's the link for 1.9.5; I clearly downloaded it once, because I have it; but I don't see it at all here. I seem to only be able to download 1.1.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Brutal Doom v21.8.0 Expansion (Stable)

??? Personalized addon? I just went to BD addon tab, and found the PlasmaCooldown there and downloaded that. I didn't see any patch there; I'll go back there and look around.

Is it somewhere else?

Also, the map of Episode 3 Inferno is a garbled mess; I think there is a moment where I think I see the actual map, but it almost immediately get overlaid by various wall textures that flicker around.

I think it did that with vanilla BDv21 though.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Brutal Doom v21.8.0 Expansion (Stable)

So, I figured out the PlasmaCooldownV21.pk3 causes the PlasmaAmmo issue. If I remove it, the game starts; which is very sad, because I like it, and I don't even get why the cool down animation was removed from BrutalDoomV21. The PlasmaCoolDown addon has not been updated to work with 21.8 (or any other .x expansion it seems.

Any chance you can take a look at the PlasmaCooldown and make the expansion compatible with it?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Brutal Doom v21.8.0 Expansion (Stable)

GZDoom, with BrutalDoom v21, obviously.

And replacing it still gets me the PlasmaAmmo issue.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Brutal Doom v21.8.0 Expansion (Stable)

So, I can start this; if I load both BrutalDoom and this expansion I get the following error message:

Script error, "brutalv21.8.0.pk3:cvarinfo.txt" line 1:
cvar 'bd_bloodamount' already exists

Fine, I figure this completely replaces the main Brutal Doom file; but if I load only this mod/expansion:

Class PlasmaAmmo referenced but not defined

And then I get to choose "exit" or "restart".

What gives?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Unreal227 HD Texture Pack v3.5

Yes, it is indeed in the 227i patch; I suppose they should hurry up with the 227j patch, and correct these issues.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1

Addendum: found a different install of Klingon Honor Guard, it no longer has the entry point issue, however, setting DX 11, colors become washed out, as if you're playing in VGA or even EGA mode, or something; and the moment you set a widescreen resolution, the game crashes with long string of modules ending MainLoop.

It also seems that if the crash gets fixe, the renderer needs an option to not go fullcreen, and go fullscreen. The renderers in the Klingon Driver Pack are all set to not fullscreen by default, because the moment you start a new game for the first time after staring KHG, the game produces a "curtain", which is a black screen borderless window, that can be separately closed, but only if you're in windowed mode. In full screen mode the blackness covers the entire screen and there is no way to close it; requiring a restart of your computer.

It seems you are required to start the game in windowed mode, start a game, wait for the curtain to appear, close it, and then go fullscreen. It seems to have something to do with playing the video mission briefing videos? Not that I'm playing it, but I hope the game doesn't restart the curtain with the next video briefing, then you'd constantly have go back and forth between windowed and full screen.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1

I've noticed something really weird, first off; the two flags hanging down the wall in the Na'Pali Haven map are black, I at first thought this was a missing texture, and made a post to the texture pack mod.

However; I just watched the Return to Na'Pali flyby long enough to see the first flag, and it's also black; the second flag however isn't. Which makes this not a missing texture issue, because they are the same texture/same flag, and it is also the same flag as on the standard Unreal castle flyby, and they all show up there fine.

Doing some testing, I found that the Direct3D 9 renderer (which uses a lower resolution texture pack no less) has the same behavior, and even the OpenGL renderer does the same thing.

So I have no idea what is going on; some weird setting that is set in all renderers that might cause this behavior? If so, what!? I figure if anyone might have a clue it is someone who works on the renderers; so any clue?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1

I tried this with Klingon Honor Guard, but apparently despite their being a directory St_Klingon Honor Guard it doesn't work. Going to set the settings for the renderer in 'rendering' in the khg's advanced options says it can't find an entry point, and although you can pick the renderer in the drivers section, it doesn't do anything.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Unreal227 HD Texture Pack v3.5

Extreme 4k version again: missing textures/broken textures, flags 2nd floor Na'Pali Haven are just completely black.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Unreal227 HD Texture Pack v3.5

I'm actually playing with the extreme 4k version of this, but I don't see it having it's own moddb page, and the website doesn't seem to have a way to leave feedback, so I'll do it here.

(The same issue probably shows up in this version as well.)

When you're still in the prison ship you arrive at the med bay, and there are medical layouts. The ones on the left are properly orientated and you can read them, the ones on the right though, are mirrored. I don't know if the same behavior occurred with the original textues/orignal engine/renderer but it occurs now. I'm sure they weren't detailed enough to read the text on it, so one wouldn't notice; and I know mirroring the textures isn't going to solve the problem because it will just reverse the positions, but...

A little further on where the alien kills the other humans, there are two screens, that are the same screen/texture. Right at the beginning with the dead humans and a bit further on a screen that is broken. These textures are also mirrored.

Once again, I don't remember if this is something that the original did as well; I do seem to think the picture's orientation is not off. So, maybe, they may not have liked the orientation, and since players couldn't read anything on the lowres thing anyway, somebody got lazy and just told the engine/game to mirror the texture rather than mirror the textures themselves and replace it. Provided the textures doesn't show up in correct orientation somewhere else; mirroring this texture would be a quick workaround.

In the previous case, solving the issue and figuring out what the issue is/why Unreal mirrors these textures in places, might require coordination between the folks who created the different renderers and the modern code/patches (227i) to figure our what is going on and if the issue can be fixed.

The same thing happens with the Direct 3D 11 renderer as with the Direct 3D 9 renderer.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Unreal HD Weapons

Me too, big old general something something fault in lots of stuff ending in mainloop.

The standard mutator works fine for now though.

Did the creator mix them up or something and save the 227i version as the pre-227i version and vice versa?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ High-Resolution Unreal Skins

Okay, my fault, they work; playing a game I'm half-way through, and I forgot the mutator only show up with a new game, new game works fine.

Is there a console command that allows me to load up mutators in the middle of a game?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ High-Resolution Unreal Skins

Are the weapons supposed to get a new skin/texturre too? Because they seem to remain awfully blurry.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1

Eh, it's cute, but there's just FAR too much material set as reflective, virtually everything is reflective, it makes it look like everything is coated in a reflective oily coating, it becomes very, very ugly.

There also doesn't seem to be a difference in the manner in which things get reflected, if something reflects it is immediately shiny to a mirror sheen, and reflected perfect walls, and other stuff. It's quite clear that most of the weapons are supposed to have a very matte finish, thus it might reflect the most powerful light sources somewhat, a perfect mirror of things around it, not so much; yet they do.

Thus, everything seems to reflect perfectly, or not at all.

I turned off SSR, in order to make things look decent.

Good karma+2 votes
3DMaster
3DMaster - - 68 comments @ Unreal Normal Height Maps DX11 version 1.0

Nice preview picture, and although it doesn't come from you, but whoever programmed the reflectiveness of stuff; why in blazing hells is there a reflection on the ground?

That is clearly a stone road, stone roads like that don't have reflections!

It looks like it's a mirror sheen water surface now.

Good karma0 votes
3DMaster
3DMaster - - 68 comments @ TiberiumEssence 2.0 Alpha

Can anyone else play the NOD campaign with this version of the mod? The fanatics don't blow up the wall, they refuse to take an attack command.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Cabal will return in TE2

This was me, forgot to login.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Brutal Doom v21

Has anyone figured out how to tell GZDoom to prefer one texture pack over another?

Brutal Doom pk3 comes with its own texture pack, and some of it is rather bad. For example; there's this green wall with strips texture in vanilla Doom that has a special version of the title with blue triangles on it; the color, its tone and look is exactly the same between the plain wall textures and the blue triangle decorated one.

Loading the Brutal Doom pk3 replaces these with some grey lightly hinting at green textures that do not have the strips, and a completely different tone, even different color, brownish textures with a white UAC logo on it.

Putting in other texture packs in the ini makes no difference; GZDoom defaults to the textures used in the Brutal Doom pk3.

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ HRRP Brutal doom, purist game mode v0.13

When I load this pack with Brutal Doom, the chaingun is rather squished and the BFG is much smaller than all the other weapons, like only half or even a third of the other weapons.

Does anyone know a solution?

Good karma+1 vote
3DMaster
3DMaster - - 68 comments @ Voxel Patch for Brutal Doom v21

Launching the game gives a script error in line 50, it goes by too fast to read more.

Good karma+1 vote